Vehicle Power... In theory...
So, I have been playing with a CTF map and I have had an idea which I shall not bore you with. But the question I have is, while playing with vehicles I noticed this dynamic field
selfPower = "1";
I tried to create a group of vehicles powered by a generator, by changing this field to "0" and placing all the vehicles in an isolated simgroup with a gen. But nothing interesting happens when the gen goes down so...
1). How do we take advantage of this field and create generator dependent vehicles?
2). If this can work... what happens to people in the vehicle when the gen goes down? (auto-eject would be nifty)
3). I am interested in learning some more advanced scripting... or basic scripting for that matter. Any volunteers to sit down and gimme some pointers, on IRC or whatever? (you people know who you are)
> Red, if this works there will be a map out there that you can destroy the gen and disable any vehicle in play on the opposing team! Won't that be fun huh?
selfPower = "1";
I tried to create a group of vehicles powered by a generator, by changing this field to "0" and placing all the vehicles in an isolated simgroup with a gen. But nothing interesting happens when the gen goes down so...
1). How do we take advantage of this field and create generator dependent vehicles?
2). If this can work... what happens to people in the vehicle when the gen goes down? (auto-eject would be nifty)
3). I am interested in learning some more advanced scripting... or basic scripting for that matter. Any volunteers to sit down and gimme some pointers, on IRC or whatever? (you people know who you are)
> Red, if this works there will be a map out there that you can destroy the gen and disable any vehicle in play on the opposing team! Won't that be fun huh?
Comments
Make a mission-side package (so that it only runs when the map is played) to add a ::onDestroyed function to disable vehicles for the team. also you'll need to add a function to handle if a user tries to get in a disabled vehicle.
Just remember to make the map server-side so people will actually play it
Vehicle onMount if !powered return
Paraphrased of course. Add some syntax and a package, and that's about it.
to compile and run correctly.
Note that I just glanced at it, so I prob missed something.
I am serious as well about seeing if someone here will show Me a little bit about tribes scripting. The only thing I understand is the format, and as you can see... that understanding isn't great. Somewhere there is a rather in depth tutorial for torque engine scripting, but it has no real bearing on the functions called in T2.
----FIXED
As for powering them down, the most realistic looking thing would be to replace them with a wheeled vehicle of the same shape. It would give you reasonably realistic falling and collision physics, but would require a new datablock for each vehicle. If you go with the datablock approach, this firmly falls into mod territory.
I could do this, but it wasnt requested