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Tell me how to get this flight simulator code to work?
Here's the script I found for it, but I don't know how to get it correctly attached to my game object. It just shows up as a plain script, and doesn't show the variables and such.
/*
This is a 3D First Person Controller script that can be used to simulate anything from
high speed aerial combat, to submarine warfare. I have tried to make my variable names
as descriptive as possible so you can immediately see what they affect. The variables are
sorted by type; speed with speed, rotation with rotation ect... I have also included generic
ranges on variables that need them; relative upper and lower variable limits. This is because
some of the variables have a greater effect as they approach 1, while others have greater
impact as they approach infinity. If for some reason the ship is not doing what it is supposed to,
check the ranges, as some variables create problems when they are set to 0 or very large values.
Also note the separate script titled Space Flight Script. This script has been
optimized to better suit space combat. The effects of gravity, drag and lift are removed
to better simulate flight in zero-gravity space.
This script uses controls based off 4 axis. I found these parameters worked well...
Name : (Roll, Pitch, Yaw or Throttle)
Gravity : 20
Dead : 0.001
Sensitivity : 1
Axis for each control (Axis based off a standard flight joystick).
Pitch: Y- Axis
Roll: X - Axis
Yaw: 3'rd Axis
Throttle: 4'th - Axis
How to use this script:
Drag and Drop the Transform and its Rigidbody onto the variables Flyer and
FlyerRigidbody in the inspector panel. Remember to change the rigidbody's Drag
value. If you dont change this, gravity will be unrealistic... (I set drag to 500)
Change the variables to simulate the flight style you desire.
Create a prefab of your GameObject, and back it up to a secure location.
*Note: This is important because none of the variables are stored in the
script. If for some reason Unity crashes during testing, the variables
are not stored when you save the javascript, but when you save the game
project.
Save often and enjoy!
~Mirage~
*/
import System.Net;
// Componants
var flyer : Transform;
var flyerRigidbody : Rigidbody;
//var tail : Transform;
var seaLevelTransform : Transform;
// Assorted control variables. These mostly handle realism settings, change as you see fit.
var accelerateConst: float = 5; // Set these close to 0 to smooth out acceleration. Don't set it TO zero or you will have a division by zero error.
var decelerateConst: float = 0.065; // I found this value gives semi-realistic deceleration, change as you see fit.
/* The ratio of MaxSpeed to Speed Const determines your true max speed. The formula is maxSpeed/SpeedConst = True Speed.
This way you wont have to scale your objects to make them seem like they are going fast or slow.
MaxSpeed is what you will want to use for a GUI though.
*/
static var maxSpeed : float = 100;
var speedConst : float = 50;
var throttleConst : int = 50;
var raiseFlapRate : float = 1; // Smoother when close to zero
var lowerFlapRate : float = 1; // Smoother when close to zero
var maxAfterburner : float = 5; // The maximum thrust your afterburner will produce
var afterburnerAccelerate : float = 0.5;
var afterburnerDecelerate : float = 1;
var liftConst : float = 7.5; // Another arbitrary constant, change it as you see fit.
var angleOfAttack : float = 15; // Effective range: 0 <= angleOfAttack <= 20
var gravityConst = 9.8; // An arbitrary gravity constant, there is no particular reason it has to be 9.8...
var levelFlightPercent : int = 25;
var maxDiveForce : float = 0.1;
var noseDiveConst : float = 0.01;
var minSmooth : float = 0.5;
var maxSmooth : float = 500;
var maxControlSpeedPercent : float = 75; // When your speed is withen the range defined by these two variables, your ship's rotation sensitivity fluxuates.
var minControlSpeedPercent : float = 25; // If you reach the speed defined by either of these, your ship has reached it's max or min sensitivity.
