Default Car Location

Discussion in 'Content Creation' started by rt389g@hotmail.c, Jun 17, 2014.

  1. rt389g@hotmail.c

    rt389g@hotmail.c
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    I am trying to create a new level and want to change the location of the car when the level starts. I thought it was player drop point. I move it but the car does not strart there at opening the level. Any help would be apprieciated. Also, can it be done manualy in the MIS file?

    Thanks
     
  2. Miura

    Miura
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    It should work if you move the SpawnSphere object in PlayerDropPoints. Don't forget to save the level after moving it.

    Editing the .mis directly should work too, it has coordinates and other properties for most things.
     
  3. rt389g@hotmail.c

    rt389g@hotmail.c
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    Ok, I'm new to all this. Should the SpawnShere object actually be in the PlayerDropPoints Folder. Because it was not. I might have hosed it somehow. I spent about 30 mins trying to figure out what I did. Are objects just dragged into folders? I will need to try it tonight.

    Thanks
     
  4. Miura

    Miura
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    I don't know if it matters if it's in the folder. Have a look at other maps for example, maybe copy the SpawnSphere part in the .mis from another map.
     
  5. rt389g@hotmail.c

    rt389g@hotmail.c
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    Found on a different thread:

    "Renamed the spawn sphere i had trouble with than i spawned another spawn sphere called it DefaultPlayerSpawnSphere,
    entered by class: BeamNGVehicle and by data: default_vehicle. Than i saved the level."

    I look forward to trying this tonight, and really hope it works. I hate sliding down the learning curve!
     
  6. Davidbc

    Davidbc
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    Very important, don't rotate the spawnsphere.
     
  7. rt389g@hotmail.c

    rt389g@hotmail.c
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    That is good advice. As yesterday, I was at first able to move the default spawn spere and some how moved it under ground. While trying to get it back, I did rotate it and did get the car on the surface, kind of. The back wheels were a few feet off the ground and messing with it somehow completely screwed it up to the point I am at now. I some how did reset the car else where flat, but now I cannot move the default start location. I will try what was recommended in the other thread (above), and with some luck maybe get back to the terran.
     
  8. Davidbc

    Davidbc
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    The problem with rotating the spawnsphere is that the mesh of the vehicle will rotate as expected, but the jbeam won't.
     
  9. BlackVenom

    BlackVenom
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    As said, moving the drop point will do it. Reloading the map will make it actually move. Move it then use ctrl r to make the car spawn in whatever location so that you don't have to reload the map just to get the spawn point as desired.
     
  10. rt389g@hotmail.c

    rt389g@hotmail.c
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    Thanks for the replies, I did succeed in moving my default location. Now the question is how do I turn my car around? I saw a rotate parameter but when I changed it it would change back to the original. I did a quick search on the forums and did not see anything.

    Im working on a simple crawler track as my first track, just trying to learn the tools and process. Access to the engine gives Beamng a huge plus over NCG, although I have and like them both.
     
  11. SixSixSevenSeven

    SixSixSevenSeven
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    As explained above already, you can't really rotate the spawn position. The mesh will rotate but the jbeam (physics) wont
     
  12. rt389g@hotmail.c

    rt389g@hotmail.c
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    Haha, well Im new to this and may be a little dense. I know you said you cannot rotate the spawnsphere, that makes sense to me. I still thought there maybe another way, like rotate the object itself and not the spawnsphere, or both together. I have no idea, but its hard to believe its impossible to turn the darn vehicle around at drop point. I mean the vehicle rotates when you drive the thing. Is this because its still in Alpha? I am just trying to understand. Thanks for the info. It would be nice if you could just drive the vehicle to where you wanted to be, then run a script and presto, thats the new drop point and direction.
     
  13. SixSixSevenSeven

    SixSixSevenSeven
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    its a known issue, but it would take alot of math to rotate the entire JBeam structure at spawn time, torque3d can do it for meshes already but the devs would need to write the JBeam rotation stuff from scratch and havent yet. This is for spawn time only, of course once the JBeam has been created in the game world it can move.
     
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