There is a reason that Valve retail games do not include multiplayer vehicles.

That is because Valve cannot make good ones :*(

On Wed, Apr 2, 2008 at 6:28 PM, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
> A number of those things you mention are handled in the vehicle controller
>  itself, and not in mod accessible code.
>
>
>
>
>  On Wed, Apr 2, 2008 at 7:15 PM, Walter Gray <[EMAIL PROTECTED]> wrote:
>
>  > Hi all,
>  > I'm new to the list, but I've got a couple of questions that don't seem to
>  > be answered anywhere in the archives or on the wiki.
>  >
>  > I've been trying to do some vehicle script modifications to the buggy in
>  > the
>  > episode 1 engine.  However, in the course of mucking about with the
>  > various
>  > scripting values, I have run across a some odd behavior, and I wanted to
>  > know if anyone knew anything about them.  I tried to dig through the
>  > source
>  > code and find the actual hookups, but the furthest I could get was
>  > IVPhysicsKeyParser before I was brick-walled by externs and virtual
>  > functions.
>  >
>  > #1: A number of values don't actually to do anything, or at least don't
>  > appear to.  These values include "autotransmission", any gear listed after
>  > the first one, "shiftuprpm", "shiftdownrpm", "degrees", most of the values
>  > in the "steering" block, and "stabilizerConstant" in the suspension block.
>  > It doesn't cause crashes, but it does obfuscate things significantly and
>  > It
>  > would be nice to know which values I can safely remove in their entirety.
>  >
>  > #2: If the max speed and horsepower values are raised to around 85 and 850
>  > respectively and the user hits the breaks while moving quickly, the car
>  > will
>  > do a barrel-roll instead of simply stopping.  The roll will be in the last
>  > direction the user steered. This is somewhat intermittent, and only seems
>  > to
>  > happen if the car is moving in a straight line when it breaks.
>  >
>  > #3: Using the "torquefactor" values in the "axle" blocks, it is possible
>  > to
>  > shift which axle is delivering power.  If you set the front "torquefactor"
>  > low and the rear "torquevalue" high to simulate a rear-wheel drive, the
>  > car
>  > will become unable to drive in a straight line and start swinging wildly
>  > out
>  > of control.
>  >
>  > Do any of you know how to solve these issues or know a place I could look
>  > for more information? The wiki's section on vehicle scripts is sadly
>  > lacking.
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>  >
>  >
>
>
>  --
>  -omega
>
>
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