driver

A character driving the vehicle it sits in, alive: its hands stay on the steering wheel as it turns, it leans into turns and with braking and boost, bounces on the seat over bumps, looks into the corner (at the next gate when the race marks one), breathes, and a tail or ears swing behind. A layer over its seated pose clip (seat_driver seats it and adds this). Reactions: game.driverReact(name, "boost" | "hit" | "win" | "lose"); boosts and hard knocks react by themselves.

In scene text

driver { vehicle "…"  wheel "…"  wheel_center (0, 1, 0) }

Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.

Fields 11

FieldTypeUnit / rangeWhat it does
vehicletext—The vehicle it rides; empty: the object it's attached to.
wheeltext—The steering wheel's own object (attached to the vehicle), turned with the steering; empty: no wheel turns (the hands still follow the steering).
wheel_center(x, y, z)—The steering wheel's centre, in the vehicle's own axes (+Z its nose).
wheel_axis(x, y, z)—The steering column's axis toward the driver, in the vehicle's own axes.
wheel_turnnumberdeg, 0 … 540How far the steering wheel turns at full lock (a kart about 90, a car 450).
leannumber0 … 2Leaning into turns and with braking and boost: 0 none, 1 as made, 2 twice as much.
bouncenumber0 … 2Bouncing on the seat over bumps.
looknumber0 … 1The head turning into the corner or toward the next gate.
breathenumber0 … 2Breathing.
swingnumber0 … 2A tail and ears swinging behind the body.
reactionslist of text—Clips a reaction plays on the upper body, "win=Poses/Croc_Win"; a reaction with none is posed (boost: pressed back, hit: a jolt, win: a fist up, lose: a slump).
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us
Download Arcwright free