--[[ // FileName: VehicleControl // Version 1.0 // Written by: jmargh // Description: Implements in-game vehicle controls for all input devices // NOTE: This works for basic vehicles (single vehicle seat). If you use custom VehicleSeat code, // multiple VehicleSeats or your own implementation of a VehicleSeat this will not work. --]] local ContextActionService = game:GetService("ContextActionService") local Players = game:GetService("Players") local RunService = game:GetService("RunService") --[[ Constants ]]-- -- Set this to true if you want to instead use the triggers for the throttle local useTriggersForThrottle = true -- Also set this to true if you want the thumbstick to not affect throttle, only triggers when a gamepad is conected local onlyTriggersForThrottle = false local ZERO_VECTOR3 = Vector3.new(0,0,0) -- Note that VehicleController does not derive from BaseCharacterController, it is a special case local VehicleController = {} VehicleController.__index = VehicleController function VehicleController.new() local self = setmetatable({}, VehicleController) self.enabled = false self.vehicleSeat = nil self.throttle = 0 self.steer = 0 self.acceleration = 0 self.decceleration = 0 self.turningRight = 0 self.turningLeft = 0 self.vehicleMoveVector = ZERO_VECTOR3 return self end function VehicleController:Enable(enable, vehicleSeat) if enable == self.enabled and vehicleSeat == self.vehicleSeat then return end if enable then if vehicleSeat then self.vehicleSeat = vehicleSeat if useTriggersForThrottle then ContextActionService:BindAction("throttleAccel", (function() self:OnThrottleAccel() end), false, Enum.KeyCode.ButtonR2) ContextActionService:BindAction("throttleDeccel", (function() self:OnThrottleDeccel() end), false, Enum.KeyCode.ButtonL2) end ContextActionService:BindAction("arrowSteerRight", (function() self:OnSteerRight() end), false, Enum.KeyCode.Right) ContextActionService:BindAction("arrowSteerLeft", (function() self:OnSteerLeft() end), false, Enum.KeyCode.Left) end else if useTriggersForThrottle then ContextActionService:UnbindAction("throttleAccel") ContextActionService:UnbindAction("throttleDeccel") end ContextActionService:UnbindAction("arrowSteerRight") ContextActionService:UnbindAction("arrowSteerLeft") self.vehicleSeat = nil end end function VehicleController:OnThrottleAccel(actionName, inputState, inputObject) self.acceleration = (inputState ~= Enum.UserInputState.End) and -1 or 0 self.throttle = self.acceleration + self.decceleration end function VehicleController:OnThrottleDeccel(actionName, inputState, inputObject) self.decceleration = (inputState ~= Enum.UserInputState.End) and 1 or 0 self.throttle = self.acceleration + self.decceleration end function VehicleController:OnSteerRight(actionName, inputState, inputObject) self.turningRight = (inputState ~= Enum.UserInputState.End) and 1 or 0 self.steer = self.turningRight + self.turningLeft end function VehicleController:OnSteerLeft(actionName, inputState, inputObject) self.turningLeft = (inputState ~= Enum.UserInputState.End) and -1 or 0 self.steer = self.turningRight + self.turningLeft end -- Call this from a function bound to Renderstep with Input Priority function VehicleController:Update(moveVector, usingGamepad) if self.vehicleSeat then moveVector = moveVector + Vector3.new(self.steer, 0, self.throttle) if usingGamepad and onlyTriggersForThrottle and useTriggersForThrottle then self.vehicleSeat.ThrottleFloat = -self.throttle else self.vehicleSeat.ThrottleFloat = -moveVector.Z end self.vehicleSeat.SteerFloat = moveVector.X return moveVector, true end return moveVector, false end return VehicleController