Torque 3D - Script Manual: FlyingVehicle Class Reference

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FlyingVehicle Class Reference
[Vehicles]

A flying vehicle. More...

Inheritance diagram for FlyingVehicle:

List of all members.

Public Member Functions

void useCreateHeight (bool enabled)
 Set whether the vehicle should temporarily use the createHoverHeight specified in the datablock.

Static Public Attributes

static bool isRenderable
 Disables rendering of all instances of this type.
static bool isSelectable
 Disables selection of all instances of this type.

Detailed Description

A flying vehicle.

The model used for the FlyingVehicle should contain the elements shown below. Only the collision mesh is actually required for the object to be added to the simulation, but particle emitters will not work unless the relevant nodes are present.

Collision mesh
A convex collision mesh at detail size -1.
JetNozzle0-1 nodes
Particle emitter nodes used when thrusting forward.
JetNozzle2-3 nodes
Particle emitter nodes used when thrusting downward.
JetNozzleX, JetNozzleY nodes
Particle emitter nodes used when thrusting backward.
contrail0-3 nodes
Particle emitter nodes used when generating contrails.
activateBack animation
Non-cyclic animation sequence played when the vehicle begins thrusting forwards.
maintainBack animation
Cyclic animation sequence played after activateBack when the vehicle continues thrusting forwards.
activateBot animation
Non-cyclic animation sequence played when the vehicle begins thrusting upwards.
maintainBot animation
Cyclic animation sequence played after activateBot when the vehicle continues thrusting upwards.

The example below shows the datablock required for a simple FlyingVehicle. The script should be executed on the server, and the vehicle can then be added to the simulation programmatically from the level startup scripts, or by selecting the JetFighter datablock from the World Editor (Library->ScriptedObjects->Vehicles).

Example:
datablock FlyingVehicleData( JetFighter )
{
   category = "Vehicles";
   shapeFile = "art/shapes/fighterjet.dae";

   createHoverHeight       = 20;

   // 3rd person camera settings
   cameraRoll              = true;
   cameraMaxDist           = 16;
   cameraOffset            = 1.0;
   cameraLag               =  0.1;
   cameraDecay             = 1.25;

   // Rigid Body
   mass                    = 100;
   massCenter              = "0 -0.2 0";
   massBox                 = "0 0 0";
   integration             = 3;
   collisionTol            = 0.6;
   contactTol              = 0.4;

   bodyFriction            = 0;
   bodyRestitution         = 0.8;
   minRollSpeed            = 2000;
   minImpactSpeed          = 5;
   softImpactSpeed         = 3;
   hardImpactSpeed         = 15;

   drag                    = 0.25;
   minDrag                 = 40;
   rotationalDrag          = 20;

   // Autostabilizer
   maxAutoSpeed            = 6;
   autoAngularForce        = 400;
   autoLinearForce         = 300;
   autoInputDamping        = 0.55;

   // Maneuvering
   maxSteeringAngle        = 3;
   horizontalSurfaceForce  = 20;
   verticalSurfaceForce    = 20;
   maneuveringForce        = 6400;
   steeringForce           = 500;
   steeringRollForce       = 200;
   rollForce               = 10;
   hoverHeight             = 0.5;
   createHoverHeight       = 0.5;
   maxForwardSpeed         = 90;

   // Vertical jetting
   maxEnergy               = 100;
   jetForce                = 3000;
   minJetEnergy            = 28;
   jetEnergyDrain          = 2.8;
   vertThrustMultiple      = 3.0;

   // Emitters
   forwardJetEmitter       = FighterJettingEmitter;
   backwardJetEmitter      = FighterJettingEmitter;
   downJetEmitter          = FighterJettingEmitter;
   trailEmitter            = FighterContrailEmitter;
   minTrailSpeed           = 10;

   // Sounds
   engineSound             = FighterEngineSnd;
   jetSound                = FighterJettingSnd;
};

// This function is executed when the FlyingVehicle object is added to the simulation.
function JetFighter::onAdd( %this, %obj )
{
   Parent::onAdd( %this, %obj );

   // Allow jetting energy to recharge over time
   %obj.setRechargeRate( 2 );
}

Member Function Documentation

void FlyingVehicle::useCreateHeight ( bool  enabled  ) 

Set whether the vehicle should temporarily use the createHoverHeight specified in the datablock.

This can help avoid problems with spawning.

Parameters:
enabled true to use the datablock createHoverHeight, false otherwise


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