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How can I use the racing starter kit car in fps starter kit ?

by Swan · in Technical Issues · 02/26/2006 (7:16 am) · 2 replies

Hi, my name is Swan. I'm a new french Torque coder, so sorry for my mistakes.
I've juste buy torque 1.4 and I can't find or use the different tutorial to use the racing(, or other car) with the fps stater kit. If you got any tutorial or explications, please help me. thank you for all you answer.

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#1
02/26/2006 (8:41 am)
Hello Swan,

don't want to disappoint you but in the end its quite simple.

1. copy the shape files to the starter.fps data/shapes folder
2. copy the car.cs file from server/scripts to the server/scriptes folder of the starter.fps
3. open the script game.cs in the server/scripts folder and go to the "exec("...");" functions. Add after the last exec a new line with "exec("car.cs");"
4. and the last point, open the car.cs go to the function "function WheeledVehicleData::onAdd(%this,%obj)" and add in this function (maybe after .setwheelPowered) following
=> %obj.mountable = true;

So now save all and start the TGE, when you go to the editor you will find the buggy in the folder "shapes/vehicle" with the name "defaultcar". You can add the car to your mission and your player can enter the car by run into it.

I hope this will help you.

- Sven
#2
02/26/2006 (10:25 am)
Thank you for your answer, that work and this is the most simple way I find.
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=3925
I've read and test this link, but I can't find the function to dismout the car. The jump key( space ) doesn't work.