Gamestudio Links
Zorro Links
Newest Posts
Newbie Questions
by fairtrader. 12/05/23 14:22
Zorro Trader GPT
by TipmyPip. 12/04/23 11:34
Square root rule
by Smallz. 12/02/23 09:15
RTest not found error
by TipmyPip. 12/01/23 21:43
neural function for Python to [Train]
by TipmyPip. 12/01/23 14:47
Xor Memory Problem.
by TipmyPip. 11/28/23 14:23
Training with command line parameters
by TipmyPip. 11/26/23 08:42
Combine USD & BTC Pairs In Asset Loop
by TipmyPip. 11/26/23 08:30
AUM Magazine
Latest Screens
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Tactics of World War I
Who's Online Now
0 registered members (), 635 guests, and 2 spiders.
Key: Admin, Global Mod, Mod
Newest Members
fairtrader, hus, Vurtis, Harry5, KelvinC
19019 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Joining Wheels to a body #158237
10/02/07 15:26
10/02/07 15:26
Joined: Apr 2005
Posts: 2,332
Germany, BaWü
aztec Offline OP

Expert
aztec  Offline OP

Expert

Joined: Apr 2005
Posts: 2,332
Germany, BaWü
Allright this is very tricky for me and I tried it on many ways
but somehow I cant get it done.
The wheels that are created are on the right position.
and my car allready can drive forward but if I press S and attach the tries to the car body it cant move I also trief moving with ignore_passable or ignore_flag2 but It wont work.
And I notice that my tires wont move with my car I would be really greafull if someone could help me with it so heres my code.

Code:
function wheels_left
{
my.pan = 0;
my.scale_x = 2;
my.scale_y = 2;
my.scale_z = 2;
my.narrow = on;
my.flag2 = on;
}

function wheels_right
{
my.pan = -180;
my.scale_x = 2;
my.scale_y = 2;
my.scale_z = 2;
my.narrow = on;
my.flag2 = on;
}

function create_wheels
{
wheel1 = ent_create(car_wheel,vec_for_vertex(nullvector,Auto,48),wheels_right);
wheel2 = ent_create(car_wheel,vec_for_vertex(nullvector,Auto,47),wheels_right);
wheel3 = ent_create(car_wheel,vec_for_vertex(nullvector,Auto,46),wheels_left);
wheel4 = ent_create(car_wheel,vec_for_vertex(nullvector,Auto,45),wheels_left);
}

action test_car
{
Auto = me;
my.scale_x = 3;
my.scale_y = 3;
my.scale_z = 3;
while(1)
{
if(key_cuu == on)
{
c_move(Auto,vector(3*time,0,0),nullvector,use_box|ignore_flag2);
}
wait(1);
}
}

on_s = create_wheels;



Regards
Aztec


Visit:
schwenkschuster-design.de
Re: Joining Wheels to a body [Re: aztec] #158238
10/02/07 15:55
10/02/07 15:55
Joined: Aug 2005
Posts: 1,558
HK
V
vlau Offline
Serious User
vlau  Offline
Serious User
V

Joined: Aug 2005
Posts: 1,558
HK
I've the similar problems as yours recently as I
teach my jetfighter to takeoff from the runway.

I think you've to update the bounding box after
resizing the tires in game : c_setminmax(my).

Set the polygon flag of your ground plane
can be help also.

Re: Joining Wheels to a body [Re: vlau] #158239
10/02/07 16:10
10/02/07 16:10
Joined: Apr 2005
Posts: 2,332
Germany, BaWü
aztec Offline OP

Expert
aztec  Offline OP

Expert

Joined: Apr 2005
Posts: 2,332
Germany, BaWü
well the thing is just that I dont use plane
mine is a car but I´ll try it anyway thx

EDIT: it didnt work

Last edited by aztec; 10/02/07 16:15.

Visit:
schwenkschuster-design.de
Re: Joining Wheels to a body [Re: aztec] #158240
10/03/07 04:58
10/03/07 04:58
Joined: Dec 2005
Posts: 478
India
M
msl_manni Offline
Senior Member
msl_manni  Offline
Senior Member
M

Joined: Dec 2005
Posts: 478
India
my.parent = you;
my._vertex = 48;
while(1)
{
vec_for_vertex(my.x,my.parent,my._vertex);
wait(1);
}

You will have to add similar logic to each wheel if you want them to be linked to your car. First try to apply the above logic to your car, it will supposedly work, or I will try to work it out.


My Specialities Limited.
Re: Joining Wheels to a body [Re: msl_manni] #158241
10/03/07 06:41
10/03/07 06:41
Joined: Apr 2005
Posts: 2,332
Germany, BaWü
aztec Offline OP

Expert
aztec  Offline OP

Expert

Joined: Apr 2005
Posts: 2,332
Germany, BaWü
yeah this will propably solve
the sticking problem nice idea.
Now I still need to know how I can move my car
but I allways is stuck in the Wheels
Regards
Aztec

PS: Great Comunity here you allways help me

EDIT:
Your code actually worked veeeeery fine
now I gotta solve that moving problem^^

Last edited by aztec; 10/03/07 08:55.

