Controlled car Created 16 years ago2008-11-24 16:58:31 UTC by Tetsu0 Tetsu0

Created 16 years ago2008-11-24 16:58:31 UTC by Tetsu0 Tetsu0

Posted 16 years ago2008-11-24 16:58:31 UTC Post #259012
I've been searching the forums for a good hour now and i can't seem to find what im looking for. And i forgot who posted it too.
I'm looking for the example of the little remote controlled car in source.
I wanna start experimenting with source entities and i'd like to start with that.

I just can't find the example anywhere.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2008-11-25 11:50:34 UTC Post #259037
Experiment in Garry's Mod . Lots of fun :) :P
Striker StrikerI forgot to check the oil pressure
Posted 15 years ago2008-11-25 15:28:44 UTC Post #259046
I don't own it.
I've experimented with the phys_thruster in half life, but i don't know how to make them turn off.
I can turn em on, but not off and i also do not know how to make the W S A and D keys control each specific direction.

So it's not like i havent tried experimenting, i'm just new to source I/O's

I KNOW i saw a remote controlled car example somewhere, but i can't find it.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2008-11-25 15:41:46 UTC Post #259047
There was a remote controlled car example map!

Ok, the search is absolute crap. Its like it searches based on letters, and returns you everything that has your letter somewhere in it. PB said he'd fix it though.
Posted 15 years ago2008-11-25 15:43:52 UTC Post #259048
Like i said. I've been looking for hours.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2008-11-25 16:19:51 UTC Post #259050
If you're wondering 'how' to control them, look at my game_ui and logic_compare tutorial.

http://www.twhl.co.za/tutorial.php?id=125

It doesn't tell you how to make a vehicle directly, but it'll show you the way to control them.

I have made a tank before. I used func_pushes over the thrusters though, they're more predictable.

I figured it out through crap-tonnes of experimenting. It's hard I guess, but it's fun and rewarding when you get it done.

Ill get screenies of a new tank I was working on when I get home. It moves, but it doesn't fire yet :(
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2008-11-25 16:20:29 UTC Post #259051
<3 i'll have to look at that when i'm out of school. Thanks grim.
I'll just have to put my mind into actually making a vehicle.

I wanna try and make a pod-racer. ;)
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2008-11-25 16:27:18 UTC Post #259052
I did a bit of lookin for you Tetsu0, and I found this:

Clicky

I think thats the example map we were thinking of, it also points to a forum post that supposedly explains how to do it, though I didn't follow that link.
Posted 15 years ago2008-11-25 19:34:18 UTC Post #259063
That's exactly the thing i was looking for. How the hell did you find that?
Thanks man.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2008-11-25 21:11:12 UTC Post #259067
I browsed through quite a few example map vault pages.
Posted 15 years ago2008-11-25 22:19:43 UTC Post #259071
I got it working but like you've said it's damn unpredictable.
How'd you get the func_pushes to work grim?
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2008-11-25 23:02:47 UTC Post #259072
You can parent the pushes to a full set vehicle. You just make sure the push brushes overlap your vehicle, and it will push it while moving with it. (Man, defying the laws of physics rules)

It's still a tad jumpy, but thats the way that physics system is unfortunately -_-.

The only way to build a completely stable vehicle, although it has the least functionality, is to base the vehicle off of a tracktrain grid. It can be pretty haxy too depending on how you set it up (Ghost vehicle that goes through walls).

On that note, I wish valve would code in a garrys mod style entity version of the hover ball. Also, I want phys_hinges and ballsockets that can be parented. Then you could make vehicles with ease -_-
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2008-11-25 23:05:57 UTC Post #259073
My outputs arent triggering the pushes.
I'm still a noob at the outputs so i don't exactly know what i'm doing.
But i'm not getting a valid output when i changed the thruster to a func_push. It shows an arrow with a red line across it.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2008-11-25 23:39:21 UTC Post #259074
Well, func_pushes dont work exactly like a thruster. You cant just change it to a push and have it still work. Make sure it still activates and deactivates the push based on the outputs that are specific to the pushes and not the thruster.

If you still cant get it to work, gimme a screenie of your output window that's not working.

The lighting doesn't do it justice, but here's my tank-

User posted image
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2008-11-26 19:34:13 UTC Post #259087
Ok i'll have to experiment with it i guess.
Thanks grim.
Allright i tried experimenting with a brand new map.
I set a func_push to have a physbox as a parent, made a button, a game_ui and a logic_compare.

The Ui triggers the compare (via the Y-Axis and SetValueCompare), and here's the compare outputs:

OnEqualTo - Push - Disable
OnGreaterThan - Push - Enable
OnLessThan - Push - Disable

Push is the trigger push i have, and the speed is set to 1000
and the angle is 90 deg, which would be forward considering the push is behind the box.
The push also overlaps the box as well.

I don't get it.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2008-11-26 20:42:26 UTC Post #259102
The push usually has to be on a pretty jacked up number. Also.. note that the push entity has to be 'through' the physboxes center of gravity.

If you have doubts, just cover the entire thing with the push brush.

(I forgot to mention that :/)
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2008-11-27 01:30:11 UTC Post #259105
Mind if you could post your output setup and push values for me? I STILL can't get it to work.
And i'm just trying to push a box.
Tetsu0 Tetsu0Positive Chaos
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