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Author Topic: Defining 12 Wheels!  (Read 1841 times)

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Offline goki

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Defining 12 Wheels!
« on: 14 Oct 2004, 16:37:01 »
Hi guys,  

We are making a long truck. Is it possible to define 12 wheels for a truck?

Does it affect turning at all?

Regards
« Last Edit: 16 Oct 2004, 17:42:55 by Gökhan - OPERATION FLASHPOINT TURKISH UNION »

Offline Peter_Bullet

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Re:Defining 12 Wheels!
« Reply #1 on: 14 Oct 2004, 18:30:53 »
Why not try making it a tank class vehicle? Tanks have MANY wheels... just don't make tracks.... and use destructType command in config to make it blow like a car...? Though the wheels wouldn't turn I quess  :-[...

Offline oyman

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Re:Defining 12 Wheels!
« Reply #2 on: 14 Oct 2004, 20:32:35 »
car class can only handle 8 wheels :-\

Offline goki

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Re:Defining 12 Wheels!
« Reply #3 on: 14 Oct 2004, 23:30:38 »
Hi again,  



I see. We can prefer tank treads but this way tread-marks arise behind the vehicle! If we get rid of the marks then we may have "no-mark" problem!

Incidentally, do all wheels turn precisely accroding to speed if we choose tank treads?

Regards

« Last Edit: 16 Oct 2004, 17:43:11 by Gökhan - OPERATION FLASHPOINT TURKISH UNION »

DBR_ONIX

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Re:Defining 12 Wheels!
« Reply #4 on: 15 Oct 2004, 15:18:26 »
Tank wheels don't turn.. They vary in speed/direction and make the vehicle move/turn (Thats why it can spin on the spot)
Maybe you can join 2 of the wheels in ont selection so they turn the same time, and your down to 8 "wheels"
Like this..
o = wheels
| = wheels linked

o   o
o   o
o   o
o   o
o| |o
o| |o

That way, when you turn, those back wheels will pivot around the middle of the | line, and should look alright (Never tried)

- Ben

HuNtA

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Re:Defining 12 Wheels!
« Reply #5 on: 16 Oct 2004, 11:32:22 »
or, you could script the extra wheels to turn (using an animation) when the car goes at a certain speed

Offline goki

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Re:Defining 12 Wheels!
« Reply #6 on: 16 Oct 2004, 17:41:30 »
Where can I find such script?

HuNtA

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Re:Defining 12 Wheels!
« Reply #7 on: 14 Nov 2004, 20:32:42 »
just define an anim, then in the script put something like:

Code: [Select]

_vehicle = _this select 0

?speed _vehicle >0:goto "above 0"

#above 0

_vehicle Animate ["xyz",1]


or soemthing along those lines

Offline goki

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Re:Defining 12 Wheels!
« Reply #8 on: 15 Nov 2004, 13:41:33 »
Thanks, we had already solved the problem different way but thanks again :)

aries_pup

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Re:Defining 12 Wheels!
« Reply #9 on: 18 Nov 2004, 01:35:10 »
Hi, glad u haf solved the problem... but wouldn't it be good if u mentioned how u solved it?? i'm sure all of us are quite curious... :)

Offline goki

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Re:Defining 12 Wheels!
« Reply #10 on: 26 Nov 2004, 21:37:24 »
Sorry for delay  :-\ I'm over-busy with labors... overworking actually...  :noo:


We used tank wheels in the end. Indeed we defined them so... I don't know much about this subject since we are a group and I'm not the config coder or modeller. Soon we will announce our first project, our group and more...  8) That time, you will be able to examine our work freely and get the point through and through :)

Thanks again. :) I plan to announce the final work here, so that you can be informed about 12 wheels stuff  :thumbsup:

so long

Lean Bear

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Re:Defining 12 Wheels!
« Reply #11 on: 26 Nov 2004, 23:15:36 »
What DBR_ONIX said should work. As in real 12 wheelers, not all the wheels actually turn. Group these as one wheel and that should be fine.

Offline goki

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Re:Defining 12 Wheels!
« Reply #12 on: 27 Nov 2004, 21:42:12 »
Okay, I talked to our modeller & config coder. Here is complete answer.

He said that there are two options to overcome this 12 wheels problem;

We chose the first one...

1- Defining the wheels the way DBR_ONIX mentioned, in O2, therefore you don't need a script to turn the wheels. Very smooth...

2- Using a script to turn the wheels. In this case, the wheels are not defined as they are done in the first option, in O2, so they need to be animated via a script to turn.

Hope this fulfills your curiosity :)