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[CSS/HL2DM] Vehicle Mod


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alexip121093
Senior Member
Join Date: Dec 2009
Location: Hong Kong
Old 08-12-2010 , 03:38   Re: [ANY] Vehicle Mod
Reply With Quote #21

Quote:
Originally Posted by rcarm View Post
Steering fix:

Open jeep_test.txt

Replace

Code:
"steering"
    {
        "degrees"        "26"
        "fastdampen"        "0.35"
        "slowcarspeed"        "0"
        "fastcarspeed"        "40"
        "slowsteeringrate"    "4"        
        "faststeeringrate"    "2"
        "steeringRestFactor"    "1.5"
        "turnbrake"        "0.25"

        "skidallowed"        "1"
        "dustcloud"        "1"
    }
With

Code:
    "steering"
    {
        "degreesSlow"        "26"    // steering cone at zero to slow speed
        "degreesFast"        "26"    // steering cone at fast speed to max speed
        "degreesBoost"        "26"    // steering cone at max boost speed (blend toward this after max speed)
        "steeringExponent"    "1.4"    // steering function is linear, then raised to this power to be slower at the beginning of the curve, faster at the end
        "slowcarspeed"        "20"
        "fastcarspeed"        "35"
        "slowSteeringRate"    "4.0"        
        "fastSteeringRate"    "4.0"
        "steeringRestRateSlow"    "4.0"
        "steeringRestRateFast"    "2.0"
        "turnThrottleReduceSlow" "0.0"
        "turnThrottleReduceFast" "0.0"
        "brakeSteeringRateFactor"    "6"
        "throttleSteeringRestRateFactor"    "2"
        "boostSteeringRestRateFactor"    "1.7"
        "boostSteeringRateFactor"    "1.7"
    
        //"powerSlideAccel"    "250"
    
        "skidallowed"        "1"
        "dustcloud"        "1"
    }
You might want to tweak those values if you want the buggy to handle better.
Thanks , it works .

I request boost notice/announce

Last edited by alexip121093; 08-12-2010 at 03:45.
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Elektramode
Senior Member
Join Date: Mar 2010
Old 08-12-2010 , 07:58   Re: [ANY] Vehicle Mod
Reply With Quote #22

how do I even spawn it... I pasted my steam id but it still says somthing about argument bla bla bla so I cant spawn it, my friends cant join. Just dosent work for l4d2.
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Searcher64
Senior Member
Join Date: Apr 2010
Old 08-12-2010 , 08:10   Re: [ANY] Vehicle Mod
Reply With Quote #23

Quote:
Originally Posted by Elektramode View Post
how do I even spawn it... I pasted my steam id but it still says somthing about argument bla bla bla so I cant spawn it, my friends cant join. Just dosent work for l4d2.


Quote:
vehiclemod_spawnatuserid <userid>
Edit: Does that fix above there work for Left 4 Dead 2 also?

Last edited by Searcher64; 08-12-2010 at 08:30.
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Nail
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Join Date: May 2008
Location: PetrovЪ GradЪ
Old 08-12-2010 , 10:45   Re: [ANY] Vehicle Mod
Reply With Quote #24

css server 47

[01] SourceMod (1.3.4-dev) by AlliedModders LLC
[02] Stripper (1.2.1) by BAILOPAN
[03] CS:S Tools (1.3.4-dev) by AlliedModders LLC
[04] BinTools (1.3.4-dev) by AlliedModders LLC
[05] SDK Tools (1.3.4-dev) by AlliedModders LLC
[06] SDK Hooks (1.3.0) by Tsunami

1) Management does not work (to the left "a", right "b")
2) Some animations work only in css 34 with old plugin
http://ipicture.ru/uploads/100812/CET9f2WeQs.jpg
http://rutube.ru/tracks/3487966.html...753ca18d5233d5
3) Buggy passes through trees without facing
4) The helicopter does not work
4) The airboat; crane does not work
6) and: http://forums.alliedmods.net/showpos...&postcount=304 ?

