[VEHICLE] [Released] Yosemite Ramptruck
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Was watching roadkill and had this idea.
just wondering what everyone thinks of it.
the ramps are extras for now
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@Bob322 looks good dude
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Any ideas why the collisions are like this
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@AuthorSaulAlan any idea why the collisions are like this
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@Bob322 like what dude? you mean the car sorta leaning back? soemthing to do with the wheels not sure how to fix that..
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@AuthorSaulAlan i mean idk why the car is floating on the back of this all of the collisions are right in zmod3 idk what ive done wrong
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@Bob322 oh, yeah your pic isnt showing thats why i was assuming you meant the first pic,
i dont know either just try lowering them a bit more than looks nessecary or switch collisions
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@AuthorSaulAlan that has not worked im not sure what to do now
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@AuthorSaulAlan said in [VEHICLE] [WIP] Yosemite Ramptruck:
@Bob322 oh, yeah your pic isnt showing thats why i was assuming you meant the first pic,
i dont know either just try lowering them a bit more than looks nessecary or switch collisions
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@Bob322 my source code can be found here https://github.com/qiangqiang101/CarCarrierTrailerMod/
use
Public Shared Sub AttachTo(entity1 As Entity, entity2 As Entity, boneindex As Integer, position As Vector3, rotation As Vector3)
Native.Function.Call(Hash.ATTACH_ENTITY_TO_ENTITY, entity1.Handle, entity2.Handle, boneindex, position.X, position.Y, position.Z, rotation.X, rotation.Y, rotation.Z, False, False, True, False, 2, True)
End Subexample: AttachTo(PlayerChar.LastVehicle, VehicleRampTruck, VehicleRampTruck.GetBoneIndex("bodyshell"), PositionVector3, RotationVector3)
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thank you so much ill give it ago and see if i can get it to work