[Tutorial]Enabling vehicles.
Hello and today I will be telling the great people how to enable vehicles for your own use.
Take in heart and mind that I will not be telling you everything, because of how easy and glitchy it is.
First off, you are going to download PhysX from developer.nvidia.com
Apply for a Game developer license and wait for your application to be accepted.
It is easy from there as you should know how to search stuff up from their website.
Next step is to download and extract it, and copy the extracted folders into the src\External\PhysX
The current version you have is 3.2.2 or lower, this version is 3.2.4.
After that, go into your WarZ.sln and search up:
Code:
REG_VAR( d_drive_vehicles
Then enable it to true.
(Press Ctrl+f and select Entire Solution)
Then search up:
Code:
//#define VEHICLES_ENABLED 0
//#define VEHICLES_ENABLED (change the zero to a 1)
Below that change it to look exactly like mine:
Code:
#else
#ifndef WO_SERVER
#define VEHICLES_ENABLED 1 // temp disabled due to new PhysX API changes
#else
#define VEHICLES_ENABLED 1
#endif
There you go, your done the bare steps for enabling vehicles.
Now you have to figure out how to do the rest on your own, as this is really bad for me to share the golden apple to you guys.
Enjoy!
After many people where bitching about this being 95%, here is the completed code.
Thanks Leandro Lima!
Quote:
Originally Posted by
Leandro Lima
good as promised I will put my solutions for activation of the car:
WarZ.sln in:
search for:
Code:
// physX#define APEX_ENABLED 0
#ifdef FINAL_BUILD
#define VEHICLES_ENABLED 0
#else
#ifndef WO_SERVER
#define VEHICLES_ENABLED 0 // temp disabled due to new PhysX API changes
#else
#define VEHICLES_ENABLED 0
#endif
#endif
replace:
Code:
// physX#define APEX_ENABLED 0
#ifdef FINAL_BUILD
#define VEHICLES_ENABLED 1
#else
#ifndef WO_SERVER
#define VEHICLES_ENABLED 1 // temp disabled due to new PhysX API changes
#else
#define VEHICLES_ENABLED 1
#endif
#endif
search for:
Code:
#if VEHICLES_ENABLEDREG_VAR( d_drive_vehicles, false, 0 );
#endif // VEHICLES_ENABLED
#endif // FINAL BUILD
replace:
Code:
#if VEHICLES_ENABLEDREG_VAR( d_drive_vehicles, true, 0 );
#endif // VEHICLES_ENABLED
#endif // FINAL BUILD
Search for:
Code:
surfaceTypePairs = PxVehicleDrivableSurfaceToTireFrictionPairs::create(MAX_NUM_TYRE_TYPES, MAX_NUM_SURFACE_TYPES, mats, &drivableSurfaceType);
replace:
Code:
surfaceTypePairs=PxVehicleDrivableSurfaceToTireFrictionPairs::allocate(MAX_NUM_TYRE_TYPES, MAX_NUM_SURFACE_TYPES);
surfaceTypePairs->setup(MAX_NUM_TYRE_TYPES, MAX_NUM_SURFACE_TYPES, mats, &drivableSurfaceType);
In Warz_Server.Sln:
Search for:
Code:
VehicleSetupDrivableShapeQueryFilterData
erases lines VehicleSetupDrivableShapeQueryFilterData
My compile good test there and to post their progress as I
notes: so I'm having trouble with the bones of the forehead still buggy tire:
