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Marines APC and dropship

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  • replied
    why did you resurrect this thread after 8months

    Leave a comment:


  • replied
    release

    have you relase of they vehicles please a love alien

    Leave a comment:


  • replied
    It's called constructive criticism, mate. You tend to get that with Works.I.P.
    deal with it!

    Leave a comment:


  • replied
    It's a W.I.P.

    deal with it!

    Leave a comment:


  • replied
    ive got the movie and the model is great but in the movie it looked like iron and i think it was slightly rusty. i think that your dropship is 2 bright and smooth.

    Leave a comment:


  • replied
    Well...in the pics it looks like the rocketpods are just hovering, is this true?

    Leave a comment:


  • replied
    At least it's something.

    Leave a comment:


  • replied
    The skin looks a bit flat and monochromous, to be honest.

    Leave a comment:


  • replied
    yes is coming soon ??

    I hope coming soon hope ....

    Leave a comment:


  • replied
    im curious to see the weapon effects >=)

    Leave a comment:


  • replied
    But the main question is...

    is it done?

    Leave a comment:


  • replied
    2 things about that dropship, it looks really plasticy and rounded but other than that its great.

    Leave a comment:


  • replied
    barnEbiss, do yourself a favor and
    1. Post only the code that's the problem.
    2. Post in the scripting forum. I doubt you'll get much technical assistance here.

    Leave a comment:


  • replied
    no I seeing thumbs up for me ..

    Originally posted by barnEbiss View Post
    also lol why did you give it the thumbs down lol
    this Forums sometime mess up up & down .. it self

    Leave a comment:


  • replied
    ok here is the code for my dropship
    I got it so the deploy code is in there but it will not play the deploy anim for the weapon pods.

    Code:
    //-----------------------------------------------------------
    //
    //-----------------------------------------------------------
    
    class Dropship extends ONSChopperCraft
    placeable;
    
    
    #exec OBJ LOAD FILE=..\Animations\Dropship.ukx
    #exec OBJ LOAD FILE=..\Textures\Dropshiptexts.utx
    #exec OBJ LOAD FILE=..\textures\VMVehicles-TX.utx
    #exec OBJ LOAD FILE=..\Sounds\MenuSounds.uax
    
    var()   float							MaxPitchSpeed;
    
    var()   array<vector>					TrailEffectPositions;
    var     class<ONSAttackCraftExhaust>	TrailEffectClass;
    var     array<ONSAttackCraftExhaust>	TrailEffects;
    
    var()	array<vector>					StreamerEffectOffset;
    var     class<ONSAttackCraftStreamer>	StreamerEffectClass;
    var		array<ONSAttackCraftStreamer>	StreamerEffect;
    
    var()	range							StreamerOpacityRamp;
    var()	float							StreamerOpacityChangeRate;
    var()	float							StreamerOpacityMax;
    var		float							StreamerCurrentOpacity;
    var		bool							StreamerActive;
    
    var()       sound   DeploySound;
    var()       sound   HideSound;
    var()		string	DeployForce;
    var()		string	HideForce;
    var         EPhysics    ServerPhysics;
    
    var			bool	bDeployed;
    var			bool	bOldDeployed;
    
    
    
    
    
    
    
    function bool Dodge(eDoubleClickDir DoubleClickMove)
    {
    	if ( FRand() < 0.7 )
    	{
    		VehicleMovingTime = Level.TimeSeconds + 1;
    		Rise = 1;
    	}
    	return (Rise != 0);
    }
    
    function Died(Controller Killer, class<DamageType> damageType, vector HitLocation)
    {
        local int i;
    
        if(Level.NetMode != NM_DedicatedServer)
    	{
        	for(i=0;i<TrailEffects.Length;i++)
            	TrailEffects[i].Destroy();
            TrailEffects.Length = 0;
    
    		for(i=0; i<StreamerEffect.Length; i++)
    			StreamerEffect[i].Destroy();
    		StreamerEffect.Length = 0;
        }
    
    	Super.Died(Killer, damageType, HitLocation);
    }
    
    simulated function Destroyed()
    {
        local int i;
    
        if(Level.NetMode != NM_DedicatedServer)
    	{
        	for(i=0;i<TrailEffects.Length;i++)
            	TrailEffects[i].Destroy();
            TrailEffects.Length = 0;
    
    		for(i=0; i<StreamerEffect.Length; i++)
    			StreamerEffect[i].Destroy();
    		StreamerEffect.Length = 0;
        }
    
