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[EN] Part vibrating with engine

Valdir da Costa Júnior edited this page Aug 5, 2018 · 4 revisions

Part that vibrates

Utility

Before proceeding, be sure to read the Introduction.

Useful for simulating the vibration of an engine and/or exhaust.
The part vibrates with the engine turned on and changes when accelerating. There is also option to tilt, being useful for certain types of engines.

Watch a video: https://www.youtube.com/watch?v=9XJ2gU0l6FA

How to use

Use the name f_shake. The vibration will happen by changing the part rotation, this means that if you place the pivot on top of the part, it will vibrate only the bottom. Usually you will use a pivot at the bottom or center of the part.

Axis

By default it will rotate on Y axis. You can choose another axis by adding _x or _z in the name.
Example: f_shake_x.

Intensity

You can also choose the intensity of the vibration with _mu=<float>.
Examples: f_shake_mu=2 (2X more vibration), f_shake_mu=0.5 (half vibration).

Tilt

Some types of engines tilt to the side when accelerating, you can enable this effect with _tl=<float> (tilt). Using this is recommended that the engine pivot be at the bottom of it.
Examples: f_shake_tl=1, f_shake_tl=2.5

Examples of combinations:

f_shake_mu=0.5_tl=2 — It will vibrate little and tilting.
f_shake_x_mu=2 — It will vibrate well on X axis.

Order of attributes doesn't matter.

Remember: The intensity of rotation and inclination is linked to how far the part pivot is in the model, so the numbers can vary a lot, for example if the pivot is in center of the piece the vibration will be weak.
Also remember that the game has a limit of 23 characters in the part name, careful not to exceed the limit.

It's also interesting to note that it isn't necessary to use dummy.

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