Vehicles -1 reply

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#1 12 years ago

Hello everyone, I had started a mod a few weeks ago using Valve's SDK tools for Half Life 2 and was progressing nicely when I decided to give this game a try. For some reason, a few hours into the game I realized just how incredibly perfect this engine would be for the mod I'm working on. It seems to have everything I wanted that the Source engine doesn't have.

I know some people are creating mod called Stalker Theft Auto which obviously includes a variety vehicles. I was wondering if anyone knows how to or what’s required to implement vehicles into the game?




RadioactiveLobster Forum Admin

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#2 12 years ago

Once we get the SDK we should know how easy it is.


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#3 12 years ago

Makes sense. Any chance you know when it will be released?




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#4 12 years ago

one thing i noticed when going through the db files, was that there is code existing for vehicles. it contained the amount of fuel it need per 100k rotations and the torque that provided, damage specs according to location on the vehicle, driver animations, breaking force etc. it was really extensive and it's a pity that it wasn't implemented. i hope there is a mod that will use these to make vehicles for stalker.




electrickrypt

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#5 12 years ago

All the code for the vehicles are there. They disabled them because of the collision with the anomalies. Didnt fit/work right with the gameplay.




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#6 12 years ago

That is perfect! When they said they took vehicles out of the game I expected them to take the code out as well. I'm glad they didn't.




niphty

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#7 12 years ago

Actually, on Master difficulty, when you assault the power plant at the end, there's three BTRs that move and assault you if you get near them. Pretty funny to shoot them with the gauss gun I made, it flings them around like little toys, lol. But still takes about 5 shots to kill one. Crazy stuff. Otherwise, I'd suggest avoiding them =D

But, back on topic.. the scripting code is there, and there's at least SOME artwork and such. It'll be interesting to see if anyone can put them together and make one drivable.




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#8 12 years ago

So I found a vehicles folder in the \meshes\physics\ folder. Does anyone know what I can use to open .ogf files?




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#9 12 years ago
Marcel_D;3603705So I found a vehicles folder in the \meshes\physics\ folder. Does anyone know what I can use to open .ogf files?

Files .ogf open by means of OGF Viewer.

Excuse me for my English language.




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#10 12 years ago

Well thats what it looks like to me when running the scripts and configs through a search.. ph_car.script and car.script seem to be the main ones..

Also explode_zone.script seems to have the "Fuelcan" codes in it, Some it looks like it just has a return func to stop it being properly useable...

function fuelcan_use(usable_obj, who_use_obj)

if item ~= nil then return end

printf("USE %s", who_use_obj:name())

item = usable_obj begin = time_global()

-- usable_obj:set_nonscript_usable(true) -- usable_obj:set_tip_text_default() -- usable_obj:clear_use_callback() end

Digging through the rest of it all.. Looks to me like the cars on the maps already in the game, are really just locked vehicles with handbrake on and marked as invulnerable.

Or perhaps they haven't put the actual driveable vehicles in at all and the ones we see are just plain old static meshes.

Not entirely sure how to spawn one yet, still looking into it.