Last edited by Nail; 08-12-2010 at 11:56.
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alexip121093
Senior Member
Join Date: Dec 2009
Location: Hong Kong
Old 08-12-2010 , 11:10   Re: [ANY] Vehicle Mod
Reply With Quote #25

Quote:
Originally Posted by Elektramode View Post
how do I even spawn it... I pasted my steam id but it still says somthing about argument bla bla bla so I cant spawn it, my friends cant join. Just dosent work for l4d2.
type status in console to get your userid.

your friends cant join because they need a long time to download those files from your server directly. You should give them the required files first.
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rcarm
Member
Join Date: Feb 2010
Old 08-12-2010 , 11:46   Re: [ANY] Vehicle Mod
Reply With Quote #26

Quote:
Originally Posted by Nail View Post
1) Management does not work (to the left "a", right "b")
http://forums.alliedmods.net/showpos...8&postcount=19

Quote:
Originally Posted by Nail View Post
4) The helicopter does not work
4) The airboat does not work
"To Do List
-- Add custom vehicle support."
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Nail
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Old 08-12-2010 , 12:06   Re: [ANY] Vehicle Mod
Reply With Quote #27

blodia: Make please the menu for activation of animations (for example a luggage carrier at buggy; doors at the bus)
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Elektramode
Senior Member
Join Date: Mar 2010
Old 08-12-2010 , 12:16   Re: [ANY] Vehicle Mod
Reply With Quote #28

yep iv put in my user id... though it still says 1 argument. Can someone show exactly how the command is meant to look?
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blodia
Veteran Member
Join Date: Sep 2009
Location: UK
Old 08-12-2010 , 15:26   Re: [ANY] Vehicle Mod
Reply With Quote #29

woah, i was expecting so many replies so quickly. sorry but i'm going to be a bit slow on the replies as i managed to get a temp job after being out of work for a while.

i'll try and address all the issues people have mentioned so far.

i forgot not all games have a default bind to +use so yeah you need that bind to enter/exit the vehicle.

the vehicle will spawn in front of the player facing left.

in tf2 does the car make a start sound when you enter? do you get any response from the vehicle at all? try rcarm's script edit and see if it makes any difference.

l4d/l4d2 would require an custom map that is open to make good use of vehicles, also i don't think it would be fair for special infected ai or human.

for steering problems try rcarm's script edit, you can modify most parts of the script to change how the vehicle handles. the orangebox has better vehicle support than hl2 so there are more setting inside the script, i'll look at copying data from the episode 2 vehicle script over to the buggy and see how it goes.

Nail:
the prop i use is a baseclass, in hl2 the vehicles you come across have their own entity derived from this one so most of them won't work without additional code.

same with animations like the ammo box on the jeep, there is custom code that checks what hitbox a player is in when they press use. every custom vehicle will have different animations so there is no universal way to play certain animations. you can use the ent prop "m_nSequence" to change an entities animations but there is no way to know what value corresponds to which animation, you'll have to just use trial and error.

you don't need a virtual offset to make the player visible, use the entprop "m_fEffects" and remove the ef_nodraw flag (32). but there is no point making player visible as they are parented to the vehicle origin in the ragdoll pose (also known as jesus pose or t pose).

Currently this mod only supports 4 wheeled ground vehicles. gmod has custom entities for aircraft. at the moment i'm concentrating on getting 4 wheeled vehicles working then i may add my own method for helicopters/jets but it won't be any time soon and you won't be able to use gmod models as my way will be totally different.
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Nail
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Old 08-12-2010 , 17:09   Re: [ANY] Vehicle Mod
Reply With Quote #30

in css 34 when the buggy rides - the image does not twitch; in css 47 strong twitching (lags). Predicting motion does not work (try using sv_client_predict 1/0)
if I make the doors separately - prop_dynamic and is attached via "perent" to the bus, it can be activated via the menu animations?
example:
Attached Files
File Type: zip cstrike.zip (85.9 KB, 263 views)

Last edited by Nail; 08-12-2010 at 17:44.
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