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- @name Car
- @inputs Active W A S D R Alt Horn
- @outputs CamDir:vector CamPosition:vector Pitch
- @persist [Wheel Brake Colour Black Window Position]:vector Spawn
- @persist Angle:angle Pitch Roll Spin Drive ColourNum Car P FWheelPos RWheelPos FWheelY RWheelY Type Inertia Skid
- @persist [Mat1 Tyre Glass Light ]:string [Entity Chip]:entity Forward Turn Dturn Vector:vector Z OffsetZ CamClk
- @persist AdjustP AdjustY AdjustR AdjustX AdjustCamF AdjustCamZ Grip Power
- if(dupefinished() == 1){Spawn = 0}
- if(Spawn < 11){
- interval(100)
- Spawn++
- Car = 1
- ColourNum = 1
- Chip=entity()
- ### Common
- Wheel = vec(0.31,0.31,0.1)
- Black = vec(10,10,10)
- Window = vec(255,250,230)
- Mat1 = "phoenix_storms/mat/mat_phx_metallic"
- Tyre ="phoenix_storms/car_tire"
- Glass = "debug/env_cubemap_model"
- Light = "models/XQM/Rails/gumball_1"
- holoCreate(Spawn)
- holoParent(2,1)
- holoParent(3,1)
- holoParent(4,1)
- holoParent(5,1)
- holoParent(6,1)
- holoParent(7,1)
- holoParent(8,1)
- holoParent(9,1)
- holoParent(10,1)
- holoParent(11,1)
- holoMaterial(2, Tyre)
- holoMaterial(3, Tyre)
- holoMaterial(4, Tyre)
- holoMaterial(5, Tyre)
- }else{
- if(Alt & ~Alt){Drive = !Drive}
- if(Drive==0 & !tickClk()){
- CamPosition = (Chip:toWorld(vec(25,25,8)))
- CamDir = Chip:toWorld(ang(10,-135,0)):forward()
- Brake = vec(100,0,0)
- Forward = 0
- Turn = 0
- Dturn = 0
- Roll = 0
- Pitch = 0
- P = 0
- Angle = ang(0,0,0)
- Vector = Chip:toWorld(vec(0,0,0))
- Inertia = 0
- Z = 0
- Entity = holoEntity(1)
- ColourNum += D-A
- ColourNum = ColourNum%12
- ColourNum += (ColourNum<1)*12
- if(ColourNum == 1){Colour = vec(255,255,255)} #White
- elseif(ColourNum== 2){Colour = vec(135,135,135)}#Silver
- elseif(ColourNum == 3){Colour = vec(0,0,0)} #Black
- elseif(ColourNum == 4){Colour = vec(255,0,0)} #Red
- elseif(ColourNum == 5){Colour = vec(255,135,0)} #Orange
- elseif(ColourNum == 6){Colour = vec(255,255,0)} #Yellow
- elseif(ColourNum == 7){Colour = vec(0,255,0)} #Green
- elseif(ColourNum == 8){Colour = vec(0,255,135)} #Turquoise
- elseif(ColourNum == 9){Colour = vec(0,255,255)} #Cyan
- elseif(ColourNum == 10){Colour = vec(0,0,255)} #Blue
- elseif(ColourNum == 11){Colour = vec(135,0,255)} #Magenta
- elseif(ColourNum == 12){Colour = vec(255,0,255)} #Pink
- holoModel(2, "hqcylinder2")
- holoScale(2, Wheel)
- holoColor(2, Black)
- holoAng(2,Chip:toWorld(ang(90,90,0)))
- holoModel(3, "hqcylinder2")
- holoScale(3, Wheel)
- holoColor(3, Black)
- holoAng(3,Chip:toWorld(ang(90,90,0)))
- holoModel(4, "hqcylinder2")
- holoScale(4, Wheel)
- holoColor(4, Black)
- holoAng(4,Chip:toWorld(ang(90,90,0)))
- holoModel(5, "hqcylinder2")
- holoScale(5, Wheel)
- holoColor(5, Black)
- holoAng(5,Chip:toWorld(ang(90,90,0)))
- Car += W-S
- Car = Car%14 ###### Change these to the number of cars you have
- Car += (Car<1)*14
- if(Car == 1){
- ###### Civic
- Type = 1
- FWheelPos = 7
- RWheelPos = -7
- FWheelY = 5
- RWheelY = 5
- holoPos(1, Chip:toWorld(vec(0,0,3))) holoModel(1, "hqcylinder2") holoScale(1, vec(1.9,0.48,0.9))
- holoColor(1, Colour) holoMaterial(1, Mat1) holoAng(1,Chip:toWorld(ang(0,0,90)))
- holoPos(2, Chip:toWorld(vec(FWheelPos,FWheelY,2)))
- holoPos(3, Chip:toWorld(vec(FWheelPos,-FWheelY,2)))
- holoPos(4, Chip:toWorld(vec(RWheelPos,RWheelY,2)))
- holoPos(5, Chip:toWorld(vec(RWheelPos,-RWheelY,2)))
- holoPos(6, Chip:toWorld(vec(-5.5,0,7.6))) holoModel(6, "hqcylinder2") holoScale(6, vec(0.04,0.35,0.04))
- holoColor(6, Brake) holoAng(6,Chip:toWorld(ang(90,0,0)))
- holoPos(7, Chip:toWorld(vec(-9.4,0,4.6))) holoModel(7, "hqcylinder2") holoScale(7, vec(0.1,0.8,0.1))
- holoColor(7, Brake) holoAng(7,Chip:toWorld(ang(15,0,0)))
- holoPos(8, Chip:toWorld(vec(10.5,0,2.8))) holoModel(8, "hqcylinder2") holoScale(8, vec(0.22,0.9,0.18))
- holoColor(8, Colour) holoMaterial(8, Mat1) holoAng(8,Chip:toWorld(ang(0,0,0)))
- holoPos(9, Chip:toWorld(vec(10,0,4))) holoModel(9, "hqcylinder2") holoScale(9, vec(0.1,0.9,0.08))
- holoColor(9, Window) holoMaterial(9, Mat1) holoAng(9,Chip:toWorld(ang(-20,0,0)))
- holoPos(10, Chip:toWorld(vec(-2,0,5))) holoModel(10, "hqcylinder2") holoScale(10, vec(0.5,1.3,0.8))
- holoColor(10, Window) holoMaterial(10, Glass) holoAng(10,Chip:toWorld(ang(90,90,0)))
- holoPos(11, Chip:toWorld(vec(-2,0,7.7))) holoModel(11, "hqcylinder2") holoScale(11, vec(0.05,0.6,0.8))
- holoColor(11, Colour) holoMaterial(11, Mat1) holoAng(11,Chip:toWorld(ang(90,90,0)))
- AdjustP = 0
- AdjustY = 0
- AdjustR = 90
- AdjustX = 0
- AdjustCamF = 2.6
- AdjustCamZ = 4.8
- OffsetZ = 0
- }elseif(Car == 2){
- ###### Subaru
- Type = 1
- FWheelPos = 8
- RWheelPos = -8
- FWheelY = 5
- RWheelY = 5
