Author Message

amilmand

00
Posts: 259

Location: ---
Occupation:
Age:
V$:
#156125   2019-05-19 19:08          
adnan54:
[..]each wheel's speed individually[..]
WheelRef whl = player.car.chassis.getWheel(0);//the order used by the stock cars: 0:front_left 1:front_right 2:rear_left 3:rear_right (I think)
RawEdit.getF(whl.ptr+0xC0);
Will tell you a value proportional to the angular velocity of the front left wheel (if the given chassis has that one defined first).
This value is something that you can also set to add torque to the wheel: minuses will make the wheel rotate as to move the car forward and positive values will make the car go in reverse.
The value set manually with the RawEdit.setF function will fall off quickly so you would need to set it continuously for longer distances (to test it a value in the range of 1000 is enough to nudge a car a bit backwards:
WheelRef whl = player.car.chassis.getWheel(0);
RawEdit.setF(whl.ptr+0xC0,1000);
)

adnan54:
disable a part collision ingame
That is tricky one would need to mess around with the instance hierarchy of the given part and somehow filter out the INSTANCE_PHYSICS resources which are indeed actual collisions and not a steering node or something like that...
I cant give you a usable solution for that.