Product Chat / There is still a features voting board?

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Peri
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Posted: 18th Nov 2018 16:44
Hi guys I want to know if the voting board is still in the forum or moved to another place?

I want to know what features is on the list, I waiting for drivable vehicles
SpaceWurm
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Posted: 19th Nov 2018 10:32 Edited at: 27th Jul 2019 10:36
Here are some drivable vehicles: https://forum.game-guru.com/thread/219729



Peri
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Posted: 19th Nov 2018 11:11 Edited at: 19th Nov 2018 11:23
@Landman thanks the F1 looking great, I tried the truck its great one, and I tried to use the script on different car model but its drop the fps like crazy

the question is if the scripts are fit with the world map of GG physics and collision.

and maybe the team can create a easy system to set up a driveable cars.

I will keep follow.
Avenging Eagle
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Posted: 19th Nov 2018 13:10
Quote: "the F1 looking great"

Thanks! I made this F1 car and adapted AmenMoses' fantastic script. Never finished it or did anything with it, but it was fun to experiment.

Quote: "the question is if the scripts are fit with the world map of GG physics and collision."

The collision with the terrain was great and fully editable within the script, but the collision with entities was never quite there. A glancing blow of a barrier would stop the car dead, rather than bounce the car back, so hitting a barrier was really costly.

Quote: "maybe the team can create a easy system to set up a driveable cars."

Sadly, I don't think this is on a list of priorities at the moment. I personally found Game Guru's map size a little too small to warrant driveable vehicles.

AE
Peri
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Posted: 20th Nov 2018 10:33
@Avenging Eagle Nice work you set it up very well, you can create a nice driving game maybe pick up some coins in limited time

yes maybe the gg map is not big like a GTA map but I have some ideas that vehicle can be nice

What I tried to do, is to fit another model on the truck model in 3d max, and save the model with the same fpe file like the truck but its was totally fail

the model was not in the place with the wheels and the fps drop to 20, the AI parameter rise to max

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Avenging Eagle
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Posted: 20th Nov 2018 21:08
Looks like you need to rotate your car body shape by 180 and try again. Make sure the centre of the rear axle lines up with the origin point 0,0,0. You can then play around with the wheel position in the script (X and Z work fine, but don't mess with Y; you get the rest results when you make sure your axles both sit on y = 0 )

AE

Peri
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Posted: 21st Nov 2018 20:28
Done, thanks Avenging Eagle I found the position in 3d max that match the truck, then you just scale it in GG to the right size, so you can do it with many models,

now I just need to find a way to hide the player at third person maybe its a simple line to add

but its good for now. (yeah I am a GTA fan)

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Avenging Eagle
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Posted: 21st Nov 2018 23:25 Edited at: 21st Nov 2018 23:26
Now see what would be really cool is if when you get close to a car and press 'E', the door opens and character model sits inside, then the player model is hidden while you drive around. To do this, your car model would need to have an animated door, the car script would have to call that animation upon the 'E' press, you would need to add a 'get in car' animation to your player model (also called upon the E press), and then you'd need to add a line in the car script to hide and unhide the player model and turn its collision off and on.

This is all theoretical mind you, I've never attempted anything like that before!

AE
Peri
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Posted: 22nd Nov 2018 09:14 Edited at: 22nd Nov 2018 09:30
Yes thats sound possible I will work on it. I have to thanks @AmenMoses and @BOB for started it

for the start I will try just to hide the player like the old driver 2 style



and add the door sound.
Peri
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Posted: 22nd Nov 2018 16:01
I try to find the command to hide the third person model I think a about appear/disappear using the model name, I am not strong with lua, maybe we can relocate the model in the sky while driving any Idea?.
Belidos
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Posted: 22nd Nov 2018 17:57
I'm not sure if this will work or not, but off the top of my head you could try:



and add that script to your third person character before you put it on the marker, so drop the character anywhere, put the script in it, then extract the character and drop it on the marker.

then in the car script, in the bits to get in and out adjust the line to switch global incar = 0 when you get out and global incar = 1 when you get in accordingly to get.

Theoretically that should hide and un-hide your player character when you enter and exit the vehicle, i could be wrong though i'm a little rusty at lua.


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Peri
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Posted: 22nd Nov 2018 20:11
Solution found by adding the lines

Hide( GetGamePlayerControlThirdpersonCharactere() )

Show( GetGamePlayerControlThirdpersonCharactere() )

Thanks to AmenMoses



DVader
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Posted: 28th Nov 2018 08:04
Nice
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Bored of the Rings
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Posted: 28th Nov 2018 09:11 Edited at: 28th Nov 2018 09:11
lovely (license plate texture is reversed)
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Jerry Tremble
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Posted: 28th Nov 2018 13:01
Quote: " (license plate texture is reversed)"


Gotta flip the handedness on export! There is a computer keyboard in one of the DLCs with the same issue. numpad is on the left, lol.
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Peri
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Posted: 7th Dec 2018 17:32 Edited at: 7th Dec 2018 17:32
I know I going to fix it, in some reason when I import a model to frag motion to convert it form x to obj and import it to 3d max for some editing and export it to X again its flip the model, if you know a better way please tell me for now I will just flip the texture of the plate.

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