- holoPos(1, Chip:toWorld(vec(0,0,3))) holoModel(1, "cube") holoScale(1, vec(1.9,0.9,0.3))
- holoColor(1, Colour) holoMaterial(1, Mat1) holoAng(1,Chip:toWorld(ang(0,0,0)))
- holoPos(2, Chip:toWorld(vec(FWheelPos,FWheelY,2))) holoModel(2, "hqcylinder2") holoScale(2, Wheel)
- holoColor(2, Black) holoAng(2,Chip:toWorld(ang(90,90,0)))
- holoPos(3, Chip:toWorld(vec(FWheelPos,-FWheelY,2))) holoModel(3, "hqcylinder2") holoScale(3, Wheel)
- holoColor(3, Black) holoAng(3,Chip:toWorld(ang(90,90,0)))
- holoPos(4, Chip:toWorld(vec(RWheelPos,RWheelY,2))) holoModel(4, "hqcylinder2") holoScale(4, Wheel)
- holoColor(4, Black) holoAng(4,Chip:toWorld(ang(90,90,0)))
- holoPos(5, Chip:toWorld(vec(RWheelPos,-RWheelY,2))) holoModel(5, "hqcylinder2") holoScale(5, Wheel)
- holoColor(5, Black) holoAng(5,Chip:toWorld(ang(90,90,0)))
- holoPos(6, Chip:toWorld(vec(-10.6,4,3.96))) holoModel(6, "prism") holoScale(6, vec(0.12,0.23,0.15))
- holoColor(6, Brake) holoAng(6,Chip:toWorld(ang(90,0,0)))
- holoPos(7, Chip:toWorld(vec(-10.6,-4,3.96))) holoModel(7, "prism") holoScale(7, vec(0.12,0.23,0.15))
- holoColor(7, Brake) holoAng(7,Chip:toWorld(ang(90,0,0)))
- holoPos(8, Chip:toWorld(vec(0,-3.8,4))) holoModel(8, "cube") holoScale(8, vec(1.91,0.21,0.07))
- holoColor(8, Window) holoMaterial(8, Mat1) holoAng(8,Chip:toWorld(ang(1,0,0)))
- holoPos(9, Chip:toWorld(vec(-10.5,0.1,5.6))) holoModel(9, "hqcylinder2") holoScale(9, vec(0.16,0.04,0.8))
- holoColor(9, Colour) holoMaterial(9, Mat1) holoAng(9,Chip:toWorld(ang(0,0,90)))
- holoPos(10, Chip:toWorld(vec(-1,0,4))) holoModel(10, "cylinder") holoScale(10, vec(0.52,1.3,0.8))
- holoColor(10, Window) holoMaterial(10, Glass) holoAng(10,Chip:toWorld(ang(90,90,0)))
- holoPos(11, Chip:toWorld(vec(0,3.8,4))) holoModel(11, "cube") holoScale(11, vec(1.91,0.21,0.07))
- holoColor(11, Window) holoMaterial(11, Mat1) holoAng(11,Chip:toWorld(ang(1,0,0)))
- AdjustP = 0
- AdjustY = 0
- AdjustR = 0
- AdjustX = 0
- AdjustCamF = 3
- AdjustCamZ = 4.4
- }elseif(Car == 3){
- ###### Evo
- Type = 1
- FWheelPos = 8
- RWheelPos = -8
- FWheelY = 5
- RWheelY = 5
- holoPos(1, Chip:toWorld(vec(0,0,3))) holoModel(1, "cube") holoScale(1, vec(1.9,0.85,0.31))
- holoColor(1, Colour) holoAng(1,Chip:toWorld(ang(0,0,0)))
- holoPos(2, Chip:toWorld(vec(FWheelPos,FWheelY,2))) holoModel(2, "hqcylinder2") holoScale(2, Wheel)
- holoColor(2, Black) holoAng(2,Chip:toWorld(ang(90,90,0)))
- holoPos(3, Chip:toWorld(vec(FWheelPos,-FWheelY,2))) holoModel(3, "hqcylinder2") holoScale(3, Wheel)
- holoColor(3, Black) holoAng(3,Chip:toWorld(ang(90,90,0)))
- holoPos(4, Chip:toWorld(vec(RWheelPos,RWheelY,2))) holoModel(4, "hqcylinder2") holoScale(4, Wheel)
- holoColor(4, Black) holoAng(4,Chip:toWorld(ang(90,90,0)))
- holoPos(5, Chip:toWorld(vec(RWheelPos,-RWheelY,2))) holoModel(5, "hqcylinder2") holoScale(5, Wheel)
- holoColor(5, Black) holoAng(5,Chip:toWorld(ang(90,90,0)))
- holoPos(6, Chip:toWorld(vec(-10.7,4.5,3.3))) holoModel(6, "prism") holoScale(6, vec(0.2,0.11,0.15))
- holoColor(6, Brake) holoMaterial(6, Light) holoAng(6,Chip:toWorld(ang(130,90,0)))
- holoPos(7, Chip:toWorld(vec(-10.7,-4.5,3.3))) holoModel(7, "prism") holoScale(7, vec(0.2,0.11,0.15))
- holoColor(7, Brake) holoMaterial(7, Light) holoAng(7,Chip:toWorld(ang(-130,90,0)))
- holoPos(8, Chip:toWorld(vec(-10.5,0.1,5.6))) holoModel(8, "hqcylinder2") holoScale(8, vec(0.16,0.04,0.8))
- holoColor(8, Colour) holoMaterial(8, Mat1) holoAng(8,Chip:toWorld(ang(4,0,90)))
- holoPos(9, Chip:toWorld(vec(11.2,0,3.1))) holoModel(9, "hqcylinder2") holoScale(9, vec(0.08,0.25,0.4))
- holoColor(9, Black) holoMaterial(9, Mat1) holoAng(9,Chip:toWorld(ang(0,0,90)))
- holoPos(10, Chip:toWorld(vec(-1,0,4))) holoModel(10, "hqcylinder") holoScale(10, vec(0.5,1.2,0.8))
- holoColor(10, Window) holoMaterial(10, Glass) holoAng(10,Chip:toWorld(ang(90,90,0)))
- holoPos(11, Chip:toWorld(vec(11,0,3.9))) holoModel(11, "prism") holoScale(11, vec(0.9,0.08,0.13))
- holoColor(11, Window) holoMaterial(11, Mat1) holoAng(11,Chip:toWorld(ang(180,90,0)))
- AdjustP = 0
- AdjustY = 0
- AdjustR = 0
- OffsetZ = 0
- AdjustX = 0
- AdjustCamF = 2.4
- AdjustCamZ = 4.4
- }elseif(Car == 4){
- ###Skyline
- Type = 1
- FWheelPos = 7.8
- RWheelPos = -7.8
- FWheelY = 5
- RWheelY = 5
- holoPos(1, Chip:toWorld(vec(0,0,3.3))) holoModel(1, "cube") holoScale(1, vec(1.86,0.9,0.26))
- holoColor(1, Colour) holoAng(1,Chip:toWorld(ang(1,0,0)))
- holoPos(2, Chip:toWorld(vec(FWheelPos,FWheelY,2))) holoModel(2, "hqcylinder2") holoScale(2, Wheel)
- holoColor(2, Black) holoAng(2,Chip:toWorld(ang(90,90,0)))
- holoPos(3, Chip:toWorld(vec(FWheelPos,-FWheelY,2))) holoModel(3, "hqcylinder2") holoScale(3, Wheel)
- holoColor(3, Black) holoAng(3,Chip:toWorld(ang(90,90,0)))
