• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

Guppycur's Modlets

Do you use my mods?


  • Total voters
    227
M35A2 truck was very difficult to turn left and right and the right wheel was unable to turn, causing the car to slip in place

 
I think it's just the animation, because when I tagged the mesh with a text, the text turns, so I know the steering object is turning. The truck is intentionally difficult to turn, but now that I'm working on smaller vehicles I will get a better sense on whether or not the animation is actually messing with the turning radius.

But the animation not turning has been bothering me, so I want to devote some time to fix it anyway, because it's annoying. :-)

The actual physics for those wheels are on a separate node and are not actually affected by the animation. I don't think. I'm still pretty new at vehicles.

- - - Updated - - -

But I just had an idea...

 
Solved the animation issue, confirmed that it was just that, animation, but I don't like the solution. It means the joints aren't independent, so I'm not REALLY getting 4 wheel drive suspension. Going to play with suspensions a bit to see what else I can break. =)

I'll update the mod at some point, but it's just a visual thing.

 
Like these pictures, the right wheels of the car, whether left or right, do not turn, causing the car to skid when turning. I think that's why it's difficult to turn.3.jpg

1.jpg

2.jpg

 
I think it does affect the steering of the car if the right wheel doesn't turn, because it's obviously a lot easier to turn left than right at the moment

 
No, because I'm currently maneuvering in a vehicle with NO wheels and no sphere colliders. It's just an animation. There are invisible "wheel colliders" which dictate movement, and they're not even on the same node as the animated joints.

That particular truck has MOST of its friction on those front two tires, including the "side friction", which makes it difficult to turn. That's intentional. The little 4 wheel vehicle I have has the same animation issue, but is much more maneuverable.

 
Last edited by a moderator:
It's available in the F6 menu (entity menu) until I make blocks and whatnot. Assuming you installed the mod.

 
QQ浏览器截图20190121182025.jpgHI Guppycur,I fixed the tire and steering bugs for you. The code is。

<entity_class name="vehicleGuppyMilitaryTruck">

<property name="Tags" value="vehicle"/>

<property name="Class" value="EntityVJeep"/>

<property name="Parent" value="Cars"/>

<property name="Prefab" value="#@modfolder:Resources/GuppyMobiles.unity3d?guppyMilitaryTruck"/>

<property name="ModelType" value="Standard"/>

<property name="SurfaceCategory" value="metal"/>

<property name="IgnoreTrigger" value="true"/>

<property name="LootListAlive" value="79"/>

<property name="IsEnemyEntity" value="false"/>

<property name="Explosion.ParticleIndex" value="6"/>

<property name="Explosion.RadiusBlocks" value="5"/>

<property name="Explosion.RadiusEntities" value="5"/>

<property name="Explosion.BlockDamage" value="100"/>

<property name="Explosion.EntityDamage" value="100"/>

<property name="RotateToGround" value="true"/>

<property name="Faction" value="none"/>

<property name="MapIcon" value="ui_game_symbol_4x4"/>

 
HI Guppycur,The steering problem is now solved, using my code

entityclasses

<entity_class name="vehicleGuppyMilitaryTruck">

<property name="Tags" value="vehicle"/>

<property name="Class" value="EntityVJeep"/>

<property name="Parent" value="Cars"/>

<property name="Prefab" value="#@modfolder:Resources/GuppyMobiles.unity3d?guppyMilitaryTruck"/>

<property name="ModelType" value="Standard"/>

<property name="SurfaceCategory" value="metal"/>

<property name="IgnoreTrigger" value="true"/>

<property name="LootListAlive" value="79"/>

<property name="IsEnemyEntity" value="false"/>

<property name="Explosion.ParticleIndex" value="6"/>

<property name="Explosion.RadiusBlocks" value="5"/>

<property name="Explosion.RadiusEntities" value="5"/>

<property name="Explosion.BlockDamage" value="100"/>

<property name="Explosion.EntityDamage" value="100"/>

<property name="RotateToGround" value="true"/>

<property name="Faction" value="none"/>

<property name="MapIcon" value="ui_game_symbol_4x4"/>

2.jpg

IMG_20190121_035654.jpg

QQ浏览器截图20190121182025.jpg

1.jpg

 
code for Hummer

<entity_class name="vehicleGuppyMilitaryCar">

<property name="Tags" value="vehicle"/>

<property name="Class" value="EntityVJeep"/>

<property name="Parent" value="Cars"/>

<property name="Prefab" value="#@modfolder:Resources/GuppyMobiles.unity3d?guppyMilitaryCar"/>

<property name="ModelType" value="Standard"/>

<property name="SurfaceCategory" value="metal"/>

<property name="IgnoreTrigger" value="true"/>

<property name="LootListAlive" value="79"/>

<property name="IsEnemyEntity" value="false"/>

<property name="Explosion.ParticleIndex" value="6"/>

<property name="Explosion.RadiusBlocks" value="5"/>

<property name="Explosion.RadiusEntities" value="5"/>

<property name="Explosion.BlockDamage" value="100"/>

<property name="Explosion.EntityDamage" value="100"/>

<property name="RotateToGround" value="true"/>

<property name="Faction" value="none"/>

<property name="MapIcon" value="ui_game_symbol_4x4"/>

 
That's the wrong (and old) .unity3d file. The issue is animation, in Unity, not XML. I've already fixed it, and will push it out when I release new vehicles. Thanks though.

 
I actually don't like airships in 7 days to die, so I'm afraid not. I'm sure Manu_X will though, if he hasn't already. =)

 
Back
Top