my thesis about the crash when it goes nowhere and that maybe the files. SKL car must be buggy. po it says we need a modeler to help us
thank those who are coming into this argument post, I hope you have to share advances
#define APEX_ENABLED 0
#ifdef FINAL_BUILD
#define VEHICLES_ENABLED 0
#else
#ifndef WO_SERVER
#define VEHICLES_ENABLED 0 // temp disabled due to new PhysX API changes
#else
#define VEHICLES_ENABLED 0
#endif
To:
Code:
#define APEX_ENABLED 0
#ifdef FINAL_BUILD
#define VEHICLES_ENABLED 1
#else
#ifndef WO_SERVER
#define VEHICLES_ENABLED 1 // temp disabled due to new PhysX API changes
#else
#define VEHICLES_ENABLED 1
#endif
if you have problems with d_drive_vehicles then search:
Code:
#if VEHICLES_ENABLED
REG_VAR( d_drive_vehicles, false, 0 );
#endif // VEHICLES_ENABLED
#endif // FINAL BUILD
Replace to:
Code:
#endif // FINAL BUILD
#if VEHICLES_ENABLED
REG_VAR( d_drive_vehicles, false, 0 );
#endif // VEHICLES_ENABLED
Search on VehicleManager.cpp
PxInitVehicleSDK(*g_pPhysicsWorld->PhysXSDK);
Replace:
Code:
const PxMaterial *mats[] = {g_pPhysicsWorld->defaultMaterial};
surfaceTypePairs = PxVehicleDrivableSurfaceToTireFrictionPairs::create(MAX_NUM_TYRE_TYPES, MAX_NUM_SURFACE_TYPES, mats, &drivableSurfaceType);
To:
Code:
surfaceTypePairs = PxVehicleDrivableSurfaceToTireFrictionPairs::allocate(MAX_NUM_TYRE_TYPES,MAX_NUM_SURFACE_TYPES);
const PxMaterial *mats[] = {g_pPhysicsWorld->defaultMaterial};
surfaceTypePairs->setup(MAX_NUM_TYRE_TYPES, MAX_NUM_SURFACE_TYPES, mats, &drivableSurfaceType);
Search for (uint32_t i = 0; i < wheelMeshes.Count(); ++i
Code:
for (uint32_t i = 0; i < wheelMeshes.Count(); ++i)
{
Vertices &v = wheelMeshes[i];
wheels[i] = CreateWheelConvexMesh(&v[0], v.Count());
}
PxVehicleWheelsSimData *wheelsData = PxVehicleWheelsSimData::allocate(vd->numWheels);
PxVehicleDriveSimData4W driveData;
bool result = CreateVehicleSimData(*vd, *hull, const_cast<const PxConvexMesh**>(wheels), *wheelsData, driveData); result;
r3d_assert(result);
PxRigidDynamic *vehActor = CreateVehicleActor(*vd, *hull, wheels);
r3d_assert(vehActor);
vd->vehicle = PxVehicleDrive4W::allocate(vd->numWheels);
vd->vehicle->setup(g_pPhysicsWorld->PhysXSDK, vehActor, *wheelsData, driveData, std::max<int>(vd->numWheels - 4, 0));
TO:
Code:
for (uint32_t i = 0; i < wheelMeshes.Count(); ++i)
{
Vertices &v = wheelMeshes[i];
wheels[i] = CreateWheelConvexMesh(&v[0], v.Count());
}
PxVehicleWheelsSimData *wheelsData = PxVehicleWheelsSimData::allocate(vd->numWheels);
PxVehicleDriveSimData4W driveData;
bool result = CreateVehicleSimData(*vd, *hull, const_cast<const PxConvexMesh**>(wheels), *wheelsData, driveData); result;
r3d_assert(result);
PxRigidDynamic *vehActor = CreateVehicleActor(*vd, *hull, wheels);
r3d_assert(vehActor);
vd->vehicle = PxVehicleDrive4W::allocate(vd->numWheels);
vd->vehicle->setup(g_pPhysicsWorld->PhysXSDK, vehActor, *wheelsData, driveData, std::max<int>(vd->numWheels-4, 0));