- holoPos(4, Chip:toWorld(vec(RWheelPos,RWheelY,2))) holoModel(4, "hqcylinder2") holoScale(4, Wheel)
- holoColor(4, Black) holoAng(4,Chip:toWorld(ang(90,90,0)))
- holoPos(5, Chip:toWorld(vec(RWheelPos,-RWheelY,2))) holoModel(5, "hqcylinder2") holoScale(5, Wheel)
- holoColor(5, Black) holoAng(5,Chip:toWorld(ang(90,90,0)))
- holoPos(6, Chip:toWorld(vec(-10.5,4.5,4.1))) holoModel(6, "hqcylinder2") holoScale(6, vec(0.1,0.1,0.1))
- holoColor(6, Brake) holoMaterial(6, Light) holoAng(6,Chip:toWorld(ang(90,0,0)))
- holoPos(7, Chip:toWorld(vec(-10.5,-4.5,4.1))) holoModel(7, "hqcylinder2") holoScale(7, vec(0.1,0.1,0.1))
- holoColor(7, Brake) holoMaterial(7, Light) holoAng(7,Chip:toWorld(ang(90,0,0)))
- holoPos(8, Chip:toWorld(vec(-10.5,3.2,3.9))) holoModel(8, "hqcylinder2") holoScale(8, vec(0.08,0.08,0.1))
- holoColor(8, Brake) holoMaterial(8, Light) holoAng(8,Chip:toWorld(ang(90,0,0)))
- holoPos(9, Chip:toWorld(vec(-10.5,-3.2,3.9))) holoModel(9, "hqcylinder2") holoScale(9, vec(0.08,0.08,0.1))
- holoColor(9, Brake) holoMaterial(9, Light) holoAng(9,Chip:toWorld(ang(90,0,0)))
- holoPos(10, Chip:toWorld(vec(-1,0,4.2))) holoModel(10, "hqcylinder") holoScale(10, vec(1.1,0.44,0.8))
- holoColor(10, Window) holoMaterial(10, Glass) holoAng(10,Chip:toWorld(ang(0,0,90)))
- holoPos(11, Chip:toWorld(vec(10.6,0,3.8))) holoModel(11, "hqcylinder2") holoScale(11, vec(0.1,0.92,0.1))
- holoColor(11, Window) holoMaterial(11, "phoenix_storms/pack2/interior_top") holoAng(11,Chip:toWorld(ang(90,0,0)))
- AdjustP = 1
- AdjustY = 0
- AdjustR = 0
- OffsetZ = 0.3
- AdjustX = 0
- AdjustCamF = 2.4
- AdjustCamZ = 4.4
- }elseif(Car == 5){
- #Mustang
- Type = 2
- FWheelPos = 8.2
- RWheelPos = -8.2
- FWheelY = 5
- RWheelY = 5
- holoPos(1, Chip:toWorld(vec(0,0,3.4))) holoModel(1, "cube") holoScale(1, vec(1.92,0.92,0.24))
- holoColor(1, Colour) holoAng(1,Chip:toWorld(ang(0,0,0)))
- holoPos(2, Chip:toWorld(vec(8.2,5,2))) holoModel(2, "hqcylinder2") holoScale(2, Wheel)
- holoColor(2, Black) holoAng(2,Chip:toWorld(ang(90,90,0)))
- holoPos(3, Chip:toWorld(vec(8.2,-5,2))) holoModel(3, "hqcylinder2") holoScale(3, Wheel)
- holoColor(3, Black) holoAng(3,Chip:toWorld(ang(90,90,0)))
- holoPos(4, Chip:toWorld(vec(-8.2,5,2))) holoModel(4, "hqcylinder2") holoScale(4, Wheel)
- holoColor(4, Black) holoAng(4,Chip:toWorld(ang(90,90,0)))
- holoPos(5, Chip:toWorld(vec(-8.2,-5,2))) holoModel(5, "hqcylinder2") holoScale(5, Wheel)
- holoColor(5, Black) holoAng(5,Chip:toWorld(ang(90,90,0)))
- holoPos(6, Chip:toWorld(vec(-11.2,3.9,3.7))) holoModel(6, "cube") holoScale(6, vec(0.08,0.2,0.1))
- holoColor(6, Brake) holoMaterial(6, "phoenix_storms/middle") holoAng(6,Chip:toWorld(ang(0,0,0)))
- holoPos(7, Chip:toWorld(vec(-11.2,-3.9,3.7))) holoModel(7, "cube") holoScale(7, vec(0.08,0.2,0.1))
- holoColor(7, Brake) holoMaterial(7, "phoenix_storms/middle") holoAng(7,Chip:toWorld(ang(0,0,0)))
- holoPos(8, Chip:toWorld(vec(11,4.82,3.9))) holoModel(8, "hqcylinder2") holoScale(8, vec(0.1,0.1,0.1))
- holoColor(8, Window) holoAng(8,Chip:toWorld(ang(90,0,0)))
- holoPos(9, Chip:toWorld(vec(11,-4.82,3.9))) holoModel(9, "hqcylinder2") holoScale(9, vec(0.1,0.1,0.1))
- holoColor(9, Window) holoAng(9,Chip:toWorld(ang(90,0,0)))
- holoPos(10, Chip:toWorld(vec(-3.8,0,4.5))) holoModel(10, "hqcylinder2") holoScale(10, vec(1.1,0.42,0.9))
- holoColor(10, Window) holoMaterial(10, Glass) holoAng(10,Chip:toWorld(ang(-2,0,90)))
- holoPos(11, Chip:toWorld(vec(12,0,3.8))) holoModel(11, "dome") holoScale(11, vec(0.14,0.6,4))
- holoColor(11, Black) holoMaterial(11, Mat1) holoAng(11,Chip:toWorld(ang(-89.5,0,0)))
- AdjustP = 0
- AdjustY = 0
- AdjustR = 0
- OffsetZ = 0.4
- AdjustX = 0
- AdjustCamF = 0
- AdjustCamZ = 5
- }elseif(Car == 6){
- #Charger
- Type = 3
- FWheelPos = 8.2
- RWheelPos = -8.2
- FWheelY = 5
- RWheelY = 5
- holoPos(1, Chip:toWorld(vec(0,0,3))) holoModel(1, "cube") holoScale(1, vec(1.8,0.92,0.26))
- holoColor(1, Colour) holoMaterial(1, Mat1) holoAng(1,Chip:toWorld(ang(0,0,0)))
- holoPos(2, Chip:toWorld(vec(FWheelPos,FWheelY,2))) holoModel(2, "hqcylinder2") holoScale(2, Wheel)
- holoMaterial(2, Tyre) holoAng(2,Chip:toWorld(ang(90,90,0)))
- holoPos(3, Chip:toWorld(vec(FWheelPos,-FWheelY,2))) holoModel(3, "hqcylinder2") holoScale(3, Wheel)
- holoMaterial(3, Tyre) holoAng(3,Chip:toWorld(ang(90,90,0)))
- holoPos(4, Chip:toWorld(vec(RWheelPos,RWheelY,2))) holoModel(4, "hqcylinder2") holoScale(4, Wheel)
- holoMaterial(4, Tyre) holoAng(4,Chip:toWorld(ang(90,90,0)))
- holoPos(5, Chip:toWorld(vec(RWheelPos,-RWheelY,2))) holoModel(5, "hqcylinder2") holoScale(5, Wheel)
- holoMaterial(5, Tyre) holoAng(5,Chip:toWorld(ang(90,90,0)))
- holoPos(6, Chip:toWorld(vec(-10.5,0,2.6))) holoModel(6, "hqcylinder2") holoScale(6, vec(0.08,0.12,0.94))
