SWR - Vehicles

Posted by Kronos on Fri 03 Jan 2003 10:56 PM — 3 posts, 14,679 views.

USA #0
I'm starting an swr (changing it a lot, to have a GTA(Grand theft auto) theme) And im wondering how to get the vehicles to work. This is stock SWR1.0

As far as i have been told, you use the same process as with ships..

does anyone know? or know where snippets for SWR are. Any help would be appreciated.

-kronos
Canada #1
I've been playing around with SWR for a long time almost as long as it's been out and I jsut want to tell you that coding in a car themed gamed using SWR's current space system will be all but impossible. Unless of course you have Gendi AND Durga working on it fulltime :). But I'll give you some reasons why this will be difficult:

1. GTA has streets correct? Unless your GTA is in a Mad Max Universe where there is only flat desert this won't work in SWR, because SWR has open space.
2. Hyperspace in SWR allows ships to travel between sectors
yet in GTA everything is seamless. You COULD take SWRiP and use it's seamless space system but that would not help you too much.
3. The SWR space code has three position variables (X, Y, and Z) supposedly when you steal a car as in GTA you will geta top view thus only X and Y and NO Z.

It's a great idea to have a GTA themed MUD but it will take a large tea mof VERY skilled coders. Try the Battletech MUX, I've played on one a few years back that allowed you to pilot Mechwarrior with a top down view and there were roads and buildings and you could crash into them, that Battletech MUX code is your best bet for a GTA themed MUD. Good luck.

-Shad
Canada #2
Almost forgot, I *DO* understand that you can have vehicles outside the space system, but if they're there, there can be no crashes and no running over people and GTA isn't good without those.

-Shad