if (m->FileName == "data/objectsdepot/vehicles/drivable_stryker.sco") {
vd->vehicle->setWheelShapeMapping(0, 0);
vd->vehicle->setWheelShapeMapping(1, 1);
vd->vehicle->setWheelShapeMapping(2, 2);
vd->vehicle->setWheelShapeMapping(3, 3);
vd->vehicle->setWheelShapeMapping(4, 4);
vd->vehicle->setWheelShapeMapping(5, 5);
vd->vehicle->setWheelShapeMapping(6, 6);
vd->vehicle->setWheelShapeMapping(7, 7);
}
else {
vd->vehicle->setWheelShapeMapping(0, 0);
vd->vehicle->setWheelShapeMapping(1, 1);
vd->vehicle->setWheelShapeMapping(2, 2);
vd->vehicle->setWheelShapeMapping(3, 3);
}
Now go to \ Data \ ObjectsDepot \ GAMEPLAY \ Objects.dat and edit
Replace:
Code:
9
PlayerSpawnPoint obj_PlayerSpawnPoint
ItemSpawnPoint obj_ItemSpawnPoint
PostBox obj_PostBox
AmbientSound obj_AmbientSound
MusicTriggerArea obj_MusicTriggerArea
ReverbZone obj_ReverbZone
ReverbZoneBox obj_ReverbZoneBox
ZombieSpawn obj_ZombieSpawn
PermanentNote obj_PermanentNote
TO:
Code:
10PlayerSpawnPoint obj_PlayerSpawnPoint
ItemSpawnPoint obj_ItemSpawnPoint
PostBox obj_PostBox
AmbientSound obj_AmbientSound
MusicTriggerArea obj_MusicTriggerArea
ReverbZone obj_ReverbZone
ReverbZoneBox obj_ReverbZoneBox
ZombieSpawn obj_ZombieSpawn
PermanentNote obj_PermanentNote
VehicleSpawn obj_VehicleSpawn
Search on HUD_TPSGame.cpp
Code:
wasDrivenByPlayer = true;
replace with this
Code:
if(Keyboard->WasPressed(kbsE))
wasDrivenByPlayer = true;
Now Search
Code:
// vehicles if(InputMappingMngr->wasPressed(r3dInputMappingMngr::KS_INTERACT) )
{
#if VEHICLES_ENABLED
obj_Vehicle* target_Vehicle = pl->canEnterVehicle();
if( pl->isInVehicle() ) {
pl->exitVehicle();
}
else if ( target_Vehicle ) // now we're going to try to use vehicles (otherwise UAV characters can't use vehicles).
{
pl->enterVehicle( target_Vehicle );
}
#endif
}
Replace To:
Code:
// vehicles
if(InputMappingMngr->wasPressed(r3dInputMappingMngr::KS_INTERACT) )
{
#if VEHICLES_ENABLED
if( pl->isInVehicle() )
{
pl->exitVehicle();
}
else
{
obj_Vehicle* target_Vehicle = pl->canEnterVehicle();
if ( target_Vehicle ) // now we're going to try to use vehicles (otherwise UAV characters can't use vehicles).
pl->enterVehicle( target_Vehicle );
g_pPhysicsWorld->m_VehicleManager->DriveCar(target_Vehicle->vd);
}
#endif
}
Search on AI_Player.cpp
Code:
static const float gDist_To_Allow_Vehicle_Entry = 5;
Replace to:
Code:
static const float gDist_To_Allow_Vehicle_Entry = 3.1;
and
Code:
if( distSq < gDist_To_Allow_Vehicle_Entry * gDist_To_Allow_Vehicle_Entry )
replace:
Code:
if( distSq < gDist_To_Allow_Vehicle_Entry )
now this:
Code:
void obj_Player::exitVehicle()
{
// first let's look for a good location
obj_Vehicle* currentCar = g_pPhysicsWorld->m_VehicleManager->getRealDrivenVehicle();
r3d_assert(currentCar);
r3dVector rotationVector = currentCar->GetRotationVector();
r3dMatrix Matrix;
// NOTE: We might want to take out rotation in the x or z direction and only focus on the Y direction...
