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Post Re: Jeep - Make it drive, Sprites included. (UPDATE: ready .rte)
Seeing as GetMOFromMOID and ToAttachble allow acces to attachable functions, I'm just waiting for the wheels to be already attached.

Oh, and I'll work if I get the rights to publish it in my mod.


Sun Jun 21, 2009 7:46 pm
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Post Re: Jeep - Make it drive, Sprites included. (UPDATE: ready .rte)
mail2345 wrote:
Seeing as GetMOFromMOID and ToAttachble allow acces to attachable functions, I'm just waiting for the wheels to be already attached.

Oh, and I'll work if I get the rights to publish it in my mod.


Youre on. :grin:

Hold on a sec, I'll go rig them wheels on this ride.


Sun Jun 21, 2009 7:50 pm
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Post Re: Jeep - Make it drive, Ready .rte with sprites and basic code
Okay done! Check the OP and download the latest starter package.
I dont know which wheel size is the best, so I did them all and made the most normal looking 4 frames of animation. Its also rigged to the .ini code by default. Offsets are updated aswell.

And yes once more, you can put it in your mod.
The point is we get a fudge cool car to drive in CC and maybe
even do crazy elastomania style courses!
Or just plain daredevil stunt driving!


Sun Jun 21, 2009 8:33 pm
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Post Re: Jeep - Make it drive, Ready .rte with sprites and basic code
I kinda ment the wheels as attachables, so there could be more realistic suspension via JointStiffness.


Mon Jun 22, 2009 12:03 am
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Post Re: Jeep - Make it drive, Ready .rte with sprites and basic code
The left wheel's Preset is "The Wheel Deal" and the one on the right's is "The Wheel Deal2".

Took forever to fix numgun's offsets/make new ones for the wheel attachables.


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Mon Jun 22, 2009 3:04 am
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Post Re: Jeep - Make it drive, Ready .rte with sprites and basic code
If you destroy a tire does the car become immobile?


Mon Jun 22, 2009 6:44 am
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Post Re: Jeep - Make it drive, Ready .rte with sprites and basic code
I have some awesome working code!

I just need to amp up the joint strength so it does not encounter the odd bug where the wheels slowly jiggle away from the vehicle like some kind of monster suspension.

Also, when it crashes into walls, it gets stuck.

Up and down are left open.
Left and right acceleration code thanks to Darlos.

This works by finding the altitude of the wheels.
It then uses that to elevate and rotate the vehicle(elevate part was easy, simply boost pos by lowest height diffrence, rotate required some messing with vectors).

The vehicle preforms best on open terrain, and worst inside bunkers.


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Mon Jun 22, 2009 7:12 am
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Post Re: Jeep - Make it drive, Ready .rte with sprites and basic code
I wonder how long it will be before someone makes a bike out of this...


Mon Jun 22, 2009 7:21 am
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Post Re: Jeep - Make it drive, Ready .rte with sprites and basic code
Little bug fix with X warp.

Though the vehicle tips over when it crosses, it atleast does not crash into the ground.

Tips over much less now, thanks to typo fix.

I tested what would happen if I blew of a wheel. The results were not good(crash regarding illegal instructions, which I believe is the first error I found of that type).

Fixed now, though.


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Mon Jun 22, 2009 7:33 am
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Post Re: Jeep - Make it drive, Ready .rte with sprites and basic code
CC is loading now. this should be good.
looks as though it needs flipping code, and also actual pushing on the wheels rather than just sticking to the ground always. the acceleration should also require at least one wheel being close enough to the ground, and the car shouldnt stick to the ground like it does. still, promising. if i can i'll take a peek into the code and ♥♥♥♥ around with what i can.


Mon Jun 22, 2009 10:12 am
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Post Re: Jeep - Make it drive, Ready .rte with sprites and basic code
There would also be the fact that it chews up terrain more than a Gatling gun's shell casings...


Mon Jun 22, 2009 10:38 am
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Post Re: Jeep - Make it drive, Ready .rte with sprites and basic code
Really could not get force applicaton on attachables working, so I simulated something with fiddling with vectors.

I tried flipping, but it messed things up.

I fixed the terrain sticking, and added a digger mode(press up), just in case.

I also set it so the velocity change was based off angle.


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