I know this question is asked a lot but I can’t figure it out.
I have a car with this script:
var FrontLeftWheel : WheelCollider;
var FrontRightWheel : WheelCollider;
var GearRatio : float[];
var CurrentGear : int = 0;
var EngineTorque : float = 230.0;
var MaxEngineRPM : float = 3000.0;
var MinEngineRPM : float = 1000.0;
private var EngineRPM : float = 0.0;
function Start () {
rigidbody.centerOfMass += Vector3(0, -.75, .5);
}
function Update () {
EngineRPM = (FrontLeftWheel.rpm + FrontRightWheel.rpm)/2 * GearRatio[CurrentGear];
ShiftGears();
audio.pitch = Mathf.Abs(EngineRPM / MaxEngineRPM) + 1.0 ;
if ( audio.pitch > 2.0 ) {
audio.pitch = 2.0;
}
FrontLeftWheel.motorTorque = EngineTorque / GearRatio[CurrentGear] * Input.GetAxis("Vertical");
FrontRightWheel.motorTorque = EngineTorque / GearRatio[CurrentGear] * Input.GetAxis("Vertical");
FrontLeftWheel.steerAngle = 10 * Input.GetAxis("Horizontal");
FrontRightWheel.steerAngle = 10 * Input.GetAxis("Horizontal");
}
function ShiftGears() {
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;*
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break;*
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}*
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}*
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CurrentGear = AppropriateGear;*
-
}*
}
And It works fine but I want to be able to (When I’m close to my car, press “return” and then I get in my car and I can Drive that; my player disappears. Can Someone please Walk me through on how to do this?
Thanks so much in advance
-Bruno