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๐Ÿ’ŽYue๐Ÿ’Ž

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About ๐Ÿ’ŽYue๐Ÿ’Ž

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    Advanced Member
  • Birthday 11/04/1978

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    Male
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    Colombia / Bogotรก

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  1. Yes, I'm working on that, the vehicle now has no engine programming or tire steering, but I think I can drive the car.
  2. Ok, no problem, solved here. Door Joint Slider, Collision Rigibody Trigger. The player when standing next to the vehicle, driver's seat, and pressing the E key, gets in and out of the vehicle.
  3. I've added an empty script to the brush, but it still doesn't work, moving the vehicle breaks the collision and no longer works.
  4. TEMP 2019-11-19 22-13-45.mp4 No work to move vehicle.
  5. How can I put that invisible brush but continue to detect the collision trigger, to set when the player gets into the car?
  6. 3 minutes to get this image capture. xD Prototype Vehicle.
  7. The lag is terrible in the map editor, and to launch the executable, so the development becomes very tedious, because I have hangups, is that Windows does things in the background and everything stops and the worst of all is that leadwerks crashes. Maybe you should think of something simpler, a game of simple cubes something really very simple.
  8. Update First Post, file Script Vehicle. I already have the vehicle's rear transmission. The next step is to work on the front transmission, which includes wheel steering, spring and wheel motor.
  9. Wheels Back Ok. The lag is really discouraging, I don't think it'll get very far again. But you always learn a lot along the way when you try again and again.
  10. To this resolution I have to work from now on, if I try in another superior one, several times the maps and the scripts have been damaged when being loaded.
  11. One question: What does the Generate Shape function do?
  12. Working on the suspension of the vehicle, the prototype looks, well, a hard suspension. -- Constructor Vehicle. function this:Start() self.jointFL = Joint:Slider(self.bell0:GetPosition(false).x,self.bell0:GetPosition(false).y,self.bell0:GetPosition(false).z,0,1,0, self.chassis, self.bell0) self.jointFL:EnableLimits() self.jointFL:SetLimits(-0.1,0.1) self.jointFL:SetSpring(100) self.jointFR = Joint:Slider(self.bell1:GetPosition(false).x,self.bell1:GetPosition(false).y,self.bell1:GetPosition(false).z,0,1,0, self.chassis, self.bell1) self.jointFR:EnableLimits() self.jointFR:SetLimits(-0.1,0.1) self.jointFR:SetSpring(100) self.jointBL = Joint:Slider(self.bell2:GetPosition(false).x,self.bell2:GetPosition(false).y,self.bell2:GetPosition(false).z,0,1,0, self.chassis, self.bell2) self.jointBL:EnableLimits() self.jointBL:SetLimits(-0.1,0.1) self.jointBL:SetSpring(100) self.jointBR = Joint:Slider(self.bell3:GetPosition(false).x,self.bell3:GetPosition(false).y,self.bell3:GetPosition(false).z,0,1,0, self.chassis, self.bell3) self.jointBR:EnableLimits() self.jointBR:SetLimits(-0.1,0.1) self.jointBR:SetSpring(100) end Test Spring Vehicle 4 Wheels.mp4
  13. Ok, solved here. -- Constructor Vehicle. function this:Start() self.jointFL = Joint:Slider(self.bell0:GetPosition(false).x,self.bell0:GetPosition(false).y,self.bell0:GetPosition(false).z,0,1,0, self.chassis, self.bell0) self.jointFL:EnableLimits() self.jointFL:SetLimits(0,0) --self.jointFL:SetSpring(-1) self.jointFR = Joint:Slider(self.bell1:GetPosition(false).x,self.bell1:GetPosition(false).y,self.bell1:GetPosition(false).z,0,1,0, self.chassis, self.bell1) self.jointFR:EnableLimits() self.jointFR:SetLimits(0,0) --self.jointFR:SetSpring(0) self.jointBL = Joint:Slider(self.bell2:GetPosition(false).x,self.bell2:GetPosition(false).y,self.bell2:GetPosition(false).z,0,1,0, self.chassis, self.bell2) self.jointBL:EnableLimits() self.jointBL:SetLimits(0,0) --self.jointBL:SetSpring(0) self.jointBR = Joint:Slider(self.bell3:GetPosition(false).x,self.bell3:GetPosition(false).y,self.bell3:GetPosition(false).z,0,1,0, self.chassis, self.bell3) self.jointBR:EnableLimits() self.jointBR:SetLimits(0,0) --self.jointBR:SetSpring(0) end
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