Hey Guys!!
I was wondering what would i have to add to my car script to enable the space button to be like a handbreak. To slow the car/skid etc. atm i only have reverse. I would like to add a handbreak but im not too sure how to. Thank you
Hey Guys!!
I was wondering what would i have to add to my car script to enable the space button to be like a handbreak. To slow the car/skid etc. atm i only have reverse. I would like to add a handbreak but im not too sure how to. Thank you
Use wheelcollider.brakeTorque=600f;
// These variables allow the script to power the wheels of the car.
var FrontLeftWheel : WheelCollider;
var FrontRightWheel : WheelCollider;
// These variables are for the gears, the array is the list of ratios. The script
// uses the defined gear ratios to determine how much torque to apply to the wheels.
var GearRatio : float;
var CurrentGear : int = 0;
// These variables are just for applying torque to the wheels and shifting gears.
// using the defined Max and Min Engine RPM, the script can determine what gear the
// car needs to be in.
var EngineTorque : float = 600.0;
var MaxEngineRPM : float = 3000.0;
var MinEngineRPM : float = 1000.0;
private var EngineRPM : float = 0.0;
function Start () {
// I usually alter the center of mass to make the car more stable. I’ts less likely to flip this way.
rigidbody.centerOfMass.y = -0.1;
}
function Update () {
// This is to limith the maximum speed of the car, adjusting the drag probably isn't the best way of doing it,
// but it's easy, and it doesn't interfere with the physics processing.
rigidbody.drag = rigidbody.velocity.magnitude / 250;
// Compute the engine RPM based on the average RPM of the two wheels, then call the shift gear function
EngineRPM = (FrontLeftWheel.rpm + FrontRightWheel.rpm)/2 * GearRatio[CurrentGear];
ShiftGears();
// set the audio pitch to the percentage of RPM to the maximum RPM plus one, this makes the sound play
// up to twice it's pitch, where it will suddenly drop when it switches gears.
audio.pitch = Mathf.Abs(EngineRPM / MaxEngineRPM) + 1.0 ;
// this line is just to ensure that the pitch does not reach a value higher than is desired.
if ( audio.pitch > 2.0 ) {
audio.pitch = 2.0;
}
// finally, apply the values to the wheels. The torque applied is divided by the current gear, and
// multiplied by the user input variable.
FrontLeftWheel.motorTorque = EngineTorque / GearRatio[CurrentGear] * Input.GetAxis("Vertical");
FrontRightWheel.motorTorque = EngineTorque / GearRatio[CurrentGear] * Input.GetAxis("Vertical");
// the steer angle is an arbitrary value multiplied by the user input.
FrontLeftWheel.steerAngle = 10 * Input.GetAxis("Horizontal");
FrontRightWheel.steerAngle = 10 * Input.GetAxis("Horizontal");
}
function ShiftGears() {
// this funciton shifts the gears of the vehcile, it loops through all the gears, checking which will make
// the engine RPM fall within the desired range. The gear is then set to this “appropriate” value.
if ( EngineRPM >= MaxEngineRPM ) {
var AppropriateGear : int = CurrentGear;
for ( var i = 0; i < GearRatio.length; i ++ ) {
if ( FrontLeftWheel.rpm * GearRatio *< MaxEngineRPM ) {*
AppropriateGear = i;*
break;*
}*
}*
CurrentGear = AppropriateGear;*
}*
if ( EngineRPM <= MinEngineRPM ) {*
AppropriateGear = CurrentGear;*
for ( var j = GearRatio.length-1; j >= 0; j -- ) {*
_ if ( FrontLeftWheel.rpm * GearRatio[j] > MinEngineRPM ) {_
AppropriateGear = j;*
break;*
}*
}*
CurrentGear = AppropriateGear;*
}*
}
This is the script. But how would i add a new function.
if (Input.GetKeyDown(“spacebar”))
What else would i add?