- holoColor(6, Brake) holoMaterial(6, Glass) holoAng(6,Chip:toWorld(ang(0,0,90)))
- holoPos(7, Chip:toWorld(vec(-10.5,0,3.8))) holoModel(7, "cube") holoScale(7, vec(0.08,0.78,0.06))
- holoColor(7, Brake) holoMaterial(7, Light) holoAng(7,Chip:toWorld(ang(0,0,0)))
- holoPos(8, Chip:toWorld(vec(11.8,2.8,3.2))) holoModel(8, "cube") holoScale(8, vec(0.08,0.38,0.1))
- holoColor(8, Black) holoMaterial(8, Mat1) holoAng(8,Chip:toWorld(ang(0,0,0)))
- holoPos(9, Chip:toWorld(vec(11.8,-2.8,3.2))) holoModel(9, "cube") holoScale(9, vec(0.08,0.38,0.1))
- holoColor(9, Black) holoMaterial(7, Mat1) holoAng(9,Chip:toWorld(ang(0,0,0)))
- holoPos(10, Chip:toWorld(vec(-2.4,0,4.1))) holoModel(10, "hqcylinder2") holoScale(10, vec(0.96,0.44,0.8))
- holoColor(10, Window) holoMaterial(10, Glass) holoAng(10,Chip:toWorld(ang(-5,0,90)))
- holoPos(11, Chip:toWorld(vec(10.5,0,3.05))) holoModel(11, "hqcylinder") holoScale(11, vec(0.3,0.28,0.92))
- holoColor(11, Colour) holoMaterial(11, Mat1) holoAng(11,Chip:toWorld(ang(0,0,90)))
- AdjustP = 0
- AdjustY = 0
- AdjustR = 0
- OffsetZ = 0
- AdjustX = 0
- AdjustCamF = 1
- AdjustCamZ = 5
- }elseif(Car == 7){
- ###Chevelle
- Type = 2
- FWheelPos = 8.2
- RWheelPos = -8.2
- FWheelY = 5
- RWheelY = 5
- holoPos(1, Chip:toWorld(vec(0,0,3.4))) holoModel(1, "cube") holoScale(1, vec(2,0.92,0.24))
- holoColor(1, Colour) holoAng(1,Chip:toWorld(ang(0,0,0)))
- holoPos(2, Chip:toWorld(vec(FWheelPos,FWheelY,2))) holoModel(2, "hqcylinder2") holoScale(2, Wheel)
- holoColor(2, Black) holoAng(2,Chip:toWorld(ang(90,90,0)))
- holoPos(3, Chip:toWorld(vec(FWheelPos,-FWheelY,2))) holoModel(3, "hqcylinder2") holoScale(3, Wheel)
- holoColor(3, Black) holoAng(3,Chip:toWorld(ang(90,90,0)))
- holoPos(4, Chip:toWorld(vec(RWheelPos,RWheelY,2))) holoModel(4, "hqcylinder2") holoScale(4, Wheel)
- holoColor(4, Black) holoAng(4,Chip:toWorld(ang(90,90,0)))
- holoPos(5, Chip:toWorld(vec(RWheelPos,-RWheelY,2))) holoModel(5, "hqcylinder2") holoScale(5, Wheel)
- holoColor(5, Black) holoAng(5,Chip:toWorld(ang(90,90,0)))
- holoPos(6, Chip:toWorld(vec(-11.8,0,3.6))) holoModel(6, "hqcylinder2") holoScale(6, vec(0.08,0.2,0.9))
- holoColor(6, Brake) holoMaterial(6, Glass) holoAng(6,Chip:toWorld(ang(0,0,90)))
- holoPos(7, Chip:toWorld(vec(-11.8,0,3.6))) holoModel(7, "hqcylinder2") holoScale(7, vec(0.08,0.8,0.08))
- holoColor(7, Brake) holoMaterial(7, Light) holoAng(7,Chip:toWorld(ang(90,0,0)))
- holoPos(8, Chip:toWorld(vec(11.5,4,3.7))) holoModel(8, "hqcylinder2") holoScale(8, vec(0.12,0.12,0.1))
- holoColor(8, Window) holoAng(8,Chip:toWorld(ang(90,0,0)))
- holoPos(9, Chip:toWorld(vec(11.5,-4,3.7))) holoModel(9, "hqcylinder2") holoScale(9, vec(0.12,0.12,0.1))
- holoColor(9, Window) holoAng(9,Chip:toWorld(ang(90,0,0)))
- holoPos(10, Chip:toWorld(vec(-2.4,0,4.4))) holoModel(10, "hqcylinder2") holoScale(10, vec(0.96,0.44,0.9))
- holoColor(10, Window) holoMaterial(10, Glass) holoAng(10,Chip:toWorld(ang(-3,0,90)))
- holoPos(11, Chip:toWorld(vec(11.8,0,3.7))) holoModel(11, "cylinder") holoScale(11, vec(0.1,0.56,0.1))
- holoColor(11, Black) holoMaterial(11, Mat1) holoAng(11,Chip:toWorld(ang(0,0,0)))
- AdjustP = 0
- AdjustY = 0
- AdjustR = 0
- OffsetZ = 0.4
- AdjustX = 0
- AdjustCamF = 0
- AdjustCamZ = 5
- }elseif(Car == 8){
- ###Pontiac
- Type = 3
- FWheelPos = 8.2
- RWheelPos = -8
- FWheelY = 5.6
- RWheelY = 5.6
- holoPos(1, Chip:toWorld(vec(0,0,3.4))) holoModel(1, "cube") holoScale(1, vec(2,1,0.26))
- holoColor(1, Colour) holoMaterial(1, Mat1) holoAng(1,Chip:toWorld(ang(0,0,0)))
- holoPos(2, Chip:toWorld(vec(FWheelPos,FWheelY,2))) holoModel(2, "hqcylinder2") holoScale(2, Wheel)
- holoColor(2, Black) holoAng(2,Chip:toWorld(ang(90,90,0)))
- holoPos(3, Chip:toWorld(vec(FWheelPos,-FWheelY,2))) holoModel(3, "hqcylinder2") holoScale(3, Wheel)
- holoColor(3, Black) holoAng(3,Chip:toWorld(ang(90,90,0)))
- holoPos(4, Chip:toWorld(vec(RWheelPos,RWheelY,2))) holoModel(4, "hqcylinder2") holoScale(4, Wheel)
- holoColor(4, Black) holoAng(4,Chip:toWorld(ang(90,90,0)))
- holoPos(5, Chip:toWorld(vec(RWheelPos,-RWheelY,2))) holoModel(5, "hqcylinder2") holoScale(5, Wheel)
- holoColor(5, Black) holoAng(5,Chip:toWorld(ang(90,90,0)))
- holoPos(6, Chip:toWorld(vec(-3,0,4.5))) holoModel(6, "hqcylinder") holoScale(6, vec(1,0.46,0.94))
- holoColor(6, Window) holoMaterial(6, Glass) holoAng(6,Chip:toWorld(ang(-2,0,90)))
- holoPos(7, Chip:toWorld(vec(-11.6,0,3.7))) holoModel(7, "cube") holoScale(7, vec(0.1,0.08,0.9))
- holoColor(7, Brake) holoMaterial(7, "phoenix_storms/middle") holoAng(7,Chip:toWorld(ang(0,0,90)))
- holoPos(8, Chip:toWorld(vec(11.5,5.3,3.7))) holoModel(8, "hqcylinder2") holoScale(8, vec(0.2,0.1,0.1))
