Quote:
Originally Posted by Searcher64
haha.....I think the guy dropped this already, no reply for days
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He replied yesterday saying:
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.