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Moving a car - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: Moving a car (/thread-11949.html) |
Moving a car - Victor - 12-19-2011 I want to make a car move, like someone is driving it. I already converted a car custom model into an entity, but I wanted to know what is the right script to move it foward. Can someone help me? RE: Moving a car - Khyrpa - 12-19-2011 Make the tires actually spinnable and use physics with prop force. Or just make the entity Movable object and use SetMoveObjectState But yeah I have no idea actually if they work properly, test around. RE: Moving a car - Victor - 12-19-2011 (12-19-2011, 07:44 PM)Khyrpa Wrote: Make the tires actually spinnable and use physics with prop force. Or just make the entity Movable object and useHaha ok im'na try EDIT: I made 107 desactivated copies of the car so, now i can use the "setentityactive"... It's gonna take a while. Starting now from car_1... RE: Moving a car - Khyrpa - 12-19-2011 (12-19-2011, 08:00 PM)Victor Wrote: EDIT: I made 107 desactivated copies of the car so, now i can use the "setentityactive"...Eh what? for loop gogo? Or asterix *? RE: Moving a car - Statyk - 12-19-2011 (12-19-2011, 08:00 PM)Victor Wrote: EDIT: I made 107 desactivated copies of the car so, now i can use the "setentityactive"...O.o You crazy?? How many polygons does the car have? And is it a static object? did you give it mass? You only need one! and a few recurring "AddPropForce" functions... RE: Moving a car - Victor - 12-20-2011 (12-19-2011, 09:44 PM)Statyk Wrote:I gave up... 'cause it was the car model of white night, but as an entity...(12-19-2011, 08:00 PM)Victor Wrote: EDIT: I made 107 desactivated copies of the car so, now i can use the "setentityactive"...O.o You crazy?? How many polygons does the car have? And is it a static object? did you give it mass? You only need one! and a few recurring "AddPropForce" functions... RE: Moving a car - Tanshaydar - 12-20-2011 That car was a static object and I only used it in two places to give the feeling David was just got there. Seems like only a few people noticed it, but it was not meant to be used as an entity since it's a broken car. You'll need a better model for that. RE: Moving a car - Acies - 12-20-2011 The main question is; Will the player touch/be in/get driven over by the car? If not animation will provide the most natural looking movement. RE: Moving a car - Statyk - 12-20-2011 (12-20-2011, 06:54 PM)Acies Wrote: The main question is;Smart man... That wouldn't be hard AT ALL and just need a distance and perfectly matched "MovePlayerHeadPos" and that could be a very unique trick =] RE: Moving a car - Victor - 12-21-2011 I know it's a broken car, but I have like, no modeling skills AT ALL. The only thing I know how to do in 3d modeling softwares is a cube. And I didn't know how to make the car move, since the wheels are not round. |