- holoColor(8, Window) holoMaterial(8, Light) holoAng(8,Chip:toWorld(ang(90,0,0)))
- holoPos(9, Chip:toWorld(vec(11.5,-5.3,3.7))) holoModel(9, "hqcylinder2") holoScale(9, vec(0.2,0.1,0.1))
- holoColor(9, Window) holoMaterial(9, Light) holoAng(9,Chip:toWorld(ang(90,0,0)))
- holoPos(10, Chip:toWorld(vec(0,0,3.7))) holoModel(10, "cube") holoScale(10, vec(2.04,0.08,0.1))
- holoColor(10, Colour) holoMaterial(10, Mat1) holoAng(10,Chip:toWorld(ang(0,0,0)))
- holoPos(11, Chip:toWorld(vec(11.5,0,3.4))) holoModel(11, "cube") holoScale(11, vec(0.1,0.8,0.12))
- holoColor(11, Black) holoMaterial(7, Mat1) holoAng(11,Chip:toWorld(ang(0,0,0)))
- AdjustP = 0
- AdjustY = 0
- AdjustR = 0
- OffsetZ = 0.4
- AdjustX = 0
- AdjustCamF = 0
- AdjustCamZ = 5
- }elseif(Car == 9){
- ###### Porche
- Type = 4
- FWheelPos = 7
- RWheelPos = -8
- FWheelY = 5
- RWheelY = 5
- holoPos(1, Chip:toWorld(vec(0,0,3))) holoModel(1, "hqcylinder2") holoScale(1, vec(1.9,0.32,0.9))
- holoColor(1, Colour) holoAng(1,Chip:toWorld(ang(0,0,90)))
- holoPos(2, Chip:toWorld(vec(FWheelPos,FWheelY,2))) holoModel(2, "hqcylinder2") holoScale(2, Wheel)
- holoColor(2, Black) holoAng(2,Chip:toWorld(ang(90,90,0)))
- holoPos(3, Chip:toWorld(vec(FWheelPos,-FWheelY,2))) holoModel(3, "hqcylinder2") holoScale(3, Wheel)
- holoColor(3, Black) holoAng(3,Chip:toWorld(ang(90,90,0)))
- holoPos(4, Chip:toWorld(vec(RWheelPos,RWheelY,2))) holoModel(4, "hqcylinder2") holoScale(4, Wheel)
- holoColor(4, Black) holoAng(4,Chip:toWorld(ang(90,90,0)))
- holoPos(5, Chip:toWorld(vec(RWheelPos,-RWheelY,2))) holoModel(5, "hqcylinder2") holoScale(5, Wheel)
- holoColor(5, Black) holoAng(5,Chip:toWorld(ang(90,90,0)))
- holoPos(6, Chip:toWorld(vec(-10,3.7,4.5))) holoModel(6, "cube") holoScale(6, vec(0.09,0.3,0.1))
- holoColor(6, Brake) holoMaterial(6, Light) holoAng(6,Chip:toWorld(ang(55,0,0)))
- holoPos(7, Chip:toWorld(vec(-10,-3.7,4.5))) holoModel(7, "cube") holoScale(7, vec(0.09,0.3,0.1))
- holoColor(7, Brake) holoMaterial(7, Light) holoAng(7,Chip:toWorld(ang(55,0,0)))
- holoPos(8, Chip:toWorld(vec(9,3.8,4))) holoModel(8, "dome") holoScale(8, vec(0.2,0.14,0.08))
- holoColor(8, Window) holoMaterial(8, "models/shiny") holoAng(8,Chip:toWorld(ang(10,-30,0)))
- holoPos(9, Chip:toWorld(vec(9,-3.8,4))) holoModel(9, "dome") holoScale(9, vec(0.2,0.14,0.08))
- holoColor(9, Window) holoMaterial(9, "models/shiny") holoAng(9,Chip:toWorld(ang(10,30,0)))
- holoPos(10, Chip:toWorld(vec(-2.3,0,4.5))) holoModel(10, "hqcylinder2") holoScale(10, vec(0.43,1.15,0.86))
- holoColor(10, Window) holoMaterial(10, Glass) holoAng(10,Chip:toWorld(ang(90,90,0)))
- holoPos(11, Chip:toWorld(vec(-6.4,0,4.6))) holoModel(11, "hqcylinder") holoScale(11, vec(0.3,1,0.88))
- holoColor(11, Colour) holoMaterial(11, Mat1) holoAng(11,Chip:toWorld(ang(72,0,90)))
- AdjustP = 0
- AdjustY = 0
- AdjustR = 90
- OffsetZ = 0
- AdjustX = 0
- AdjustCamF = 1
- AdjustCamZ = 4.6
- }elseif(Car == 10){
- ###### Merc
- Type = 4
- FWheelPos = 7.8
- RWheelPos = -7.8
- FWheelY = 5
- RWheelY = 5
- holoPos(1, Chip:toWorld(vec(0,0,3))) holoModel(1, "hqcylinder2") holoScale(1, vec(1.94,0.34,0.9))
- holoColor(1, Colour) holoAng(1,Chip:toWorld(ang(0,0,90)))
- holoPos(2, Chip:toWorld(vec(FWheelPos,FWheelY,2))) holoModel(2, "hqcylinder2") holoScale(2, Wheel)
- holoColor(2, Black) holoAng(2,Chip:toWorld(ang(90,90,0)))
- holoPos(3, Chip:toWorld(vec(FWheelPos,-FWheelY,2))) holoModel(3, "hqcylinder2") holoScale(3, Wheel)
- holoColor(3, Black) holoAng(3,Chip:toWorld(ang(90,90,0)))
- holoPos(4, Chip:toWorld(vec(RWheelPos,RWheelY,2))) holoModel(4, "hqcylinder2") holoScale(4, Wheel)
- holoColor(4, Black) holoAng(4,Chip:toWorld(ang(90,90,0)))
- holoPos(5, Chip:toWorld(vec(RWheelPos,-RWheelY,2))) holoModel(5, "hqcylinder2") holoScale(5, Wheel)
- holoColor(5, Black) holoAng(5,Chip:toWorld(ang(90,90,0)))
- holoPos(6, Chip:toWorld(vec(-9.8,4.3,3.38))) holoModel(6, "prism") holoScale(6, vec(0.2,0.1,0.16))
- holoColor(6, Brake) holoAng(6,Chip:toWorld(ang(160,0,90)))
- holoPos(7, Chip:toWorld(vec(-9.8,-4.3,3.38))) holoModel(7, "prism") holoScale(7, vec(0.2,0.1,0.16))
- holoColor(7, Brake) holoAng(7,Chip:toWorld(ang(160,0,-90)))
- holoPos(8, Chip:toWorld(vec(10.1,3.8,3.56))) holoModel(8, "hqcylinder2") holoScale(8, vec(0.12,0.2,0.08))
- holoColor(8, Window) holoMaterial(8, "models/shiny") holoAng(8,Chip:toWorld(ang(15,32,10)))
- holoPos(9, Chip:toWorld(vec(10.1,-3.8,3.56))) holoModel(9, "hqcylinder2") holoScale(9, vec(0.12,0.2,0.08))
- holoColor(9, Window) holoMaterial(9, "models/shiny") holoAng(9,Chip:toWorld(ang(15,-32,-10)))
- holoPos(10, Chip:toWorld(vec(-2.8,0,4))) holoModel(10, "hqcylinder2") holoScale(10, vec(1,0.38,0.86))
- holoColor(10, Window) holoMaterial(10, Glass) holoAng(10,Chip:toWorld(ang(-5,0,90)))
