@ dennis fantasy thx...i´l try it...
@ samb wieso? Was soll ich denn sonst probieren? Außerdem brauch ich das script....

Regards Efrint

Edit:

ok...i did with the premade newton-vehicle-script a new one. but i receive two errors:
movement.wdl 55:0 Error(0) Bad or missing parameter unknown function
movement.wdl 68:0 Error(63)Parameter unknown tyrebegin

here is the code:
Code:
 //define mass, skill1;
define steer_Angle, skill2;
define suspension_Span, skill3;
define suspension_Dashpot, skill4;
define suspension_Stiffness, skill5;
define rolling_dry_Friction, skill6;
define is_LeftWheel, flag1;
define is_PoweredWheel, flag2;

//define steering_param, skill11;
define myVehicleConstraint, skill20;

define roverEngineTorque, skill21;
define roverSteerTorque, skill22;

define car_topSpeed, skill8;
define car_maxToque, skill9;
define carEngineTorque, skill21;
define carSteerTorque, skill22;


VAR gli;

function NewtogliderTyreEvent(vehicleConst, tyreIndex)
{
var omega;
var torque;
var resistance;

// my id the vehicle entity
// you is the wheel entity

// this vehicle move in the low to medium speed range. therefore the tyre slip is neglegibe
NewtonSetTyreLateralFrictionCoef (vehicleConst, tyreIndex, 0.7);
NewtonSetTyreLongituFrictionCoef (vehicleConst, tyreIndex, 1.0);


if (you.is_PoweredWheel) {
torque = my.carEngineTorque;
if (torque != 0) {
resistance = my.car_maxToque * NewtonGetTyreRadius (vehicleConst, tyreIndex) / my.car_topSpeed;
} else {
resistance = 0.015 * NewtonGetTyreInertia (vehicleConst, tyreIndex);
}

omega = NewtonGetTyreOmega (vehicleConst, tyreIndex);
torque = torque - resistance * omega;
NewtonSetTyreTorque (vehicleConst, tyreIndex, torque);

} else {
torque = 0.0;
NewtonSetTyreTorque (vehicleConst, tyreIndex, torque);
}
function NewtonCreateVehicle (wood_material, tyreEvent, tyreBegin, tyreEnd)
{ //somwhere here is the first error
var vehicleBody;
var vehicleConst;

// create the rigid body
dll_handle = newtonHandle;
NewtonCreateGravityEntity (wood_material);

// create the vehicle rigid body
dll_handle = newtonHandle;
vehicleBody = NewtonGetBody (my);

// create the vehicle constraint
vehicleConst = NewtonCreateVehicleConstraint (vehicleBody, tyreBegin, tyreEvent, tyreEnd); //in this line is the second error

// save the vihicle contraint with the vehicle entity
my.myVehicleConstraint = vehicleConst;

// wait until all tyre are created, then balance the tyres suspension
wait (2);
dll_handle = newtonHandle;
NewtonVehicleBalanceTyres (vehicleConst, my.mass * newtonGravity);
}

function NewtogliderForceEvent(body)
{
ApplyGravityForceEvent(body);

// vehiecle are alwways active
NewtonSetBodyAutoActiveState (body, 0);
}

function NewtogliderTyreBeginEvent(vehicleConst)
{
var p;
p = 0;
}


function NewtogliderTyreEndEvent(vehicleConst)
{
var p;
p = 0;
}







ACTION glider
{
newtoncreatevehicle(wood_material,NewtogliderTyreEvent,NewtogliderTyreBeginEvent,NewtogliderTyreEndEvent);

dll_handle = newtonHandle;
gli = NewtonGetBody (my);

NewtonSetBodyAutoActiveState (gli, 0);
NewtonSetBodyActiveState (gli, 1);
NewtonSetBodyForceAndTorque (gli, NewtogliderForceEvent);

while(1)
{
my.carEngineTorque = 0.0;
my.carSteerTorque = 0.0;

if(key_cul==1)
{
my.carSteerTorque = 100.0;
}
if(key_cur==1)
{
my.carSteerTorque = -100.0;
}
if(key_cuu==1)
{
my.carEngineTorque = 2600.0;
}
if(key_cud==1)
{
my.carEngineTorque = -400.0;
}
wait(1);
}
}



i hope, you can help me

Regards Efrint

Last edited by Efrint; 07/18/05 18:40.