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How you make a Vehicle stay within the Vehicle?

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    #16
    I don't know how to code it in....

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      #17
      wait, coulnt you do this, dynamically make new passenger spots like the tank that dont show the playerpawn,OR even better yet the passenger spot the same as the carried vehicles spot and have them get out of the carried vehicle and go into the carrier and shut off the karma and fake a vehicle until they unhook it and they jump out of the carrier and go back in to the carried vehicle and turn the karma back on

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        #18
        Such as when you get into the dynamically made spots and when it attaches change this:
        Code:
        simulated function AttachDriver(Pawn P)
        {
        	local vector AttachPos;
        
        	P.bHardAttach = true;
        	AttachPos = Location + (DrivePos >> Rotation);
        	P.SetLocation( AttachPos );
        	P.SetPhysics( PHYS_None );
        	P.SetBase( Self );
        	P.SetRelativeRotation( DriveRot );
        }
        the attachpos to the CarriedVeh.Location+(CarriedVeh.DrivePos>>CarriedV eh.Rotation);

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          #19
          so if the any vehicle is trigger in the collision it will attach bone that name to the transports vehicle and leave if the hellbender want to leave attach bone area?

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            #20
            I got the bone name in the area where the vehicle going to stay there so that i don't have to know the postion to much more faster.

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