// Rotation Variables, change these to give the effect of flying anything from a cargo plane to a fighter jet.
var lockRotation : boolean; // If this is checked, it locks pitch roll and yaw constants to the var rotationConst.
var lockedRotationValue : int = 120;
var pitchConst = 100;
var rollConst = 100;
var yawConst = 100;
var ceilingMin = 1000;
var ceilingMax = 2000;
// Airplane Aerodynamics - I strongly reccomend not touching these...
private var nosePitch : float;
private var trueSmooth : float;
private var smoothRotation : float;
private var truePitch : float;
private var trueRoll : float;
private var trueYaw : float;
private var trueThrust : float;
static var trueDrag : float;
// Misc. Variables
static var afterburnerConst : float;
static var altitude : int;
// HUD and Heading Variables. Use these to create your insturments.
static var trueSpeed : int;
static var attitude : int;
static var incidence : int;
static var bank : int;
static var heading : int;
var ipString ="127.0.0.1";
var sentPitch=0;
var sentYaw=0;
var sentRoll=0;
// Let the games begin!
function Start ()
{
trueDrag = 0;
afterburnerConst = 0;
smoothRotation = minSmooth + 0.01;
if (lockRotation == true)
{
pitchConst = lockedRotationValue;
rollConst = lockedRotationValue;
yawConst = lockedRotationValue;
Screen.showCursor = false;
}
ipString=GetIP();
}
function Update ()
{
// * * This section of code handles the plane's rotation.
var pitch = -Input.GetAxis ("Pitch") * pitchConst;
var roll = Input.GetAxis ("Roll") * rollConst;
var yaw = -Input.GetAxis ("Yaw") * yawConst;
pitch *= Time.deltaTime;
roll *= -Time.deltaTime;
yaw *= Time.deltaTime;
// Smothing Rotations...
if ((smoothRotation > minSmooth)&&(smoothRotation < maxSmooth))
{
smoothRotation = Mathf.Lerp (smoothRotation, trueThrust, (maxSpeed-(maxSpeed/minControlSpeedPercent))* Time.deltaTime);
}
if (smoothRotation <= minSmooth)
{
smoothRotation = smoothRotation +0.01;
}
if ((smoothRotation >= maxSmooth) &&(trueThrust < (maxSpeed*(minControlSpeedPercent/100))))
{
smoothRotation = smoothRotation -0.1;
}
trueSmooth = Mathf.Lerp (trueSmooth, smoothRotation, 5* Time.deltaTime);
truePitch = Mathf.Lerp (truePitch, pitch, trueSmooth * Time.deltaTime);
trueRoll = Mathf.Lerp (trueRoll, roll, trueSmooth * Time.deltaTime);
trueYaw = Mathf.Lerp (trueYaw, yaw, trueSmooth * Time.deltaTime);
// * * This next block handles the thrust and drag.
var throttle = (((-(Input.GetAxis ("Throttle")))/2)*90);
if(transform.position.y>ceilingMin)
{
//Find the percentage of thinning atmosphere
airThinning = ((transform.position.y - ceilingMin)/(ceilingMax - ceilingMin))/20;
//Apply the thin atmosphere to the throttle
throttle = throttle*airThinning;
}
if ( throttle/speedConst >= trueThrust)
{
trueThrust = Mathf.SmoothStep (trueThrust, throttle/speedConst, accelerateConst * Time.deltaTime);
}
if (throttle/speedConst < trueThrust)
{
trueThrust = Mathf.Lerp (trueThrust, throttle/speedConst, decelerateConst * Time.deltaTime);
}
rigidbody.drag = liftConst*((trueThrust)*(trueThrust));
if (trueThrust <= (maxSpeed/levelFlightPercent))
{
nosePitch = Mathf.Lerp (nosePitch, maxDiveForce, noseDiveConst * Time.deltaTime);
}
else
{
nosePitch = Mathf.Lerp (nosePitch, 0, 2* noseDiveConst * Time.deltaTime);
}
trueSpeed = ((trueThrust/2)*maxSpeed);
// ** Additional Input
// Airbrake
/* if (Input.GetButton ("Airbrake"))
{
trueDrag = Mathf.Lerp (trueDrag, trueSpeed, raiseFlapRate * Time.deltaTime);
}
if ((!Input.GetButton ("Airbrake"))&&(trueDrag !=0))
{
trueDrag = Mathf.Lerp (trueDrag, 0, lowerFlapRate * Time.deltaTime);
}
// Afterburner
if (Input.GetButton ("Afterburner"))
{
afterburnerConst = Mathf.Lerp (afterburnerConst, maxAfterburner, afterburnerAccelerate * Time.deltaTime);
}
if ((!Input.GetButton ("Afterburner"))&&(afterburnerConst !=0))
{
afterburnerConst = Mathf.Lerp (afterburnerConst, 0, afterburnerDecelerate * Time.deltaTime);
}
*/
// Adding nose dive when speed gets below a percent of your max speed
if ( ((trueSpeed - trueDrag) + afterburnerConst) <= (maxSpeed*levelFlightPercent/100))
{
noseDiveConst = Mathf.Lerp (noseDiveConst,maxDiveForce, (((trueSpeed - trueDrag) + afterburnerConst) - (maxSpeed * levelFlightPercent/100)) *5 *Time.deltaTime);
flyer.Rotate(noseDiveConst,0,0,Space.World);
}
// Calculating Flight Mechanics. Used mostly for the HUD.
