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Author Topic: User-created plug-ins  (Read 42643 times)

« Reply #15 on: August 16, 2010, 12:22:24 PM »
The camera is orientated towards a point which is equally distanced from two objects. When the fov is lesser than the angle required to show both objects, the camera orientates towards one of the objects. Instructions are in the script.
« Last Edit: August 28, 2010, 12:16:31 PM by flesk »
« Reply #16 on: January 17, 2011, 10:12:47 PM »
Thought up in a dream inspired by a script written by Jestermon I give you the pathplotter.
Simply link your terrain or RB to the script and change the propertys in the int terrain = OBJ_XXX.
Simply move about and press R at point you wish to create a waypoint. When done save the path
and load it in your project.

Please PM me if you have problems, so far I know of one;
If you try to go down or up a steep slope or vertical wall, it won't work.

Change the line
if(iObjectScan(TERRAIN,cycleLocation,Vector3(0,-10,0),0.1,contact,normal))
to
if(iObjectScan(TERRAIN,cycleLocation,Vector3(0,-200,0),0.1,contact,normal))
for a huge scan distance.
With help from jestermon.
« Last Edit: January 18, 2011, 10:30:30 AM by Logmyster »
I'm never here and if I am I will try and say something...
Sorry tramkp888 I kind of forgot you back in July
« Reply #17 on: January 27, 2013, 10:33:38 PM »
MouseLook360 steers a Car or PCar with the mouse, even up walls and upside down (physics not included). Like Halo's vehicle steering, but fully 360 capable.

Requires Quaternion_to_cartesian.zip from here for it's RadMath2.dll
If the camera doesn't follow the car, there was a problem loading the dll.

Connect a CamChase 1st, and then a Car or PCar. CamChase should ignore everything. Car or PCar should have it's steering keys disabled. Set forward key to A and reverse to Z, or edit the script's dikAccelerate variable. (The script will steer opposite if you're going backwards, unless you're throttling forward)

The float bumpyCamReduction should be from 0 (jarring camera motion, but instant look targeting) to 1 (camera doesn't rotate). Closer to 1 reduces jarring, but makes looking sluggish. (A little work still needed here)

(much thanks to Jestermon)
« Last Edit: January 27, 2013, 10:54:01 PM by chronocide »
« Reply #18 on: February 15, 2014, 06:35:19 PM »
PCar Variable Steering
Adjusts wheel grip based on speed, making it easier to control your car at top speed.

INSTALLATION
Either copy the code below (for users not using 7.22) into a script inside your project, or copy the plugin .3dr file into your 3D Rad directory.

Code: [Select]
/// ///////////////////////////////////////////////////////////
/// This script changes the tyre turn grip, based on speed. ///
/// To adjust the grip and speed in which it reduces grip,  ///
/// adjust the values next to IN_0 and below                ///
/// ///////////////////////////////////////////////////////////
int MAX_LATERAL_GRIP_FRONT = 3;
int MAX_LATERAL_GRIP_REAR = 103;

void Main()
{
   if (IN_0 > 15) //Top Speed
   {
      iObjectParamSet(OBJ_0,MAX_LATERAL_GRIP_FRONT, 0.5);
      iObjectParamSet(OBJ_0,MAX_LATERAL_GRIP_REAR, 0.5);
   }
   if (IN_0 < 11) //Low speed
      iObjectParamSet(OBJ_0,MAX_LATERAL_GRIP_FRONT,1.2);
      iObjectParamSet(OBJ_0,MAX_LATERAL_GRIP_REAR, 1.2);
   }


REMARKS
The speed at which the script cuts in and the grip reduction is adjustable (see the top speed and low speed sections in the code), but don't set the grip at top speed too high, it makes the steering grip too well and defeats the point of this script! You could adapt the script to run with more than one cars, simply by copying the whole code (except the variables) and changing the object numbers.
« Last Edit: May 30, 2014, 05:08:45 AM by Dr. Ninkeo »
« Reply #19 on: March 14, 2014, 08:46:01 AM »
Just Download and Open With 3D Rad.
It is a idea to Loading Your Game level So fast. :D
« Reply #20 on: March 20, 2014, 09:21:34 AM »
You can Easily Play multi sprite one after one.
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