- holoPos(11, Chip:toWorld(vec(10.2,0,3.5))) holoModel(11, "hqcylinder2") holoScale(11, vec(0.12,0.45,0.08))
- holoColor(11, Window) holoMaterial(11, "phoenix_storms/dome") holoAng(11,Chip:toWorld(ang(15,0,0)))
- AdjustP = 0
- AdjustY = 0
- AdjustR = 90
- OffsetZ = 0
- AdjustX = 0
- AdjustCamF = 1
- AdjustCamZ = 4.2
- }elseif(Car == 11){
- ###### Ferrari
- Type = 4
- FWheelPos = 8
- RWheelPos = -8
- FWheelY = 5
- RWheelY = 5
- holoPos(1, Chip:toWorld(vec(0,0,3))) holoModel(1, "hqcylinder2") holoScale(1, vec(1.8,0.4,0.9))
- holoColor(1, Colour) holoAng(1,Chip:toWorld(ang(0,0,90)))
- holoPos(2, Chip:toWorld(vec(FWheelPos,FWheelY,2))) holoModel(2, "hqcylinder2") holoScale(2, Wheel)
- holoColor(2, Black) holoAng(2,Chip:toWorld(ang(90,90,0)))
- holoPos(3, Chip:toWorld(vec(FWheelPos,-FWheelY,2))) holoModel(3, "hqcylinder2") holoScale(3, Wheel)
- holoColor(3, Black) holoAng(3,Chip:toWorld(ang(90,90,0)))
- holoPos(4, Chip:toWorld(vec(RWheelPos,RWheelY,2))) holoModel(4, "hqcylinder2") holoScale(4, Wheel)
- holoColor(4, Black) holoAng(4,Chip:toWorld(ang(90,90,0)))
- holoPos(5, Chip:toWorld(vec(RWheelPos,-RWheelY,2))) holoModel(5, "hqcylinder2") holoScale(5, Wheel)
- holoColor(5, Black) holoAng(5,Chip:toWorld(ang(90,90,0)))
- holoPos(6, Chip:toWorld(vec(-9.2,3.2,4.7))) holoModel(6, "hqcylinder2") holoScale(6, vec(0.08,0.08,0.1))
- holoColor(6, Brake) holoAng(6,Chip:toWorld(ang(92,0,0)))
- holoPos(7, Chip:toWorld(vec(-9.2,-3.2,4.7))) holoModel(7, "hqcylinder2") holoScale(7, vec(0.08,0.08,0.1))
- holoColor(7, Brake) holoAng(7,Chip:toWorld(ang(92,0,0)))
- holoPos(8, Chip:toWorld(vec(0,4,4.4))) holoModel(8, "hqcylinder2") holoScale(8, vec(0.08,0.08,1.6))
- holoColor(8, Window) holoAng(8,Chip:toWorld(ang(92,0,0)))
- holoPos(9, Chip:toWorld(vec(0,-4,4.4))) holoModel(9, "hqcylinder2") holoScale(9, vec(0.08,0.08,1.6))
- holoColor(9, Window) holoAng(9,Chip:toWorld(ang(92,0,0)))
- holoPos(10, Chip:toWorld(vec(-1,0,4.5))) holoModel(10, "hqcylinder") holoScale(10, vec(1.1,0.38,0.8))
- holoColor(10, Window) holoMaterial(10, Glass) holoAng(10,Chip:toWorld(ang(2,0,90)))
- holoPos(11, Chip:toWorld(vec(-3.6,0,4))) holoModel(11, "hqcylinder") holoScale(11, vec(1,0.3,0.9))
- holoColor(11, Colour) holoMaterial(11, Mat1) holoAng(11,Chip:toWorld(ang(6,0,90)))
- AdjustP = 0
- AdjustY = 0
- AdjustR = 90
- AdjustX = 0
- AdjustCamF = 6
- AdjustCamZ = 3.8
- OffsetZ = 0
- }elseif(Car == 12){
- ###Lambo
- Type = 4
- FWheelPos = 8 + AdjustX
- RWheelPos = -8 + AdjustX
- FWheelY = 5
- RWheelY = 5
- holoPos(1, Chip:toWorld(vec(-3,0,3.2))) holoModel(1, "cube") holoScale(1, vec(1.2,0.9,0.31))
- holoColor(1, Colour) holoMaterial(1, Mat1) holoAng(1,Chip:toWorld(ang(2,0,0)))
- holoPos(2, Chip:toWorld(vec(8,5,2))) holoModel(2, "hqcylinder2") holoScale(2, Wheel)
- holoMaterial(2, Tyre) holoAng(2,Chip:toWorld(ang(90,90,0)))
- holoPos(3, Chip:toWorld(vec(8,-5,2))) holoModel(3, "hqcylinder2") holoScale(3, Wheel)
- holoMaterial(3, Tyre) holoAng(3,Chip:toWorld(ang(90,90,0)))
- holoPos(4, Chip:toWorld(vec(-8,5,2))) holoModel(4, "hqcylinder2") holoScale(4, Wheel)
- holoMaterial(4, Tyre) holoAng(4,Chip:toWorld(ang(90,90,0)))
- holoPos(5, Chip:toWorld(vec(-8,-5,2))) holoModel(5, "hqcylinder2") holoScale(5, Wheel)
- holoMaterial(5, Tyre) holoAng(5,Chip:toWorld(ang(90,90,0)))
- holoPos(6, Chip:toWorld(vec(-9.8,3.8,4.6))) holoModel(6, "cube") holoScale(6, vec(0.08,0.22,0.1))
- holoColor(6, Brake) holoMaterial(6, Light) holoAng(6,Chip:toWorld(ang(2,0,0)))
- holoPos(7, Chip:toWorld(vec(-9.8,-3.8,4.6))) holoModel(7, "cube") holoScale(7, vec(0.08,0.22,0.1))
- holoColor(7, Brake) holoMaterial(7, Light) holoAng(7,Chip:toWorld(ang(2,0,0)))
- holoPos(8, Chip:toWorld(vec(10,4,3.45))) holoModel(8, "cube") holoScale(8, vec(0.22,0.17,0.06))
- holoColor(8, Window) holoMaterial(8, Light) holoAng(8,Chip:toWorld(ang(25,0,0)))
- holoPos(9, Chip:toWorld(vec(10,-4,3.45))) holoModel(9, "cube") holoScale(9, vec(0.22,0.17,0.06))
- holoColor(9, Window) holoMaterial(9, Light) holoAng(9,Chip:toWorld(ang(25,0,0)))
- holoPos(10, Chip:toWorld(vec(-1,0,4.5))) holoModel(10, "hqcylinder") holoScale(10, vec(1.35,0.38,0.8))
- holoColor(10, Window) holoMaterial(10, Glass) holoAng(10,Chip:toWorld(ang(2,0,90)))
- holoPos(11, Chip:toWorld(vec(4,0,3))) holoModel(11, "hqcylinder") holoScale(11, vec(1.3,0.3,0.9))
- holoColor(11, Colour) holoMaterial(11, Mat1) holoAng(11,Chip:toWorld(ang(4,0,90)))
- AdjustP = 2
- AdjustY = 0
- AdjustR = 0
- AdjustX = 3
- AdjustCamF = 6.9
- AdjustCamZ = 3.8
- OffsetZ = 0.2
- }elseif(Car == 13){
- FWheelPos = 11 + AdjustX
- RWheelPos = -13.5 + AdjustX
- FWheelY = 6.2
- RWheelY = 5.5
- Type = 5
- holoPos(1, Chip:toWorld(vec(0,0,3))) holoModel(1, "cube") holoScale(1, vec(2.9,0.9,0.2))