        Super.Destroyed();
    }
    
    
    
    
    function VehicleFire(bool bWasAltFire)
    {
    	if (bWasAltFire && PlayerController(Controller) != None)
    		PlayerController(Controller).ClientPlaySound(sound'MenuSounds.Denied1');
    }
    
    function ChooseFireAt(Actor A)
    {
    	Fire(0);
    }
    
    auto state UnDeployed
    {
    	function Deploy()
    	{
    		AltFire(0);
    	}
    
    	function ChooseFireAt(Actor A)
    	{
    		local Bot B;
    
    		B = Bot(Controller);
    		if ( B == None || B.Squad == None || ONSPowerCore(B.Squad.SquadObjective) == None )
    		{
    			Fire(0);
    			return;
    		}
    
    		if ( ONSPowerCore(B.Squad.SquadObjective).LegitimateTargetOf(B) && CanAttack(B.Squad.SquadObjective) )
    			AltFire(0);
    		else
    			Fire(0);
    	}
    
    	function VehicleFire(bool bWasAltFire)
        {
        	if (bWasAltFire)
        	{
                if (PlayerController(Controller) != None && VSize(Velocity) > 15.0)
                    PlayerController(Controller).ClientPlaySound(sound'MenuSounds.Denied1');
                else
                    GotoState('Deploying');
            }
        	else
        		bWeaponIsFiring = True;
        }
    }
    
    state Deployed
    {
    	function MayUndeploy()
    	{
    		GotoState('UnDeploying');
    	}
    
    	function bool IsDeployed()
    	{
    		return true;
    	}
    
        function VehicleFire(bool bWasAltFire)
        {
        	if (bWasAltFire)
                GotoState('UnDeploying');
        	else
        		bWeaponIsFiring = True;
        }
    }
    
    state UnDeploying
    {
    Begin:
        if (Controller != None)
        {
        	if (PlayerController(Controller) != None)
        	{
    	        PlayerController(Controller).ClientPlaySound(HideSound);
            	if (PlayerController(Controller).bEnableGUIForceFeedback)
    			PlayerController(Controller).ClientPlayForceFeedback(HideForce);
    	}
            Weapons[1].bForceCenterAim = True;
            Weapons[1].PlayAnim('RightWingDeploy');
            sleep(2.3);
           PlayAnim('RightWingDeploy');
    
            sleep(4.03);
            bMovable = True;
        	SetPhysics(PHYS_Karma);
        	ServerPhysics = PHYS_Karma;
        	bStationary = False;
        	SetActiveWeapon(0);
        	    	bDeployed = False;
            GotoState('UnDeployed');
        }
    }
    
    state Deploying
    {
    Begin:
        if (Controller != None)
        {
        	SetPhysics(PHYS_None);
        	ServerPhysics = PHYS_None;
        	bMovable = True;
        	bStationary = False;
        	if (PlayerController(Controller) != None)
        	{
    	        PlayerController(Controller).ClientPlaySound(DeploySound);
            	if (PlayerController(Controller).bEnableGUIForceFeedback)
    			PlayerController(Controller).ClientPlayForceFeedback(DeployForce);
    	}
            PlayAnim('RightWingDeploy');
            sleep(3.46);
            Weapons[1].PlayAnim('RightWingDeploy');
            sleep(2.873);
            Weapons[1].bForceCenterAim = False;
            SetActiveWeapon(1);
        	bWeaponisFiring = false; //so bots don't immediately fire until the gun has a chance to move
            	bDeployed = True;
            GotoState('Deployed');
        }
    }
    
    
    
    
    
    
    
    
    simulated event DrivingStatusChanged()
    {
    	local vector RotX, RotY, RotZ;
    	local int i;
    
