How do I replace the circular wheel hitboxes of my custom cars with squares?

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For context,there's some vanilla cars like the Obliteratatron monster truck and zombie car,that use squares for their wheel's hitboxes instead of circles,to make it so your character doesn't phase through them.
Is there a way to easily implement that into my custom cars?
For context,there's some vanilla cars like the Obliteratatron monster truck and zombie car,that use squares for their wheel's hitboxes instead of circles,to make it so your character doesn't phase through them.
Is there a way to easily implement that into my custom cars?

Hi there!
I've looked into the collisions of these cars just now and here's what I can tell you: I don't think the boxes in the collision for the zombie truck are actually linked to the wheels.
They're simple collision boxes placed there so that (as you pointed out) the character won't phase through them.
However, that only seems to be the case with the zombie truck's collision when not driven.
The monster truck however, just has it's wheels that you can jump on.
My assumption is - that over a certain radius - spheres can be touched.
Cars have two collisions:
  • {carname} - Collision when driven (Influenced by a controller)
  • {carname}BV - Collision when parked (Not influenced by any controller)

What you could do just add boxes instead of spheres to your vehicle when stationary & spheres when driven.
Pictures
oblit_v's collision when stationary:
oblit_v's collision when driven:

zombi_v's collision when stationary:
zombi_v's collision when driven:

I hope this helps you understand this better & how to solve the matter!
For context,there's some vanilla cars like the Obliteratatron monster truck and zombie car,that use squares for their wheel's hitboxes instead of circles,to make it so your character doesn't phase through them.
Is there a way to easily implement that into my custom cars?

Hi there!
I've looked into the collisions of these cars just now and here's what I can tell you: I don't think the boxes in the collision for the zombie truck are actually linked to the wheels.
They're simple collision boxes placed there so that (as you pointed out) the character won't phase through them.
However, that only seems to be the case with the zombie truck's collision when not driven.
The monster truck however, just has it's wheels that you can jump on.
My assumption is - that over a certain radius - spheres can be touched.
Cars have two collisions:
  • {carname} - Collision when driven (Influenced by a controller)
  • {carname}BV - Collision when parked (Not influenced by any controller)

What you could do just add boxes instead of spheres to your vehicle when stationary & spheres when driven.
Pictures
oblit_v's collision when stationary:
oblit_v's collision when driven:

zombi_v's collision when stationary:
zombi_v's collision when driven:

I hope this helps you understand this better & how to solve the matter!

Oh I see,thanks for the reply.
While you're here,may I ask if it's possible to make a damage mesh of the car deform after it getting damaged instead of moving up and down/sideways?
For context,there's some vanilla cars like the Obliteratatron monster truck and zombie car,that use squares for their wheel's hitboxes instead of circles,to make it so your character doesn't phase through them.
Is there a way to easily implement that into my custom cars?

Hi there!
I've looked into the collisions of these cars just now and here's what I can tell you: I don't think the boxes in the collision for the zombie truck are actually linked to the wheels.
They're simple collision boxes placed there so that (as you pointed out) the character won't phase through them.
However, that only seems to be the case with the zombie truck's collision when not driven.
The monster truck however, just has it's wheels that you can jump on.
My assumption is - that over a certain radius - spheres can be touched.
Cars have two collisions:
  • {carname} - Collision when driven (Influenced by a controller)
  • {carname}BV - Collision when parked (Not influenced by any controller)

What you could do just add boxes instead of spheres to your vehicle when stationary & spheres when driven.
Pictures
oblit_v's collision when stationary:
oblit_v's collision when driven:

zombi_v's collision when stationary:
zombi_v's collision when driven:

I hope this helps you understand this better & how to solve the matter!

Oh I see,thanks for the reply.
While you're here,may I ask if it's possible to make a damage mesh of the car deform after it getting damaged instead of moving up and down/sideways?

Kind of. You can draw a different drawable depending on the vehicle's health, but you can't dynamically deform the mesh.
Check out SetConditionalParameter command featured in the Additional Script Functionality hack.