Car.cs Missing things??
by Mike Rowley · in Torque 3D Professional · 07/03/2009 (6:17 pm) · 3 replies
I have been comparing the car.cs from tgea and t3d and there seems to be the following code missing. The buggy works sorta, but not very well, so I was going to make a few changes. If this code isn't in the server/car.cs, then where might it be?
It really surprises me the car has wheels and works at all unless this code has been moved.
//----------------------------------------------------------------------------
datablock WheeledVehicleTire(DefaultCarTire)
{
// Tires act as springs and generate lateral and longitudinal
// forces to move the vehicle. These distortion/spring forces
// are what convert wheel angular velocity into forces that
// act on the rigid body.
shapeFile = "~/data/shapes/buggy/wheel.dts";
staticFriction = 4.2;
kineticFriction = 3.15;
// Spring that generates lateral tire forces
lateralForce = 18000;
lateralDamping = 6000;
lateralRelaxation = 1;
// Spring that generates longitudinal tire forces
longitudinalForce = 18000;
longitudinalDamping = 4000;
longitudinalRelaxation = 1;
};
datablock WheeledVehicleSpring(DefaultCarSpring)
{
// Wheel suspension properties
length = 0.85; // Suspension travel
force = 2800; // Spring force
damping = 3600; // Spring damping
antiSwayForce = 3; // Lateral anti-sway force
};
datablock WheeledVehicleData(DefaultCar)
{
category = "Vehicles";
shapeFile = "~/data/shapes/buggy/buggy.dts";
emap = true;
maxDamage = 1.0;
destroyedLevel = 0.5;
maxSteeringAngle = 0.75; //0.385; // Maximum steering angle, should match animation
tireEmitter = TireEmitter; // All the tires use the same dust emitter
// 3rd person camera settings
cameraRoll = true; // Roll the camera with the vehicle
cameraMaxDist = 4.8; // Far distance from vehicle
cameraOffset = 1.5; // Vertical offset from camera mount point
cameraLag = 0.26; // Velocity lag of camera
cameraDecay = 1.25; // Decay per sec. rate of velocity lag
// Rigid Body
mass = 380;
massCenter = "0 -0.2 0"; // Center of mass for rigid body
massBox = "0 0 0"; // Size of box used for moment of inertia,
// if zero it defaults to object bounding box
drag = 0.6; // Drag coefficient
bodyFriction = 0.6;
bodyRestitution = 0.4;
minImpactSpeed = 5; // Impacts over this invoke the script callback
softImpactSpeed = 5; // Play SoftImpact Sound
hardImpactSpeed = 15; // Play HardImpact Sound
integration = 8; // Physics integration: TickSec/Rate
collisionTol = 0.1; // Collision distance tolerance
contactTol = 0.1; // Contact velocity tolerance
// Engine
engineTorque = 3300; // Engine power
engineBrake = 600; // Braking when throttle is 0
brakeTorque = 8000; // When brakes are applied
maxWheelSpeed = 50; // Engine scale by current speed / max speed
// Energy
maxEnergy = 100;
jetForce = 3000;
minJetEnergy = 30;
jetEnergyDrain = 2;
// Sounds
// jetSound = ScoutThrustSound;
engineSound = BuggyEngineSound;
// squealSound = ScoutSquealSound;
// softImpactSound = SoftImpactSound;
// hardImpactSound = HardImpactSound;
// wheelImpactSound = WheelImpactSound;
// explosion = VehicleExplosion;
};
//-----------------------------------------------------------------------------It really surprises me the car has wheels and works at all unless this code has been moved.
#2
look in "art/datablocks/car.cs"
From what I remember, other than that separation, the vehicle script is exactly the same as it always has been, with only a few changes in player.cs for mounting.
07/04/2009 (1:30 am)
Datablocks have been split apart from the scripts...look in "art/datablocks/car.cs"
From what I remember, other than that separation, the vehicle script is exactly the same as it always has been, with only a few changes in player.cs for mounting.
#3
@ Michael, Thanks. That's the code I was looking for. It doesn't make since to me how they split things up, but as long as I can find it, I can fix it my way later. Thanks to both of you. Your help has been great . :-)
07/04/2009 (6:36 am)
@ deepscratch, I can't find a vehicle.cs@ Michael, Thanks. That's the code I was looking for. It doesn't make since to me how they split things up, but as long as I can find it, I can fix it my way later. Thanks to both of you. Your help has been great . :-)
Torque Owner deepscratch
DeepScratchStudios
things are now shared, like with weapon.cs
but can be overwritten, on a "need to" basis, like if you got special tires for a special vehicle.