- holoColor(1, vec(80,80,80)) holoMaterial(1, Mat1) holoAng(1,Chip:toWorld(ang(0,0,0)))
- holoPos(2, Chip:toWorld(vec(11,6.2,2.1))) holoModel(2, "hqcylinder2") holoScale(2, Wheel+ vec(0.2,0.2,0))
- holoMaterial(2, Tyre) holoAng(2,Chip:toWorld(ang(90,90,0)))
- holoPos(3, Chip:toWorld(vec(11,-6.2,2.1))) holoModel(3, "hqcylinder2") holoScale(3, Wheel+ vec(0.2,0.2,0))
- holoMaterial(3, Tyre) holoAng(3,Chip:toWorld(ang(90,90,0)))
- holoPos(4, Chip:toWorld(vec(-13.5,5.8,2.1))) holoModel(4, "hqcylinder2") holoScale(4, Wheel+ vec(0.2,0.2,0.1))
- holoMaterial(4, Tyre) holoAng(4,Chip:toWorld(ang(90,90,0)))
- holoPos(5, Chip:toWorld(vec(-13.5,-5.8,2.1))) holoModel(5, "hqcylinder2") holoScale(5, Wheel + vec(0.2,0.2,0.1))
- holoMaterial(5, Tyre) holoAng(5,Chip:toWorld(ang(90,90,0)))
- holoPos(6, Chip:toWorld(vec(-16,4,3))) holoModel(6, "hqcylinder2") holoScale(6, vec(0.1,0.1,0.25))
- holoColor(6, Brake) holoMaterial(6, Light) holoAng(6,Chip:toWorld(ang(90,0,0)))
- holoPos(7, Chip:toWorld(vec(-16,-4,3))) holoModel(7, "hqcylinder2") holoScale(7, vec(0.1,0.1,0.25))
- holoColor(7, Brake) holoMaterial(7, Light) holoAng(7,Chip:toWorld(ang(90,0,0)))
- holoPos(8, Chip:toWorld(vec(11.5,0,6.4))) holoModel(8, "cube") holoScale(8, vec(0.96,1.1,0.74))
- holoColor(8, Colour) holoMaterial(8, Mat1) holoAng(8,Chip:toWorld(ang(0,0,0)))
- holoPos(9, Chip:toWorld(vec(11.5,0,13.5))) holoModel(9, "cube") holoScale(9, vec(0.9,1.05,0.7))
- holoColor(9, Colour) holoMaterial(9, Mat1) holoAng(9,Chip:toWorld(ang(0,0,0)))
- holoPos(10, Chip:toWorld(vec(12.8,0,14))) holoModel(10, "cube") holoScale(10, vec(0.7,1.1,0.5))
- holoColor(10, Window) holoMaterial(10, Glass) holoAng(10,Chip:toWorld(ang(0,0,0)))
- holoPos(11, Chip:toWorld(vec(16.6,0,7.2))) holoModel(11, "cube") holoScale(11, vec(0.1,0.5,0.46))
- holoColor(11, Window) holoMaterial(11, "phoenix_storms/dome") holoAng(11,Chip:toWorld(ang(0,0,0)))
- AdjustP = 0
- AdjustY = 0
- AdjustR = 0
- OffsetZ = 1
- AdjustX = 0
- AdjustCamF = 14
- AdjustCamZ = 14
- }elseif(Car == 14){
- #### Monster
- Type = 3
- FWheelPos = 8.4 + AdjustX
- RWheelPos = -8.4 + AdjustX
- FWheelY = 5.6
- RWheelY = 5.6
- holoPos(1, Chip:toWorld(vec(0,0,3))) holoModel(1, "cylinder") holoScale(1, vec(1.8,0.9,0.36))
- holoColor(1, Colour) holoMaterial(1, "models/props_junk/plasticcrate01a") holoAng(1,Chip:toWorld(ang(0,0,0)))
- holoPos(2, Chip:toWorld(vec(FWheelPos,FWheelY,4))) holoModel(2, "hqcylinder2") holoScale(2, Wheel+ vec(0.24,0.24,0.1))
- holoColor(2, Black) holoAng(2,Chip:toWorld(ang(90,90,0)))
- holoPos(3, Chip:toWorld(vec(FWheelPos,-FWheelY,4))) holoModel(3, "hqcylinder2") holoScale(3, Wheel+ vec(0.24,0.24,0.1))
- holoColor(3, Black) holoAng(3,Chip:toWorld(ang(90,90,0)))
- holoPos(4, Chip:toWorld(vec(RWheelPos,RWheelY,4))) holoModel(4, "hqcylinder2") holoScale(4, Wheel+ vec(0.24,0.24,0.1))
- holoColor(4, Black) holoAng(4,Chip:toWorld(ang(90,90,0)))
- holoPos(5, Chip:toWorld(vec(RWheelPos,-RWheelY,4))) holoModel(5, "hqcylinder2") holoScale(5, Wheel + vec(0.24,0.24,0.1))
- holoColor(5, Black) holoAng(5,Chip:toWorld(ang(90,90,0)))
- holoPos(6, Chip:toWorld(vec(-12.1,5.1,7))) holoModel(6, "cube") holoScale(6, vec(0.1,0.1,0.2))
- holoColor(6, Brake) holoAng(6,Chip:toWorld(ang(0,0,0)))
- holoPos(7, Chip:toWorld(vec(-12.1,-5.1,7))) holoModel(7, "cube") holoScale(7, vec(0.1,0.1,0.2))
- holoColor(7, Brake) holoAng(7,Chip:toWorld(ang(0,0,0)))
- holoPos(8, Chip:toWorld(vec(12.3,4.6,7))) holoModel(8, "cube") holoScale(8, vec(0.1,0.2,0.15))
- holoColor(8, Window) holoMaterial(8, "models/shiny") holoAng(8,Chip:toWorld(ang(0,0,0)))
- holoPos(9, Chip:toWorld(vec(12.3,-4.6,7))) holoModel(9, "cube") holoScale(9, vec(0.1,0.2,0.15))
- holoColor(9, Window) holoMaterial(9, "models/shiny") holoAng(9,Chip:toWorld(ang(0,0,0)))
- holoPos(10, Chip:toWorld(vec(5.1,0,10))) holoModel(10, "cube") holoScale(10, vec(0.6,0.9,0.35))
- holoColor(10, Window) holoMaterial(10, Glass) holoAng(10,Chip:toWorld(ang(0,0,0)))
- holoPos(11, Chip:toWorld(vec(0,0,7))) holoModel(11, "cube") holoScale(11, vec(2.1,0.95,0.32))
- holoColor(11, Colour) holoMaterial(11, Mat1) holoAng(11,Chip:toWorld(ang(0,0,0)))
- AdjustP = 0
- AdjustY = 0
- AdjustR = 0
- OffsetZ = 1
- AdjustX = 0
- AdjustCamF = 6
- AdjustCamZ = 8.5
- }
- }
- }
- if(Alt & ~Alt){
- if(Type == 1){
- Entity:soundPlay(1,0,"vehicles/APC/apc_cruise_loop3.wav")
- Grip = 0.4
- Power = 0.8
- }elseif(Type == 2){
- Entity:soundPlay(1,0,"vehicles/v8/v8_firstgear_rev_loop1.wav")
- Grip = 2
- Power = 1.2
- }elseif(Type == 3){
- Entity:soundPlay(1,0,"vehicles/airboat/fan_motor_fullthrottle_loop1.wav")
- Grip = 2
- Power = 1.2
- }elseif(Type == 4){