    	Super.DrivingStatusChanged();
    
        if (bDriving && Level.NetMode != NM_DedicatedServer && !bDropDetail)
    	{
            GetAxes(Rotation,RotX,RotY,RotZ);
    
            if (TrailEffects.Length == 0)
            {
                TrailEffects.Length = TrailEffectPositions.Length;
    
            	for(i=0;i<TrailEffects.Length;i++)
                	if (TrailEffects[i] == None)
                	{
                    	TrailEffects[i] = spawn(TrailEffectClass, self,, Location + (TrailEffectPositions[i] >> Rotation) );
                    	TrailEffects[i].SetBase(self);
                        TrailEffects[i].SetRelativeRotation( rot(0,32768,0) );
                    }
            }
    
            if (StreamerEffect.Length == 0)
            {
        		StreamerEffect.Length = StreamerEffectOffset.Length;
    
        		for(i=0; i<StreamerEffect.Length; i++)
            		if (StreamerEffect[i] == None)
            		{
            			StreamerEffect[i] = spawn(StreamerEffectClass, self,, Location + (StreamerEffectOffset[i] >> Rotation) );
            			StreamerEffect[i].SetBase(self);
            		}
        	}
        }
        else
        {
            if (Level.NetMode != NM_DedicatedServer)
        	{
            	for(i=0;i<TrailEffects.Length;i++)
            	   TrailEffects[i].Destroy();
    
            	TrailEffects.Length = 0;
    
        		for(i=0; i<StreamerEffect.Length; i++)
                    StreamerEffect[i].Destroy();
    
                StreamerEffect.Length = 0;
            }
        }
    }
    
    simulated function Tick(float DeltaTime)
    {
        local float EnginePitch, DesiredOpacity, DeltaOpacity, MaxOpacityChange, ThrustAmount;
    	local TrailEmitter T;
    	local int i;
    	local vector RelVel;
    	local bool NewStreamerActive, bIsBehindView;
    	local PlayerController PC;
    
        if(Level.NetMode != NM_DedicatedServer)
    	{
            EnginePitch = 64.0 + VSize(Velocity)/MaxPitchSpeed * 32.0;
            SoundPitch = FClamp(EnginePitch, 64, 96);
    
            RelVel = Velocity << Rotation;
    
            PC = Level.GetLocalPlayerController();
    		if (PC != None && PC.ViewTarget == self)
    			bIsBehindView = PC.bBehindView;
    		else
                bIsBehindView = True;
    
        	// Adjust Engine FX depending on being drive/velocity
    		if (!bIsBehindView)
    		{
    			for(i=0; i<TrailEffects.Length; i++)
    				TrailEffects[i].SetThrustEnabled(false);
    		}
            else
            {
    			ThrustAmount = FClamp(OutputThrust, 0.0, 1.0);
    
    			for(i=0; i<TrailEffects.Length; i++)
    			{
    				TrailEffects[i].SetThrustEnabled(true);
    				TrailEffects[i].SetThrust(ThrustAmount);
    			}
    		}
    
    		// Update streamer opacity (limit max change speed)
    		DesiredOpacity = (RelVel.X - StreamerOpacityRamp.Min)/(StreamerOpacityRamp.Max - StreamerOpacityRamp.Min);
    		DesiredOpacity = FClamp(DesiredOpacity, 0.0, StreamerOpacityMax);
    
    		MaxOpacityChange = DeltaTime * StreamerOpacityChangeRate;
    
    		DeltaOpacity = DesiredOpacity - StreamerCurrentOpacity;
    		DeltaOpacity = FClamp(DeltaOpacity, -MaxOpacityChange, MaxOpacityChange);
    
    		if(!bIsBehindView)
                StreamerCurrentOpacity = 0.0;
            else
        		StreamerCurrentOpacity += DeltaOpacity;
    
    		if(StreamerCurrentOpacity < 0.01)
    			NewStreamerActive = false;
    		else
    			NewStreamerActive = true;
    
    		for(i=0; i<StreamerEffect.Length; i++)
    		{
    			if(NewStreamerActive)
    			{
    				if(!StreamerActive)
    				{
    					T = TrailEmitter(StreamerEffect[i].Emitters[0]);
    					T.ResetTrail();
    				}
    
    				StreamerEffect[i].Emitters[0].Disabled = false;
    				StreamerEffect[i].Emitters[0].Opacity = StreamerCurrentOpacity;
    			}
    			else
    			{
    				StreamerEffect[i].Emitters[0].Disabled = true;
    				StreamerEffect[i].Emitters[0].Opacity = 0.0;
    			}
    		}
    
    		StreamerActive = NewStreamerActive;
        }
    
        Super.Tick(DeltaTime);
    }
    
    function float ImpactDamageModifier()
    {
        local float Multiplier;
        local vector X, Y, Z;
    
