The Mk III Engine is a motion script that can be attached to any object in CloudParty to make it able to move under a users control.
Obtaining An Engine
You can buy a prefab from the market place.
You may also buy a vehicle that already has the engine attached to it.
Go into edit on the object, add a script slot and select the script. If you purchased an object with the script already attached, you may not be able to remove it - but you might be able to open the customization expander.
The script has a number of different parameters that can be modified to change the vehicles behaviour.
- This is a link to an Audio file that contains the sound that is played for the engine. As the vehicle accelerates, the rate of playback of the sound in increased (from 0.4 at idle to 2.3 at full speed). You can adjust the playback rate with the Sound Rate parameter.
- This is a link to an audio file that is played if the Horn button is pressed.
- This is a text string that is displayed at the top of the controller.
- This is the rate that the vehicle can turn, in degrees per 10/th of a second. Low values make for wide turns, high values make for sharp turns. Typical ranges for a wheeled vehicle would be betwen 2 and 5.
- This acts as a general multiplier for the other effects. 1 gives normal behaviour, 2 exagerates it, 0 suppresses it.
- This indicates how much the vehicle rolls to the side when it turns. Positive values make it learn out of the turn, negative values make it lean into the turn. Note that your view point rolls along with the vehicle. A big, old car might have a 2, a scooter or motorbike might have a -1 or a -2 and a really good racing car might have a 0.
- This is a relative value for how fast the vehicle can go. Base speed is 1m/second/velocity step, with 10 steps, so the default top speed is 10m/s - about 36kph - ok for a slow bike. Note that the largest island is only 500m across, so speed greater than 108kph (Top End 3) make it very hard to control at full speed.
- This is applied as a relative shift to the sound layback rate used for the Engine Idle sound. Positive values increase the tempo of the sound, negative ones decrease it. Minimum value is -0.3, maximum is 2.6.
- This indicates how well the vehicle steers. 0 is neutral, Positive values give over steer, negative ones give understeer. Typical range is -2 to +2.
- If true, then the Engine button will be present on the controller, allowing the engine sound to be turned on. If false, the Engine button is not available.
- If true, then the Horn button will be present on the controller, allow the horn to be sounded. If false, the Horn button is not available.
- Indicates whether or not the vehicle remains level when gaining or losing altitude. If not checked, the vehicles nose will picth up when climbing and down when diving.
The script is able to allocate seating to passangers and direct them to their chairs. To this end, it scans the object looking for Seats that people can be sat in.
A seat is a Marker with a name that begins with the string 'Seat '. The y-axis (green) usually points in the direction the avatar will be facing and the vehicle will be moving.
Passangers will automatically be distributed amongst the available seats, however multiple Avatars are not permitted to share a seat, so the number of occupants permitted on the vehicle is limited by the number of seats.
The seat markers are typically set up to play a Sit or Idle animation.
The buttons are fairly obvious
- Ascend - Increase upwards velocity by 1
- Descend - Reduce upwards velocity by 1
- Forwards - Increase forwards velocity by 1
- Backwards - Reduce upwards velocity by 1
- Left - Turn 15 degrees left
- Right - Turn 15 degrees right
- Hover - Remove all velocity
- Horn - Sound the horn
- Engine - Turn the engine On or Off
- Home - Vehicle (and all passangers attached to it) return to its initial spawn position.
- JumpOn - Teleport player just above the vehicle so they can 'fall' into their seat.
No collision detection and no terrain following.
You biggest issue if the half second lag that is present to 'smooth the graphics'. Means you have to predict when you need to turn, not react.