r3dBuildRotationMatrix(Matrix, rotationVector );
bool success = false;
for ( int exitIndex = 0; exitIndex < 4; exitIndex++ )
{
r3dVector exitPosition;
bool returnValue = currentCar->getExitSpace( exitPosition, exitIndex );
r3d_assert( returnValue );
exitPosition *= Matrix;
r3dVector targetPosition = currentCar->GetPosition() + exitPosition;
if ( TestExitPosition( targetPosition) )
{
TeleportPlayer( targetPosition, "Exiting vehicle");
success = true;
break;
}
}
Replace To:
Code:
void obj_Player::exitVehicle()
{
// first let's look for a good location
obj_Vehicle* currentCar = g_pPhysicsWorld->m_VehicleManager->getRealDrivenVehicle();
r3d_assert(currentCar);
r3dVector rotationVector = currentCar->GetRotationVector();
r3dMatrix Matrix;
// NOTE: We might want to take out rotation in the x or z direction and only focus on the Y direction...
r3dBuildRotationMatrix(Matrix, rotationVector );
bool success = false;
for ( int exitIndex = 0; exitIndex < 4; exitIndex++ )
{
r3dVector exitPosition;
bool returnValue = currentCar->getExitSpace( exitPosition, exitIndex );
// r3d_assert( returnValue );
if( !returnValue )
continue;
exitPosition *= Matrix;
r3dVector targetPosition = currentCar->GetPosition() + exitPosition;
if ( TestExitPosition( targetPosition) )
{
TeleportPlayer( targetPosition, "Exiting vehicle");
success = true;
break;
}
}
Now go to obj_VehicleSpawn.cpp
Code:
void obj_VehicleSpawn::DoDraw()
{
#ifndef FINAL_BUILD
#if VEHICLES_ENABLED
if( g_Manipulator3d.IsSelected(this) || ( spawnedVehicle != NULL && g_Manipulator3d.IsSelected(spawnedVehicle)) )
#else
if( g_Manipulator3d.IsSelected(this) )
#endif
{
r3dColor clr = r3dColor::blue;
r3dRenderer->SetRenderingMode( R3D_BLEND_ALPHA | R3D_BLEND_ZC );
clr.A = 196;
r3dBoundBox localBBox = GetBBoxLocal();
r3dBoundBox bbox;
bbox.Org = GetPosition();// - 0.5f * m_bboxSize;
bbox.Org.y += .5f * localBBox.Size.y ;
bbox.Size = localBBox.Size;
r3dVector rotation = GetRotationVector();
// there's a bug with rotation so I've to swap the axis.
float temp;
temp = rotation.y;
rotation.y = rotation.x;
rotation.x = temp;
r3dDrawOrientedBoundBox( bbox, rotation, gCam, clr );
// r3dDrawUniformSphere ( GetPosition(), m_maxDist, gCam, clr );
r3dRenderer->Flush();
}
#endif
}
Replace To:
Code:
void obj_VehicleSpawn::DoDraw()
{
//#ifndef FINAL_BUILD
#if VEHICLES_ENABLED
/* if( g_Manipulator3d.IsSelected(this) || ( spawnedVehicle != NULL && g_Manipulator3d.IsSelected(spawnedVehicle)) )
#else
if( g_Manipulator3d.IsSelected(this) )
#endif
{*/
r3dColor clr = r3dColor::blue;
r3dRenderer->SetRenderingMode( R3D_BLEND_ALPHA | R3D_BLEND_ZC );
clr.A = 196;
r3dBoundBox localBBox = GetBBoxLocal();
r3dBoundBox bbox;
bbox.Org = GetPosition();// - 0.5f * m_bboxSize;
bbox.Org.y += .5f * localBBox.Size.y ;
bbox.Size = localBBox.Size;
r3dVector rotation = GetRotationVector();
// there's a bug with rotation so I've to swap the axis.