Visit:
schwenkschuster-design.de
Re: Joining Wheels to a body [Re: aztec] #158242
10/03/07 09:12
10/03/07 09:12
Joined: Apr 2005
Posts: 2,332
Germany, BaWü
aztec Offline OP

Expert
aztec  Offline OP

Expert

Joined: Apr 2005
Posts: 2,332
Germany, BaWü
Opps I noticed I posted in the wrong forum
but I still cant get this car going on.
its like if I make the wheels passable.
and move my car with ingnore_passable it just move
with a realy high speed straight to the top
This is what I have for the code now
I can just move the car with my.x +=1*time but no collision
Code:
 function wheels_left
{
my.pan = 0;
my.scale_x = 2;
my.scale_y = 2;
my.scale_z = 2;
my.narrow = on;
c_setminmax(my);
// TEST
my.parent = you;
my_vertex1 = 46;
while(1)
{
vec_for_vertex(my.x,my.parent,my_vertex1);
wait(1);
}
//
}

function wheels_left2
{
my.pan = 0;
my.scale_x = 2;
my.scale_y = 2;
my.scale_z = 2;
my.narrow = on;
c_setminmax(my);
// TEST
my.parent = you;
my_vertex2 = 45;
while(1)
{
vec_for_vertex(my.x,my.parent,my_vertex2);
wait(1);
}
//
}

function wheels_right
{
my.pan = -180;
my.scale_x = 2;
my.scale_y = 2;
my.scale_z = 2;
my.narrow = on;
c_setminmax(my);
// TEST
my.parent = you;
my_vertex3 = 48;
while(1)
{
vec_for_vertex(my.x,my.parent,my_vertex3);
wait(1);
}
//
}

function wheels_right2
{
my.pan = -180;
my.scale_x = 2;
my.scale_y = 2;
my.scale_z = 2;
my.narrow = on;
c_setminmax(my);
// TEST
my.parent = you;
my_vertex4 = 47;
while(1)
{
vec_for_vertex(my.x,my.parent,my_vertex4);
wait(1);
}
//
}

function create_wheels()
{
wheel1 = ent_create(car_wheel,vec_for_vertex(nullvector,Auto,48),wheels_right);
wheel2 = ent_create(car_wheel,vec_for_vertex(nullvector,Auto,47),wheels_right2);
wheel3 = ent_create(car_wheel,vec_for_vertex(nullvector,Auto,46),wheels_left);
wheel4 = ent_create(car_wheel,vec_for_vertex(nullvector,Auto,45),wheels_left2);
}

action test_car
{
Auto = me;
my.scale_x = 3;
my.scale_y = 3;
my.scale_z = 3;
my.polygon = on;
c_setminmax(my);
create_wheels();
while(1)
{
if(key_cuu == on)
{
c_move(me,vector(1*time,0,0),nullvector,use_box);
wheel1.tilt +=3*time;
wheel2.tilt +=3*time;
wheel3.tilt -=3*time;
wheel4.tilt -=3*time;
}
if(key_cud == on)
{
my.x -=3*Time;
wheel1.tilt -=3*time;
wheel2.tilt -=3*time;
wheel3.tilt +=3*time;
wheel4.tilt +=3*time;
}
wait(1);
}
}




Visit:
schwenkschuster-design.de
Re: Joining Wheels to a body [Re: aztec] #158243
10/03/07 15:51
10/03/07 15:51
Joined: Aug 2005
Posts: 1,558
HK
V
vlau Offline
Serious User
vlau  Offline
Serious User
V

Joined: Aug 2005
Posts: 1,558
HK
You don't need to set my.narrow = on to your wheels
because c_setminmax already done it automatically.

You should not set my.polygon = on in your car action
because this flag is only suitable for non-moveable object,
oppositely set the polygon flag to the ground model or terrain.

I think use_box is not available for c_move, maybe "glide"
is better.

The c_move function only move the car body with collision but
not the wheels, I'm afraid that there will be a problem when
you ride it on steep or slope terrain but it can be solved by
setting the car's min_z and max_z.

EDIT : I mean to set the min_z and max_z of your car
body to cover all wheels.


Last edited by vlau; 10/03/07 16:04.
Re: Joining Wheels to a body [Re: vlau] #158244
10/03/07 17:00
10/03/07 17:00
Joined: Apr 2005
Posts: 2,332
Germany, BaWü
aztec Offline OP

Expert
aztec  Offline OP

Expert

Joined: Apr 2005
Posts: 2,332
Germany, BaWü
yeah I know what you mean well.
I have a new Idea thought it will
worsen the gameplay but not very much
thx for the help though


Visit:
schwenkschuster-design.de

Moderated by  HeelX, Lukas, rayp, Rei_Ayanami, Superku, Tobias, TWO, VeT 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1