Hey, I have a problem with a script. There is no script error… but when I try to use it, I get that in the game itself. Any ideas?
// 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;
// This is the object to follow
var leader : Transform;
// This is the object which follows
var follower : Transform;
// This is the speed with which the follower will pursue
var speed : float = 2.0;
// This is the range at which to pursue
var chaseRange : float = 10.0;
// This is used to store the distance between the two objects.
private var range : float;
// input steer and input torque are the values substituted out for the player input. The
// "NavigateTowardsWaypoint" function determines values to use for these variables to move the car
// in the desired direction.
private var inputSteer : float = 0.0;
private var inputTorque : 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 += Vector3(0, -1, 0);
}
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 / 150;
// Call the funtion to determine the desired input values for the car. This essentially steers and
// applies gas to the engine.
NavigateTowardsWaypoint();
// 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 calculated AI input variable.
FrontLeftWheel.motorTorque = EngineTorque / GearRatio[CurrentGear] * inputTorque;
FrontRightWheel.motorTorque = EngineTorque / GearRatio[CurrentGear] * inputTorque;
// the steer angle is an arbitrary value multiplied by the calculated AI input.
FrontLeftWheel.steerAngle = 45 * inputSteer;
FrontRightWheel.steerAngle = 45 * inputSteer;
}
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[i] < 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;
}
}
function NavigateTowardsWaypoint () {
// now we just find the relative position of the waypoint from the car transform,
// that way we can determine how far to the left and right the waypoint is.
range = Vector3.Distance( follower.position,leader.position );
// by dividing the horizontal position by the magnitude, we get a decimal percentage of the turn angle that we can use to drive the wheels
inputSteer = range.x / range.magnitude;
// now we do the same for torque, but make sure that it doesn't apply any engine torque when going around a sharp turn...
if ( Mathf.Abs( inputSteer ) < 0.5 ) {
inputTorque = range.z / range.magnitude - Mathf.Abs( inputSteer );
}else{
inputTorque = 0.0;
}
// this just checks if the car's position is near enough to a waypoint to count as passing it, if it is, then change the target waypoint to the
// next in the list.
if ( range.magnitude < 50 ) {
return;
}
}