        GetAxes(Rotation, X, Y, Z);
        if (ImpactInfo.ImpactNorm Dot Z > 0)
            Multiplier = 1-(ImpactInfo.ImpactNorm Dot Z);
        else
            Multiplier = 1.0;
    
        return Super.ImpactDamageModifier() * Multiplier;
    }
    
    function bool RecommendLongRangedAttack()
    {
    	return false;
    }
    
    //FIXME Fix to not be specific to this class after demo
    function bool PlaceExitingDriver()
    {
    	local int i;
    	local vector tryPlace, Extent, HitLocation, HitNormal, ZOffset;
    
    	Extent = Driver.default.CollisionRadius * vect(1,1,0);
    	Extent.Z = Driver.default.CollisionHeight;
    	Extent *= 2;
    	ZOffset = Driver.default.CollisionHeight * vect(0,0,1);
    	if (Trace(HitLocation, HitNormal, Location + (ZOffset * 5), Location, false, Extent) != None)
    		return false;
    
    	//avoid running driver over by placing in direction perpendicular to velocity
    	if ( VSize(Velocity) > 100 )
    	{
    		tryPlace = Normal(Velocity cross vect(0,0,1)) * (CollisionRadius + Driver.default.CollisionRadius ) * 1.25 ;
    		if ( FRand() < 0.5 )
    			tryPlace *= -1; //randomly prefer other side
    		if ( (Trace(HitLocation, HitNormal, Location + tryPlace + ZOffset, Location + ZOffset, false, Extent) == None && Driver.SetLocation(Location + tryPlace + ZOffset))
    		     || (Trace(HitLocation, HitNormal, Location - tryPlace + ZOffset, Location + ZOffset, false, Extent) == None && Driver.SetLocation(Location - tryPlace + ZOffset)) )
    			return true;
    	}
    
    	for( i=0; i<ExitPositions.Length; i++)
    	{
    		if ( ExitPositions[0].Z != 0 )
    			ZOffset = Vect(0,0,1) * ExitPositions[0].Z;
    		else
    			ZOffset = Driver.default.CollisionHeight * vect(0,0,2);
    
    		if ( bRelativeExitPos )
    			tryPlace = Location + ( (ExitPositions[i]-ZOffset) >> Rotation) + ZOffset;
    		else
    			tryPlace = ExitPositions[i];
    
    		// First, do a line check (stops us passing through things on exit).
    		if ( bRelativeExitPos && Trace(HitLocation, HitNormal, tryPlace, Location + ZOffset, false, Extent) != None )
    			continue;
    
    		// Then see if we can place the player there.
    		if ( !Driver.SetLocation(tryPlace) )
    			continue;
    
    		return true;
    	}
    	return false;
    }
    
    static function StaticPrecache(LevelInfo L)
    {
        Super.StaticPrecache(L);
    
    	L.AddPrecacheStaticMesh(StaticMesh'ONSDeadVehicles-SM.RAPTORexploded.RaptorWing');
    	L.AddPrecacheStaticMesh(StaticMesh'ONSDeadVehicles-SM.RAPTORexploded.RaptorTailWing');
    	L.AddPrecacheStaticMesh(StaticMesh'ONSDeadVehicles-SM.RAPTORexploded.RaptorGun');
    	L.AddPrecacheStaticMesh(StaticMesh'AW-2004Particles.Debris.Veh_Debris2');
    	L.AddPrecacheStaticMesh(StaticMesh'AW-2004Particles.Debris.Veh_Debris1');
    	L.AddPrecacheStaticMesh(StaticMesh'WeaponStaticMesh.RocketProj');
    
        L.AddPrecacheMaterial(Material'AW-2004Particles.Energy.SparkHead');
        L.AddPrecacheMaterial(Material'ExplosionTex.Framed.exp2_frames');
        L.AddPrecacheMaterial(Material'ExplosionTex.Framed.exp1_frames');
        L.AddPrecacheMaterial(Material'ExplosionTex.Framed.we1_frames');
        L.AddPrecacheMaterial(Material'AW-2004Particles.Weapons.SmokePanels2');
        L.AddPrecacheMaterial(Material'AW-2004Particles.Fire.NapalmSpot');
        L.AddPrecacheMaterial(Material'EpicParticles.Fire.SprayFire1');
        L.AddPrecacheMaterial(Material'VMVehicles-TX.AttackCraftGroup.RaptorColorRed');
        L.AddPrecacheMaterial(Material'VMVehicles-TX.AttackCraftGroup.RaptorColorBlue');
        L.AddPrecacheMaterial(Material'VMVehicles-TX.AttackCraftGroup.AttackCraftNoColor');
    	L.AddPrecacheMaterial(Material'AW-2004Particles.Weapons.TrailBlura');
        L.AddPrecacheMaterial(Material'Engine.GRADIENT_Fade');
        L.AddPrecacheMaterial(Material'VMVehicles-TX.AttackCraftGroup.raptorCOLORtest');
        L.AddPrecacheMaterial(Material'AW-2004Particles.Fire.SmokeFragment');
    }
    
