Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
Legacy:Amphibious Vehicle
From Unreal Wiki, The Unreal Engine Documentation Site
By UT2004Addict
http://www.arclength.net/ut2004
Based off of the Hellbender, here's the easiest way to make an Amphibious vehicle (that I've found...)
class Demo extends ONSPRV; var float UprightStiffness, UprightDamping; simulated function PostBeginPlay() { super.PostBeginPlay(); // Make sure we float KarmaParams(KParams).KBuoyancy = Buoyancy; } simulated function Tick(float DeltaTime) { // Handle water stuff if ( PhysicsVolume.bWaterVolume && (Vect(0,0,-1) >> Rotation) dot PhysicsVolume.Gravity > 0 ) { // Try to stay upright if we're not flipped over already KSetStayUpright(true, true); KSetStayUprightParams(UprightStiffness, UprightDamping); } else { // Allow to flip KSetStayUpright(false, false); KSetStayUprightParams(0, 0); } super.Tick(DeltaTime); } // Instead of using this to take damage, // we're going to use this to keep // our vehicle afloat event TakeWaterDamage(float DeltaTime) { local vector TempVector; // Don't drive up or down... TempVector = vector(Rotation); TempVector.Z = 0.0; if (Throttle != 0) KAddImpulse(TempVector * Throttle * 500000.0 * DeltaTime, Location); if (Steering != 0) KAddAngularImpulse((vect(0,0,1) >> Rotation) * Steering * Throttle * (-15.0) * DeltaTime); } defaultproperties { Buoyancy=1.5 UprightStiffness=500 UprightDamping=500 WaterSpeed=1000.0 WaterMovementState=PlayerDriving }