I have several questions about Prototype/Car. Would appreciate if some devs or experts could answer (some of) my questions:
- Does anyone successfully get "healing_per_tick" property working on cars, or how does it work out? I tried to add that to vanilla car, tank, or my modded vehicles. But none of the vehicles have their health regenerated. I have code (in data.lua) like the following:
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data.raw.car.car.healing_per_tick = 0.5
- What does "tank_driving" property exactly do? I cannot tell any differences by setting it to "true". (Default is "false".)
- Is it possible to use this prototype to create a mech-like vehicle, which can move like the player character? (Move in steps in four directions, rather than car-like forward/rotate/backward.)
- Is it possible to apply different types of animations (with "idle", "running", "running_with_gun" like in Types/CharacterArmorAnimation) to make a mech-like vehicle? I ask this because Prototype/Car only has "animations" property that is type "RotatedAnimation", which is different from Prototype/Character that "animations" property with type "table of CharacterArmorAnimation". I tried to "borrow" the vanilla player character animations, but only one set of them can be used in Prototype/Car... "running" set looks best in movement and changing direction, but it suffers when not moving. "running_with_gun" set may look best as it is carrying a gun, but actually looks awful in changing direction though.
- If answer to 3 is NO, are there any alternative prototype to use, while players can still "enter" it to take control? To my findings, there are three other main prototypes that are similar, but cannot be used for creating a mech-like vehicle:
- Prototype/Locomotive or Prototype/*Wagon: They are bounded on rails, so I am not interested in that.
- Prototype/Unit: Seems they are controlled by AI, and players cannot "enter" it to take control.
- Prototype/Character: Animation-wise it is the best. But is it possible to use that and make it as a controllable vehicle?