float temp;
temp = rotation.y;
rotation.y = rotation.x;
rotation.x = temp;
r3dDrawLine3D(GetPosition(), GetPosition() + r3dPoint3D(0, 20.0f, 0), gCam, 0.4f, r3dColor(242, 64, 0));
r3dDrawCircle3D(GetPosition(), 2.0f, gCam, 0.4f, r3dColor(242, 255, 0));
r3dRenderer->Flush();
/* }*/
#endif
}
Now go to HUD_TPSGame.cpp
Code:
#if VEHICLE_CINEMATIC_MODE
r3dVector CamPos = vehicle->GetPosition();
CamPos += r3dPoint3D( 0, ( 5 ), 0 );
int mMX=Mouse->m_MouseMoveX, mMY=Mouse->m_MouseMoveY;
float glb_MouseSensAdj = CurrentRig.MouseSensetivity * g_mouse_sensitivity->GetFloat();
static float camangle = 0;
camangle += float(-mMX) * glb_MouseSensAdj;
if(camangle > 360.0f ) camangle = camangle - 360.0f;
if(camangle < 0.0f ) camangle = camangle + 360.0f;
D3DXMATRIX mr;
D3DXMatrixRotationYawPitchRoll(&mr, R3D_DEG2RAD(-camangle), 0.0f, 0);
r3dVector vehicleForwardVector = r3dVector(mr ._31, mr ._32, mr ._33);
CamPos += -vehicleForwardVector * 8 ;
Cam.SetPosition(CamPos);
Cam.PointTo( CamPos + vehicleForwardVector * 3 + r3dVector ( 0, -1, 0) );
Cam.vUP = r3dPoint3D(0, 1, 0);
#else
g_pPhysicsWorld->m_VehicleManager->ConfigureCamera(Cam);
#endif
New Camera, is manual with Mouse
Code:
//#if VEHICLE_CINEMATIC_MODE
r3dVector CamPos = vehicle->GetPosition();
CamPos += r3dPoint3D( 0, ( 5 ), 0 );
int mMX=Mouse->m_MouseMoveX, mMY=Mouse->m_MouseMoveY;
float glb_MouseSensAdj = CurrentRig.MouseSensetivity * g_mouse_sensitivity->GetFloat();
static float camangle = 0;
static float camangle2 = 0;
camangle += float(-mMX) * glb_MouseSensAdj;
camangle2 += float(-mMY) * glb_MouseSensAdj;
if(camangle > 360.0f ) camangle = camangle - 360.0f;
if(camangle < 0.0f ) camangle = camangle + 360.0f;
if(camangle2 > 30.0f ) camangle2 = 30.0f;
if(camangle2 < -25.0f ) camangle2 = -25.0f;
D3DXMATRIX mr;
D3DXMatrixRotationYawPitchRoll(&mr, R3D_DEG2RAD(-camangle), R3D_DEG2RAD(-camangle2), 0);
r3dVector vehicleForwardVector = r3dVector(mr ._31, mr ._32, mr ._33);
CamPos += -vehicleForwardVector * 8 ;
Cam.SetPosition(CamPos);
Cam.PointTo( CamPos + vehicleForwardVector * 3 + r3dVector ( 0, -1, 0) );
Cam.vUP = r3dPoint3D(0, 1, 0);
//#else
// g_pPhysicsWorld->m_VehicleManager->ConfigureCamera(Cam);
//#endif
Search on Main.cpp
Search switch( r_shadows_quality->GetInt() )
replace this:
Code:
case 1:
r_transp_shadows->SetInt( 0 ) ;
r_terra_shadows->SetInt( 0 );
r_shadow_blur->SetInt( 0 );
r_dir_sm_size->SetInt( MAX_DIR_TEX_SIZE );
r_shared_sm_size->SetInt( 1024 );
r_shared_sm_cube_size->SetInt( 1024 );
r_active_shadow_slices->SetInt( NumShadowSlices - 2 );
r3d_assert( r_active_shadow_slices->GetInt() ) ;
r_shadows->SetInt( 1 );
