It's not that we can't make good ones, it's that there's not been a game that had them in design goal ;)
On Wed, Apr 2, 2008 at 9:31 PM, Nick <[EMAIL PROTECTED]> wrote: > 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. > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list > archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > -- > > -omega > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- -omega _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders