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Hovering vehicles

by Nathan "Nige111" Aston · in Torque Game Engine · 04/06/2007 (1:33 am) · 1 replies

I remember seeing a vehicle script somewhere, Where the vehicle would hover at a set height, And it would actually hover to that height off the floor below you, Does anyone still have this script?

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#1
04/06/2007 (2:47 am)
Sounds like you want to use a HoverVehicle.

You'll have to fill in the blanks and season to taste:
datablock HoverVehicleData(yourHoverVehicle)
{
   category                  = "Vehicles";
   shapeFile                 = "~/data/shapes/vehicles/yourHoverVehicle.dts";
   emap                      = true;
   computeCRC                = true;

   numMountPoints            = 1;
   mountPose[0]              = sitting;
   isProtectedMountPoint[0]  = true;

   // 3rd person camera settings
   cameraRoll                = true; // Roll the camera with the vehicle
   cameraMaxDist             = 8;    // Far distance from vehicle
   cameraOffset              = 1.5;  // Vertical offset from camera mount point
   cameraLag                 = 0.1;  // Velocity lag of camera
   cameraDecay               = 0.75; // Decay per sec. rate of velocity lag

   // Energy settings
   rechargeRate              = 0.7;
   energyPerDamagePoint      = 75;
   maxEnergy                 = 150;
   minJetEnergy              = 15;
   jetEnergyDrain            = 1.3;

   // Rigid Body
   drag                      = 0.0;
   density                   = 0.9;

   mass                      = 400;
   bodyFriction              = 0.1;
   bodyRestitution           = 0.5;
   minImpactSpeed            = 10;
   softImpactSpeed           = 10;
   hardImpactSpeed           = 25;
   speedDamageScale          = 0.008;

   dragForce                 = 25 / 45.0;
   vertFactor                = 0.0;
   floatingThrustFactor      = 0.35;

   mainThrustForce           = 25;
   reverseThrustForce        = 10;
   strafeThrustForce         = 8;
   turboFactor               = 2.0;

   brakingForce              = 25;
   brakingActivationSpeed    = 4;

   stabLenMin                = 2.25;
   stabLenMax                = 3.25;
   stabSpringConstant        = 30;
   stabDampingConstant       = 12;

   gyroDrag                  = 16;
   normalForce               = 30;
   restorativeForce          = 20;
   steeringForce             = 25;
   rollForce                 = 15;
   pitchForce                = 7;

   // Sounds
   jetSound                  = HoverJetSound;
   engineSound               = HoverEngineSound;
   floatSound                = HoverThrustSound;
   softImpactSound           = HoverSoftImpactSound;
   hardImpactSound           = HoverHardImpactSound;
   wheelImpactSound          = HoverWheelImpactSound;

   // Damage and collision settings
   maxDamage                 = 0.60;
   destroyedLevel            = 0.60;

   collDamageThresholdVel    = 20.0;
   collDamageMultiplier      = 0.01;

   // Emitters & Explosions
   dustEmitter               = HoverDustEmitter;
   triggerDustHeight         = 2.5;
   dustHeight                = 1.0;
   dustTrailEmitter          = TireEmitter;
   dustTrailOffset           = "0.0 -1.0 0.5";
   triggerTrailHeight        = 3.6;
   dustTrailFreqMod          = 15.0;

   softSplashSoundVelocity   = 20.0;
   mediumSplashSoundVelocity = 50.0;   
   hardSplashSoundVelocity   = 100.0;
   exitSplashSoundVelocity   = 20.0;
   
   exitingWater              = HoverExitWaterSoftSound;
   impactWaterEasy           = HoverImpactWaterSoftSound;
   impactWaterMedium         = HoverImpactWaterSoftSound;
   impactWaterHard           = HoverImpactWaterMediumSound;
   waterWakeSound            = HoverWakeSoftSplashSound;

   damageEmitter[0]          = SmallLightDamageSmoke;
   damageEmitter[1]          = SmallHeavyDamageSmoke;
   damageEmitter[2]          = DamageBubbles;
   damageEmitterOffset[0]    = "0.0 -1.5 0.5 ";
   damageLevelTolerance[0]   = 0.3;
   damageLevelTolerance[1]   = 0.7;
   numDmgEmitterAreas        = 1;

   splashEmitter[0]          = VehicleFoamDropletsEmitter;
   splashEmitter[1]          = VehicleFoamEmitter;

   explosion                 = VehicleExplosion;
   debrisShapeName           = "yourHoverVehicle_debris.dts";
   debris                    = yourDebris;
};