r_dd_pointlight_shadows->SetInt( 0 );
ShadowSplitDistancesOpaque = &ShadowSplitDistancesOpaqueLow[0];
break;
for this
Code:
case 1:
r_transp_shadows->SetInt( 0 ) ;
r_terra_shadows->SetInt( 0 );
r_shadow_blur->SetInt( 1 );
r_dir_sm_size->SetInt( MAX_DIR_TEX_SIZE );
r_shared_sm_size->SetInt( 1024 );
r_shared_sm_cube_size->SetInt( 1024 );
r_active_shadow_slices->SetInt( NumShadowSlices - 1 );
r_shadows->SetInt( 1 );
r_dd_pointlight_shadows->SetInt( 0 );
ShadowSplitDistancesOpaque = &ShadowSplitDistancesOpaqueLow[0];
break;
And now need this files
for install this fix go to Data\ObjectsDepot and delete this folders
WZ_CityBuildings
WZ_CityDecay
WZ_CityProps
WZ_CityStreets
WZ_InteriorProps
WZ_Military
WZ_Nature
WZ_NatureAmbient
WZ_RoadObjects
WZ_Settlement
WZ_Signs
WZ_Terrain
WZ_TownBuildings
WZ_TownProps
WZ_Walls
and put this folder of the zip, remember no replace
https://mega.co.nz/#!E4tlWIbb!AlOKND...ExZStAe7Y4qHgY
fixed driving power reversing giving equal selected graphic quality.
VehicleManager.cpp
Search this:
Code:
void VehicleManager::DoUserCarControl(float timeStep)
{
if (!drivableCar)
return;
PxVehicleDrive4W &car = *drivableCar->vehicle;
//Work out if the car is to flip from reverse to forward gear or from forward gear to reverse.
bool toggleAutoReverse = false;
if (car.mDriveDynData.getUseAutoGears())
{
toggleAutoReverse = ProcessAutoReverse(timeStep);
}
//If the car is to flip gear direction then switch gear as appropriate.
if(toggleAutoReverse)
{
mInReverseMode = !mInReverseMode;
if(mInReverseMode)
{
car.mDriveDynData.forceGearChange(PxVehicleGearsData::eREVERSE);
}
else
{
car.mDriveDynData.forceGearChange(PxVehicleGearsData::eFIRST);
}
}
//If in reverse mode then swap the accel and brake.
if(mInReverseMode)
{
const bool accel = carControlData.getDigitalAccel();
const bool brake = carControlData.getDigitalBrake();
carControlData.setDigitalAccel(brake);
carControlData.setDigitalBrake(accel);
}
PxVehicleDrive4WSmoothDigitalRawInputsAndSetAnalogInputs(gKeySmoothingData, gSteerVsForwardSpeedTable, carControlData, timeStep, car);
clearInputData = true;
}
To this:
Code:
void VehicleManager::DoUserCarControl(float timeStep)
{
if (!drivableCar)
return;
PxVehicleDrive4W &car = *drivableCar->vehicle;
//Work out if the car is to flip from reverse to forward gear or from forward gear to reverse.
bool toggleAutoReverse = false;
if (car.mDriveDynData.getUseAutoGears())
{
toggleAutoReverse = ProcessAutoReverse(timeStep);
}
//If the car is to flip gear direction then switch gear as appropriate.
if(toggleAutoReverse)
{
mInReverseMode = !mInReverseMode;
}
//If in reverse mode then swap the accel and brake.