attitude = parseInt(-((Vector3.Angle(Vector3.up, flyer.forward))-90));
bank = parseInt(((Vector3.Angle(Vector3.up, flyer.up))));
incidence = attitude + angleOfAttack;
heading = parseInt(flyer.eulerAngles.y);
if ( seaLevelTransform != null )
{
altitude = (flyer.transform.position.y - seaLevelTransform.transform.position.y);
}
//Debug.Log ((((trueSpeed - trueDrag) + afterburnerConst) - (maxSpeed * levelFlightPercent/100)));
} // End function Update( );
function FixedUpdate ()
{
if (trueThrust <= maxSpeed)
{
// Horizontal Force
transform.Translate(0,0,((trueSpeed - trueDrag)/100 + afterburnerConst));
}
flyerRigidbody.AddForce (0,(rigidbody.drag - gravityConst),0);
transform.Rotate (truePitch,-trueYaw,trueRoll);
Server.airSpeed=trueSpeed;
Server.altitude=altitude;
sentPitch=transform.localEulerAngles.x;
sentYaw=transform.localEulerAngles.z;
sentRoll=transform.localEulerAngles.y;
Server.pitch=sentPitch;
Server.yaw=sentYaw;
Server.roll=sentRoll;
}// End function FixedUpdateUpdate( )
function OnGUI()
{
GUILayout.FlexibleSpace();
GUILayout.BeginVertical("Box");
GUILayout.Label("IP");
GUILayout.Label(ipString);
GUILayout.Label("Airspeed");
GUILayout.Label(trueSpeed.ToString());
GUILayout.Label("Altitude");
GUILayout.Label(altitude.ToString());
GUILayout.Label("Pitch");
GUILayout.Label(sentPitch.ToString());
GUILayout.Label("Roll");
GUILayout.Label(sentRoll.ToString());
GUILayout.Label("Yaw");
GUILayout.Label(sentYaw.ToString());
GUILayout.EndVertical();
GUILayout.FlexibleSpace();
}
function GetIP():String
{
var strHostName:String = "";
strHostName = System.Net.Dns.GetHostName();
var ipEntry:IPHostEntry = System.Net.Dns.GetHostEntry(strHostName);
var addr:IPAddress[] = ipEntry.AddressList;
return addr[addr.Length-1].ToString();
}
Yes. All it did was drop and land on the terrain I had created, and then would not respond to any input besides mouse, in which case it just rotated the camera first-person on the x-axis and kept returning to the same position.
Oh and first off, I had to fix his code's multiple errors. The "Server.airspeed" and other "Server." variables would not work, so I just replaced "Server." with "var ".
ok how do I create a rolling axis as opposed to one that just goes up and down it?
Edit->Project Settings->Input menu.
in inspector of input manager, increase size of 4, this add 4 voice at the and off inspector
rename and set negative and positive key
for ex. Roll negative use ' a ' and positive ' d '
and $$anonymous$$ch negative use ' s ' and positive ' w '
if work conversely, invert them
EDIT: set Name : (Roll, $$anonymous$$ch, Yaw or Throttle) Gravity : 20 Dead : 0.001 Sensitivity : 1
add rigidbody and set drag to 500 (drag is air resistance)
as show in your script
Answer by Ingen · Jul 18, 2012 at 08:40 PM
there are this command in the script,
Input.GetAxis ("Pitch") - Input.GetAxis ("Roll") - Input.GetAxis ("Yaw") - Input.GetAxis ("Throttle")
there are not standard in unity, to need set in input
http://docs.unity3d.com/Documentation/Manual/Input.html
however seems very nice I will try it
Your answer
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