Posted June 21, 2017 This allows players to stand and walk on vehicles driven by other players, later I will make it work on unoccupied vehicles as well. It's still not finished and the math is not correct but good enough for now. There is a lot of shaking and lag on most of the vehicles, limiting your framerate to 30 improves it slightly (you can just use the command framerate_throttle 1). I could use some help with this script since my knowledge is pretty limited and I do a lot of the things by trial and error. What I mostly need help with is calculating the position change for players when the vehicle turns. What I have kind of works but only if the players are standing on the front of the vehicle but still it's not accurate. walk_on_vehicles.lua Takka, gsccon, Vuthakral and 2 others like this Share this post Link to post Share on other sites
Posted June 21, 2017 If it helps, I've told Wizard 552,403,957 times dynamic objects do not use Eular angles (yaw/pitch/roll). Their rotation is actually two vectors (six floats), yet Wzard has erroneously labeled the first vector as yaw/pitch/roll and the second as "scale" even though object scale is somewhere else entirely. WaeV likes this Share this post Link to post Share on other sites
Posted June 21, 2017 (edited) So the other 3 floats are just as important as the first 3? I was somehow fine using just first 3 until now. Edit. After messing around for a while I understood that I still have no clue what I'm doing :V Edited June 22, 2017 by aLTis Share this post Link to post Share on other sites
Posted June 22, 2017 Just a small update, finally got something to work. Now yaw rotation works fine even if players aren't on the front of the vehicle, haven't touched other rotations yet but this should be enough for now. Still need to add the center that vehicle turns around into the calculations somehow, not sure if mass center in physics tag is what I need. The script has a lot of commented out mess right now, ignore that :v walk_on_vehicles.lua Takka likes this Share this post Link to post Share on other sites
Posted June 22, 2017 On June 21, 2017 at 2:02 PM, aLTis said: So the other 3 floats are just as important as the first 3? I was somehow fine using just first 3 until now. Edit. After messing around for a while I understood that I still have no clue what I'm doing :V Yeah. All six floats are useful. However, if you're dealing with regular bipeds which are always up/down, the second three floats are always 0,0,1. However, the first three floats are not yaw/pitch/roll as it's not a Eular angle. Share this post Link to post Share on other sites