- Entity:soundPlay(1,0,"ambient/machines/fluorescent_hum_1.wav")
- Grip = 1
- Power = 1
- }elseif(Type == 5){
- Grip = 2.2
- Power = 0.6
- Entity:soundPlay(1,0,"ambient/machines/diesel_1.wav")
- }
- Vector = Chip:toWorld(vec(0,0,10))
- Turn = Chip:toWorld(ang(0,0,0)):yaw()
- }
- if(Drive==1){
- runOnTick(1)
- if(tickClk()){
- ############### Controls ###
- RangerAngle = Angle - ang(AdjustP,AdjustY,AdjustR)
- FrontL = rangerOffset(20,Position+RangerAngle:forward()*FWheelPos+RangerAngle:right()*-FWheelY,-RangerAngle:up()):distance()
- FrontR = rangerOffset(20,Position+RangerAngle:forward()*FWheelPos+RangerAngle:right()*FWheelY,-RangerAngle:up()):distance()
- RearL = rangerOffset(20,Position+RangerAngle:forward()*RWheelPos+RangerAngle:right()*-RWheelY,-RangerAngle:up()):distance()
- RearR = rangerOffset(20,Position+RangerAngle:forward()*RWheelPos+RangerAngle:right()*RWheelY,-RangerAngle:up()):distance()
- Front = (FrontL + FrontR)/2
- Rear = (RearL + RearR)/2
- Left = (FrontL + RearL)/2
- Right = (FrontR + RearR)/2
- if(min(FrontL,FrontR,RearL,RearR)<3+OffsetZ){
- if(!(W|S)){
- Forward-=(inrange(Forward,-1,1) ? Forward : sign(Forward))
- }elseif(S& Forward >-240) {
- Forward-=1+3*(Forward>0)
- }elseif(W& Forward <700) {
- Forward+=1.5*Power*(Forward>248 ? 1-(Forward-350)/350 : 1)
- }
- if(Forward>0){
- Forward-=Inertia*sign(Inertia)*0.1
- }
- if(A|D){
- Dturn = clamp(Dturn+(A-D)*0.8,-45,45)
- if((A-D) & sign(Dturn) != (A-D)){
- Dturn -= (inrange(Dturn,-1.5,1.5) ? Dturn : sign(Dturn))*2}
- }elseif(Dturn<-0.5|Dturn>0.5){Dturn -= sign(Dturn)*1.5}
- else{Dturn = 0}
- Turn=(Turn+((Dturn*0.04)*((Forward)<140 ? (Forward/140) : 1))-Inertia*0.04)
- Pitch = clamp(angnorm(Pitch + ((Front-Rear)*0.4)),-45,45)
- Roll = clamp(angnorm(Roll + ((Right-Left)*0.4)),-45,45)
- }else{Forward -= sign(Forward), Pitch = clamp(Pitch + 0.5,-20,20)}
- ###############
- if(Forward <= 250){Gear = 0.35 }
- elseif(Forward <=450){Gear = 0.3 }
- elseif(Forward <=550){Gear = 0.25 }
- elseif(Forward <=600){Gear = 0.2 }
- elseif(Forward >600){Gear = 0.15 }
- soundPitch(1,(Forward*sign(Forward)*Gear)+30)
- if(A&Forward>50|D&Forward>50){
- Inertia =clamp(Inertia+(angnorm($Angle:yaw()*0.0003*Forward*Grip)),-Forward*0.03,Forward*0.03)}
- elseif(Inertia<-3|Inertia>3){Inertia -= sign(Inertia)*3}
- elseif(Inertia<-0.1|Inertia>0.1){Inertia -= sign(Inertia)*0.1}
- else{Inertia = 0}
- if(!inrange(Inertia,-4,4)& Skid == 0){Skid = 1, Entity:soundPlay(2,0,"vehicles/v8/skid_highfriction.wav")}
- elseif(inrange(Inertia,-4,4)){Skid=0, soundStop(2)}
- Z = (3+OffsetZ + Z) -(clamp((Front+Rear+Left+Right)/4,-8,clamp(12-(Forward*0.04),4,10)))
- Angle = ang(Pitch,AdjustY+(Turn),Roll+AdjustR+clamp(angnorm(Inertia*0.2),-5,5))
- Vector = Vector+((Angle-ang(0,Inertia*0.9,0)):forward()*Forward*0.01)
- Position = Vector+vec(0,0,Z)
- holoPos(1,Position)
- holoAng(1,Angle)
- ######## Camera
- if(CamClk == 0){
- CamPosition = Position + RangerAngle:forward() *(AdjustCamF) +(RangerAngle:up() *(AdjustCamZ))
- CamDir = RangerAngle:forward()
- }else{
- CamPosition = Position + (RangerAngle:forward() *-36) +((RangerAngle:up() *18))
- CamDir = (RangerAngle + ang(10,0,0)):forward()
- }
- ########## Spinning wheels
- Spin=angnorm(Spin+(Forward*0.12))
- if(AdjustR==90){
- holoAng(2, ang(Spin,Turn+Dturn,90))
- holoAng(3, ang(Spin,Turn+Dturn,90))
- holoAng(4, ang(Spin,Turn,90))
- holoAng(5, ang(Spin,Turn,90))
- }
- elseif(Car==14){
- holoAng(2, Entity:toWorld(ang(Spin,Dturn/2,90)))
- holoAng(3, Entity:toWorld(ang(Spin,Dturn/2,90)))
- holoAng(4, Entity:toWorld(ang(Spin,-Dturn/2,90)))
- holoAng(5, Entity:toWorld(ang(Spin,-Dturn/2,90)))
- }
- else{
- holoAng(2, Entity:toWorld(ang(Spin,Dturn,90)))
- holoAng(3, Entity:toWorld(ang(Spin,Dturn,90)))
- holoAng(4, Entity:toWorld(ang(Spin,0,90)))
- holoAng(5, Entity:toWorld(ang(Spin,0,90)))
- }
- if(Front|Left|Rear|Right){
- holoPos(2, Position+(vec(FWheelPos,FWheelY,-clamp((FrontL -2.1),-0.2,1))):rotate(RangerAngle))
- holoPos(3, Position+(vec(FWheelPos,-FWheelY,-clamp((FrontR -2.1),-0.2,1))):rotate(RangerAngle))
- holoPos(4,Position+(vec(RWheelPos,RWheelY,-clamp((RearL -2.1),-0.2,1))):rotate(RangerAngle))
- holoPos(5, Position+(vec(RWheelPos,-RWheelY,-clamp((RearR -2.1),-0.2,1))):rotate(RangerAngle))
- }
- ####
- }
- }else{soundStop(1),soundStop(2),soundStop(3)}
- if(R & ~R){CamClk = !CamClk}
- if(Horn & ~Horn){
- Entity:soundPlay(3,0,"synth/saw.wav")
- soundPitch(3,80)}
- elseif(!Horn & ~Horn){soundStop(3)}
- ####### Brake lights
- if(S){
- if(Forward>=0){
- Brake = vec(255,10,10)
- }else{
- Brake = vec(220,220,220)
- }
- }else{
- Brake = vec(100,0,0)
- }
- if(S != ~S){holoColor(6, Brake),holoColor(7, Brake)}
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