vehicles_thinkers for a boat?

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wacko
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vehicles_thinkers for a boat?

Post by wacko »

mmm. I read the vehicles_thinkers.scr now several times, the game modul classes like attachdriverslot too and don't get nothing.
How would it be possible to make a boat model drivable? Would it make sense using the mentioned vehicles_thinkers.scr at all?
What I want is, that the player enters the boat, gets behind the steering wheel and while he's holding the use-key, he's glued or bound to the boat and his moving keys are transfered to the boat until he releases the use-key again. Well, then again, the moving of the boat should be slightly different to a players movement, like forward key makes it go faster, backwards key makes it slow down and of course it shouldn't follow the players mouse movement so he could look around while the boat keeps on going in the same direction... This makes me wonder, whether I could use player's key input, just as local.player.fireheld, like local.player.anykeyheld. Is this the getmovement thing? How could I use this?
Rookie One.pl
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Post by Rookie One.pl »

You'd have to use custom state files. Get jv's Skylimit and see how he's doing it there.

I'd say just glue the player to a spot on the boat.
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Elgan
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Post by Elgan »

you can set up the tik for anything to be driveble. it will have keyboard controls also.

just make its tik classname drivablevehicle. u can attch a player and wizz round etc. has sespesnion and all.

butttt. making a boat. or anything drivable. i wud script it all. more control. less bugs. more flexable also. i also found the games physics are crap and its alot more worthwile never to use them and script it urself.

i made a small drivable boat before. the water was flat so wasnt that hard. didnt have to even think about the z up down thingy.
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