if(mInReverseMode)
{
carControlData.setDigitalAccel(false);
carControlData.setDigitalBrake(false);
carControlData.setDigitalAccel(carControlData.getDigitalAccel() || Keyboard->IsPressed(kbsUp));
carControlData.setDigitalBrake(carControlData.getDigitalBrake() || Keyboard->IsPressed(kbsDown));
car.mDriveDynData.forceGearChange(PxVehicleGearsData::eREVERSE);
const bool accel = carControlData.getDigitalAccel();
const bool brake = carControlData.getDigitalBrake();
carControlData.setDigitalAccel(brake);
carControlData.setDigitalBrake(accel);
}
else {
carControlData.setDigitalAccel(false);
carControlData.setDigitalBrake(false);
carControlData.setDigitalAccel(carControlData.getDigitalAccel() || Keyboard->IsPressed(kbsUp));
carControlData.setDigitalBrake(carControlData.getDigitalBrake() || Keyboard->IsPressed(kbsDown));
car.mDriveDynData.forceGearChange(PxVehicleGearsData::eFIRST);
const bool accel = carControlData.getDigitalAccel();
const bool brake = carControlData.getDigitalBrake();
carControlData.setDigitalAccel(accel);
carControlData.setDigitalBrake(brake);
}
PxVehicleDrive4WSmoothDigitalRawInputsAndSetAnalogInputs(gKeySmoothingData, gSteerVsForwardSpeedTable, carControlData, timeStep, car);
clearInputData = true;
}
This code was from Codex's thread, as it should be added to this post.
Re: [Tutorial]Enabling vehicles.
Re: [Tutorial]Enabling vehicles.
95%
You get in the vehicles, you stay in the spot you got in at.
Re: [Tutorial]Enabling vehicles.
everyone already knows that.! :)
Re: [Tutorial]Enabling vehicles.
Quote:
Originally Posted by
mesut816
no work, in game crash!!!
deleted reported threads!
As I said, figure the stuff out your self, as this is the golden apple to some Emulators.
Right SecretsOfThePast and other emulator devs?
Re: [Tutorial]Enabling vehicles.
Quote:
Originally Posted by
LziNN
everyone already knows that.! :)
I didn't know it. There are people who don't know. If you knew this why you didn't share? :)
Re: [Tutorial]Enabling vehicles.
Quote:
Originally Posted by
zh1nt0
I didn't know it. There are people who don't know. If you knew this why you didn't share? :)
As he said, 95%. I do not spend it for months. Well you could share screenshots of the operation.
Re: [Tutorial]Enabling vehicles.
I honestly can say. that this is the most useful thing yet to come after all the source code releases.
Next up, planes.........up, up and away!
Re: [Tutorial]Enabling vehicles.
Quote:
Originally Posted by
billyolak7
I honestly can say. that this is the most useful thing yet to come after all the source code releases.
Next up, planes.........up, up and away!
Man, there's plenty to do yet. Can show the running?
Re: [Tutorial]Enabling vehicles.
screen and? video?
please.
and spawn vehicles?
Re: [Tutorial]Enabling vehicles.
Quote:
Originally Posted by
mesut816
screen and? video?
please.
and spawn vehicles?
It will not teach you that. Only taught you how to crawl. Now learn alone *-*
Re: [Tutorial]Enabling vehicles.
Re: [Tutorial]Enabling vehicles.
Quote:
Originally Posted by
LziNN
It will not teach you that. Only taught you how to crawl. Now learn alone *-*
True words of a wise man, like any other person who has worked hard to get his emulator going, and not have it ruined like Minecraft.
Did you know it takes no skill to make a Minecraft Server?
You need skill to be like DeadZ or any other emulator possible.
Not just flimsy tutorials.
You need to have Perseverance to run one of these I have been developing mine for over 2 months.
You ain't gunna be handed everything in life premade for you.
Re: [Tutorial]Enabling vehicles.
how do I fix this error in warz.sln
I'm trying to make a tutorial to help, thanks to billyolak7. most do not know how
resolve this error if they can help me I would greatly appreciate it.
http://img196.imageshack.us/img196/5785/hvdt.png
In Warz_Server.sln
http://img5.imageshack.us/img5/7780/vg5c.png
sorry my english
Re: [Tutorial]Enabling vehicles.
need to figure that out how to make them work and then my second tutorial is born :D