Torque3D/Templates/Modules/FPSGameplay/scripts/server/vehicleWheeled.cs
Areloch d680dc9934 Initial implementation of the new Base Game Template and some starting modules.
This makes some tweaks to the engine to support this, specifically, it tweaks the hardcoded shaderpaths to defer to a pref variable, so none of the shader paths are hardcoded.

Also tweaks how post effects read in texture files, removing a bizzare filepath interpretation choice, where if the file path didn't start with "/" it forcefully appended the script's file path. This made it impossible to have images not in the same dir as the script file defining the post effect.

This was changed and the existing template's post effects tweaked for now to just add "./" to those few paths impacted, as well as the perf vars to support the non-hardcoded shader paths in the engine.
2017-02-24 02:40:56 -06:00

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// This file contains script methods unique to the WheeledVehicle class. All
// other necessary methods are contained in "../server/scripts/vehicle.cs" in
// which the "generic" Vehicle class methods that are shared by all vehicles,
// (flying, hover, and wheeled) can be found.
// Parenting is in place for WheeledVehicleData to VehicleData. This should
// make it easier for people to simply drop in new (generic) vehicles. All that
// the user needs to create is a set of datablocks for the new wheeled vehicle
// to use. This means that no (or little) scripting should be necessary.
function WheeledVehicleData::onAdd(%this, %obj)
{
Parent::onAdd(%this, %obj);
// Setup the car with some tires & springs
for (%i = %obj.getWheelCount() - 1; %i >= 0; %i--)
{
%obj.setWheelTire(%i, DefaultCarTire);
%obj.setWheelSpring(%i, DefaultCarSpring);
%obj.setWheelPowered(%i, false);
}
// Steer with the front tires
%obj.setWheelSteering(0, 1);
%obj.setWheelSteering(1, 1);
// Only power the two rear wheels... assuming there are only 4 wheels.
%obj.setWheelPowered(2, true);
%obj.setWheelPowered(3, true);
}
function WheeledVehicleData::onCollision(%this, %obj, %col, %vec, %speed)
{
// Collision with other objects, including items
}
// Used to kick the players out of the car that your crosshair is over
function serverCmdcarUnmountObj(%client, %obj)
{
%obj.unmount();
%obj.setControlObject(%obj);
%ejectpos = %obj.getPosition();
%ejectpos = VectorAdd(%ejectpos, "0 0 5");
%obj.setTransform(%ejectpos);
%ejectvel = %obj.mVehicle.getVelocity();
%ejectvel = VectorAdd(%ejectvel, "0 0 10");
%ejectvel = VectorScale(%ejectvel, %obj.getDataBlock().mass);
%obj.applyImpulse(%ejectpos, %ejectvel);
}
// Used to flip the car over if it manages to get stuck upside down
function serverCmdflipCar(%client)
{
%car = %client.player.getControlObject();
if (%car.getClassName() $= "WheeledVehicle")
{
%carPos = %car.getPosition();
%carPos = VectorAdd(%carPos, "0 0 3");
%car.setTransform(%carPos SPC "0 0 1 0");
}
}
function serverCmdsetPlayerControl(%client)
{
%client.setControlObject(%client.player);
}
function serverCmddismountVehicle(%client)
{
%car = %client.player.getControlObject();
%passenger = %car.getMountNodeObject(0);
%passenger.getDataBlock().doDismount(%passenger, true);
%client.setControlObject(%client.player);
}