    simulated function UpdatePrecacheStaticMeshes()
    {
    	Level.AddPrecacheStaticMesh(StaticMesh'ONSDeadVehicles-SM.RAPTORexploded.RaptorWing');
    	Level.AddPrecacheStaticMesh(StaticMesh'ONSDeadVehicles-SM.RAPTORexploded.RaptorTailWing');
    	Level.AddPrecacheStaticMesh(StaticMesh'ONSDeadVehicles-SM.RAPTORexploded.RaptorGun');
    	Level.AddPrecacheStaticMesh(StaticMesh'AW-2004Particles.Debris.Veh_Debris2');
    	Level.AddPrecacheStaticMesh(StaticMesh'AW-2004Particles.Debris.Veh_Debris1');
    	Level.AddPrecacheStaticMesh(StaticMesh'WeaponStaticMesh.RocketProj');
    
    	Super.UpdatePrecacheStaticMeshes();
    }
    
    simulated function UpdatePrecacheMaterials()
    {
        Level.AddPrecacheMaterial(Material'AW-2004Particles.Energy.SparkHead');
        Level.AddPrecacheMaterial(Material'ExplosionTex.Framed.exp2_frames');
        Level.AddPrecacheMaterial(Material'ExplosionTex.Framed.exp1_frames');
        Level.AddPrecacheMaterial(Material'ExplosionTex.Framed.we1_frames');
        Level.AddPrecacheMaterial(Material'AW-2004Particles.Weapons.SmokePanels2');
        Level.AddPrecacheMaterial(Material'AW-2004Particles.Fire.NapalmSpot');
        Level.AddPrecacheMaterial(Material'EpicParticles.Fire.SprayFire1');
        Level.AddPrecacheMaterial(Material'VMVehicles-TX.AttackCraftGroup.RaptorColorRed');
        Level.AddPrecacheMaterial(Material'VMVehicles-TX.AttackCraftGroup.RaptorColorBlue');
        Level.AddPrecacheMaterial(Material'VMVehicles-TX.AttackCraftGroup.AttackCraftNoColor');
    	Level.AddPrecacheMaterial(Material'AW-2004Particles.Weapons.TrailBlura');
        Level.AddPrecacheMaterial(Material'Engine.GRADIENT_Fade');
        Level.AddPrecacheMaterial(Material'VMVehicles-TX.AttackCraftGroup.raptorCOLORtest');
        Level.AddPrecacheMaterial(Material'AW-2004Particles.Fire.SmokeFragment');
    
    	Super.UpdatePrecacheMaterials();
    }
    
    defaultproperties
    {
         
    DeployForce="RightWingDeploy"
         HideForce="RightWingDeploy"
    
    bReplicateAnimations=True
    
    UprightStiffness=500.000000
         UprightDamping=300.000000
         MaxThrustForce=100.000000
         LongDamping=0.050000
         MaxStrafeForce=80.000000
         LatDamping=0.050000
         MaxRiseForce=50.000000
         UpDamping=0.050000
         TurnTorqueFactor=600.000000
         TurnTorqueMax=200.000000
         TurnDamping=50.000000
         MaxYawRate=1.500000
         PitchTorqueFactor=200.000000
         PitchTorqueMax=35.000000
         PitchDamping=20.000000
         RollTorqueTurnFactor=450.000000
         RollTorqueStrafeFactor=50.000000
         RollTorqueMax=50.000000
         RollDamping=30.000000
         StopThreshold=100.000000
         MaxRandForce=3.000000
         RandForceInterval=0.750000
    
