#Why can I enter my modded vehicle only when its not touching the ground?
85 messages · Page 1 of 1 (latest)
oh
also while you're here can i ask if this is setup correctly for constant force
almost
make sure this gameobject is at the same point and rotation as the vehicle prefab itself, then give it a fixed joint and set the parent/origin of the joint to the vehicle (drag and drop the veh. prefab to the corresponding field in the joint)
make sure rigidbody values are the same and then you're good to go
np
if i wanted to call this with a hook, i'd deactivate the siren gameobject and put it in the hook to have it enabled there?
ideally, you dont want to turn off the rigidbody, so turn off the constant force itself
rigidbodies store their current velocity so if you going 150kph and turn it off, then you stop, when you turn it on, it'll shoot the car forward until it loses velocity too
so just rename this gameobject to something else, like speed or idk, then have a new Sirens gameobject with an activation event hook script attached to it, turn the constant force on and off
ohhh
or even better
have no rigidbody and have the constant force on the prefab itself
each additional rigidbody and joint takes up processing power
get too many of them and you'll run at 10fps
i tried that earlier but it didn't work
has to, i remember it working for me
also fsr this made my vehicle lock into position mid-air lol
yep, keep them rigidbodies enabled or dont even use them unless you have to
wait so turning the bodies off is the cause of that?
yes
interesting
oh my god
what are you trying to do? maybe i can help
tho make it quick cause 2am and i wanna sleep xD
its a drone and you right click to fly forward because im using a Engine Helicopter
yeah then just add a turret_0 to it, which is driver seat and put the turret hook on that
make sure you set up 2 functions to disable the cons. force
one function is aim stop and the other is passenger removed
you can exit a vehicle while still holding the aim key, which doesnt trigger the aim stop function
alright
should the rigidbody be kinematic, use gravity, or none for objects that have a constant force
no gravity, no kinematic
also what is the diff between aiming and aiming local
just make sure drag/weight is matched to the parent gameobject
oh ok
one is fired server wide, the other is only for the client who is in the turret seat
say you have a function that enables a blue light
aim start enables it for the entire server, aim start local enables it only for you
oooh
i see
oh it just teleports me to some random position in the world wtf
i must've messed something up
yes, most likely
that usually happens when turret and seat id's are mismatched
turret 0, seat 0
turret 1, seat 1 etc
if you want to have a turret on your 6th seat only, then it'll be Turret_6 in unity with Seat_6
the .dat is fine, that dont matter
yes, hierarchy issue
Tutrets>Turret_0>Yaw>Pitch>Aim
is yaw and pitch exclusive to helicopters or
it's exclusive to any turret setup, mandatory
oh
then you set yaw/pitch values in the .dat file
if you want no yaw, set both values to 0
if you want no pitch, set both values to 90
if you set pitch to 0, it'll make you face upwards
so its similar to that of a jet
identical
well if you get stuck on anything, just write it here and i'll check in the morning
np
i tried fixing this by moving the prefab around and messing with hitboxes but the problem still persists
some gameobject is clipping underground, preventing you from entering because the game thinks it's "blocked"