About the flipping - Heres some code I made up:
Code:
//Put this on the top of your function
var stop_vanish2;
/*Put this in a while loop, be sure to change the pointer from "kart1" to whatever your main chassis's pointer is, the same goes for the wheels of that chassis/*
.
if(!key_x && !joy_4 || !joy_4 && !key_x) && (kart1 == me){stop_vanish2 = 0;}
if(key_x && !joy_4 || joy_4 && !key_x) && (kart1 == me) && (stop_vanish2 == 0)
{
stop_vanish2 = 1; my.lightrange = 0;
vec_set(temp.x, my.x); temp.z += 30;
phent_enable (kart1_FL,0); phent_enable (kart1_FR,0); phent_enable (kart1_RL,0); phent_enable (kart1_RR,0); phent_enable (my,0);
vec_set(my.x, temp.x); vec_set(kart1_FL.x, temp.x); vec_set(kart1_FR.x, temp.x); vec_set(kart1_RL.x, temp.x); vec_set(kart1_RR.x, temp.x);
my.tilt += 180; kart1_FL.tilt += 180; kart1_FR.tilt += 180; kart1_RL.tilt += 180; kart1_RR.tilt += 180;
my.pan += 180; kart1_FL.pan += 180; kart1_FR.pan += 180; kart1_RL.pan += 180; kart1_RR.pan += 180;
phent_enable (kart1_FL,1); phent_enable (kart1_FR,1); phent_enable (kart1_RL,1); phent_enable (kart1_RR,1); phent_enable (my,1);
}
What it does is temporarly un-enables your vehicle from the physics engine, then flips it using basic pan/tilt/roll and then re-enables it.
BTW - sorry about the double post, I missed this question in the first one...