    
    DriverWeapons(0)=(WeaponClass=Class'MarinesDropship.LeftWing',WeaponBone="MainleftBackWeaponPod")
    DriverWeapons(1)=(WeaponClass=Class'MarinesDropship.RightWing',WeaponBone="MainRightBackWeaponPod")
    
    
    HeadlightCoronaOffset(0)=(X=500.000000,Y=45.000000,Z=10.000000)
         HeadlightCoronaOffset(1)=(X=500.000000,Y=-45.000000,Z=10.000000)
         HeadlightCoronaMaterial=Texture'EpicParticles.Flares.FlashFlare1'
         HeadlightCoronaMaxSize=100.000000
         HeadlightProjectorMaterial=Texture'VMVehicles-TX.NEWprvGroup.PRVprojector'
         HeadlightProjectorOffset=(X=135.000000,Z=10.000000)
         HeadlightProjectorRotation=(Pitch=-1000)
         HeadlightProjectorScale=0.650000
    
    
    
         IdleSound=Sound'ONSVehicleSounds-S.AttackCraft.AttackCraftIdle'
         StartUpSound=Sound'2029SS.Spinnersounds.Spinner'
         ShutDownSound=Sound'ONSVehicleSounds-S.AttackCraft.AttackCraftShutDown'
         StartUpForce="AttackCraftStartUp"
         ShutDownForce="AttackCraftShutDown"
         DestroyedVehicleMesh=StaticMesh'BRcrashed.Damaged.spincrash'
         DestructionEffectClass=Class'Onslaught.ONSVehicleExplosionEffect'
         DisintegrationEffectClass=Class'Onslaught.ONSVehDeathAttackCraft'
         DestructionLinearMomentum=(Min=50000.000000,Max=150000.000000)
         DestructionAngularMomentum=(Min=100.000000,Max=300.000000)
         DamagedEffectOffset=(X=-120.000000,Y=10.000000,Z=65.000000)
         ImpactDamageMult=0.001000
         VehicleMass=4.000000
         bDrawDriverInTP=True
         bTurnInPlace=True
         bShowDamageOverlay=True
         bDrawMeshInFP=false
         bDriverHoldsFlag=False
         bCanCarryFlag=False
         DrivePos=(X=-42.000000,Y=-34.000000,Z=18.000000)
         ExitPositions(0)=(Y=-165.000000,Z=100.000000)
         ExitPositions(1)=(Y=165.000000,Z=100.000000)
         EntryPosition=(X=-40.000000)
         EntryRadius=210.000000
         FPCamPos=(X=-46.000000,Y=-34.000000,Z=8.000000)
         TPCamDistance=500.000000
         TPCamLookat=(X=0.000000,Z=0.000000)
         TPCamWorldOffset=(Z=200.000000)
         DriverDamageMult=0.000000
         VehiclePositionString="in a Spinner"
         VehicleNameString="AliensMovie"
         RanOverDamageType=Class'Onslaught.DamTypeAttackCraftRoadkill'
         CrushedDamageType=Class'Onslaught.DamTypeAttackCraftPancake'
         FlagBone="PlasmaGunAttachment"
         FlagOffset=(Z=80.000000)
         FlagRotation=(Yaw=32768)
         HornSounds(0)=Sound'2029SS.Spinnersounds.spinr'
         HornSounds(1)=Sound'2029SS.Spinnersounds.spinr'
         bCanBeBaseForPawns=True
         GroundSpeed=2000.000000
         HealthMax=300.000000
         Health=300
         Mesh=SkeletalMesh'Dropship.Dropship'
         SoundVolume=160
         Begin Object Class=KarmaParamsRBFull Name=KParams0
             KInertiaTensor(0)=1.000000
             KInertiaTensor(3)=3.000000
             KInertiaTensor(5)=3.500000
             KCOMOffset=(X=-0.250000)
             KLinearDamping=0.000000
             KAngularDamping=0.000000
             KStartEnabled=True
             bKNonSphericalInertia=True
             KActorGravScale=0.000000
             bHighDetailOnly=False
             bClientOnly=False
             bKDoubleTickRate=True
             bKStayUpright=True
             bKAllowRotate=True
             bDestroyOnWorldPenetrate=True
             bDoSafetime=True
             KFriction=0.500000
             KImpactThreshold=300.000000
         End Object
         KParams=KarmaParamsRBFull'Dropship.Dropship.KParams0'
    
    }

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