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11.10.08 at 1:26AM (GMT)
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1.5 Noncar's textfile editing


Here is a textfile of a noncar:
101 	// Version number
2	// Noncar number, the two-digit number from the name. In this case it's 02Lamp's number.

0 , 0.33 , 0  // Centre of mass position when it is detached. (the real centre of mass)
0 , 0    , 0  // Centre of mass position when it is attached, see note 1.

2 		// Number of bounding shapes. (Used to cause all collisions)
POLYHEDRON	// Type (of the first bounding shape, this first shape is the pole)
8		// Number of points (The points are the vertices of the simple bounding shape model)

-0.025 , 0   ,-0.03	  // Left , bottom , front	  (These are the coordinates)
-0.025 , 1.8 ,-0.03	  // Left , top , front
-0.025 , 1.8 , 0.03	  // Left , top , rear 
-0.025 , 0   , 0.03	  // Left , bottom , rear
 0.025 , 0   ,-0.03	  // Right , bottom , front
 0.025 , 1.8 ,-0.03	  // Right , top , front
 0.025 , 1.8 , 0.03	  // Right , top , rear
 0.025 , 0   , 0.03	  // Right , bottom , rear
 
POLYHEDRON	// Type (of the second bounding shape, which is now the lamp)
8		// number of points

-0.024 , 1.83  ,-0.53 	   // L , B , F
-0.024 , 1.865 ,-0.53	   // L , T , F
-0.024 , 1.79  ,-0.02	   // L , T , R
-0.024 , 1.77  ,-0.02	   // L , B , R
 0.024 , 1.83  ,-0.53	   // R , B , F
 0.024 , 1.865 ,-0.53	   // R , T , F
 0.024 , 1.79  ,-0.02	   // R , T , R
 0.024 , 1.77  ,-0.02	   // R , B , R
 
0.2 , 0.2	   		// Mass unattached , mass attached (in tonnes)
0.05 , 1.85 , 0.56	   	// Total width, height and length of the object. (X , Y , Z)
10	   		  	// Bend angle, see note 2.
0.02				// Torque (KN m) needed to move object
1				// Materials for shrapnel (don't mind of this)
M14.MAT

This wasn't all, but let's see the notes before moving on:
Note 1: so, this is used when the object is still attached to ground, and you should put here the coordinates (x , y , z) where it is attached from. (Usually 0 , 0 , 0) Put the "Y"-value below zero to make it bend more easily. (Example: 0 , -0.05 , 0)
Note 2: How much you have to bend the object before it "snaps" loose. Some values:
0 = Is not attached to ground. (Chairs, cones)
10 = Snaps very easily.
45 = Object has to be in 45° angle to snap.
90 = Very hard to get snapped.

Now let's take a look at keywords. You can make some special effects for objects with these. When you have written all desired keywords, finish the textfile by writing "END" as the last line.
DRIVABLE_ON	  	   // You can drive on the object, recommended for very big objects, like parked cars or lifts.



TUMBLE // Makes the object to tumble. (like a boulder) 1 // Tumble factor, 1 = normal, 2 = wacky tumbling. (generates speed from nothing) 2.0 // Tumble threshold (m/s). With 0.01 it will start to tumble from a small touch.


WORLD_FRICTION // Gives this object more friction when sliding, useful for tire noncars. 2 // Amount of friction


WORLD_BALL_JOINT // Used to make that swinging thing at junkyard. (Or other swinging things) 0.03 , 2.46 , 1.35 // Position of the point, around which the object will swing. 0.2 // Friction. (Slows down the swinging) 0 // Num limits


INFINITE_I WORLD_TRANSLATION_JOINT 0 , 0 , 0 0 , 1 , 0 // Axis. (direction of movement: x , y , z) See note 4. 1.5 // Distance of movement: how far it will move. 7 // Forward acceleration in g, see note 5. 5 // Reverse acceleration in g. 1 // Resistance when going forward. 1 // Resistance when reversing. (returning) 5000 // Pause at the end (in milliseconds) before returning. IGNORE_WORLD_COLLISIONS // Doesn't collide with world (if the path goes through the ground, so will the lift too) RISE_WHEN_DRIVEN_ON // See note 6. NUMBER_OF_PUSHES 25 BLOCK_CAMERA DRIVABLE_ON // You can drive on the lift


Note 4:
Put -1 to "X" to make it go left, or 1 to make it go right.
Put -1 to "Y" to make it go down, or 1 to make it go up.
Put -1 to "Z" to make it go forward, or 1 to make it reverse.

If the object is going to left, right, backwards or forwards, your car won't stay on it! Object will slide under your car and you will drop, unless you make railings. (If you do, remember to define their bounding shapes too) This problem doesn't occur when going up or down. And you can put only one axis. If you want to make the lift to go by some other axis, you have to define another textfile for another lift. (You'll have to rename the object, and change the the two-digit number of the textfile)

Note 5: Forward acceleration is used when it moves from its starting position, and reverse is used when it is returning to its starting position. For example: Lift starts from bottom and goes to top, and then returns to bottom. Put smaller value to acceleration when going up, if you want. (Gravity pulls it down)

Note 6:
If "RISE_WHEN_DRIVEN_ON", then the object will activate when someone drives on it, or something touches it to the surface. Use this with lifts.
If "RISE_WHEN_HIT", then the object will activate when something hits it from anywhere. Use this with doors.


This increases the friction of the noncar against opponents, players, peds and other noncars, but not against the world! World_friction is used for that.
OBJECT_FRICTION
2.5			   // Friction. (1 = normal)

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