• Helicopter vehicle
    443 replies, posted
[QUOTE=joshdasmif;17692485]ehh [url]http://www.garrysmod.org/downloads/?a=view&id=79740[/url] I didn't make this helicopter, I just uploaded it for guys that doesn't have bittorrent. ***all credits goes to Sakarias*** WTF, who is this guy? Why is he so stupid?[/QUOTE] The thing is that it wasn't the uploader who decided if it should be downloaded through torrent or not (your upload used torrent as well). Garrysmod.org aren't using torrents anymore. link: [url]http://www.facepunch.com/showthread.php?t=822785[/url] Maybe you didn't notice but every time you try to upload anything a window will pop up which says "DO NOT UPLOAD PACKS OR OTHER PEOPLE'S WORK (This includes SVN stuff) Sorry, I know this popup is annoying but people aren't paying attention.".
YES! Thank you Sakarias88! I am going to have so much fun with this!
I absalutly love this. I bow to you, LUA king
I love how the helicopter will be crippled in accordance to where it is damaged e.g. tail rotor gets hit, turning becomes erratic. Heavy damage would also cause helicopter to spin out of control... nice. The only problem I have now is that NPCs tend not to attack you, which sort of sucks, as flybys are fun! It seems that NPCs will attack you if they face the left side of the cockpit... when your the pilot...
try using scripted turrets. (an addon ent) they attack you no matter what
what happened with the blackhawk?
That Black Hawk actually seems like a good idea. That, or a Huey, if you guys ever collaborate on a helicopter mod. (perhaps the District 9 Eurocopter?)
Best thing i have downloaded in my life, and it works perfectly in multi.. i couldent help shootin my friend through the window he was gettin pissed LOL
Get Gbombs 3, weld the breaching charge to one of the rotors, wire it up to a numpad input, fly up high, and detonate the charge. I rofled so hard at how screwed up it got.
Sakarias, like your latest fighter release, I would like this to have the option for NPC's to target and fire on it. Thanks.
Here's what I've done to get NPC's to shoot at me. Replace your addons\Helicopter vehicle\lua\entities\sent_SakariasHelicopter\init.lua with this: [code] resource.AddFile( "materials/VGUI/entities/sent_SakariasHelicopter.vmt" ) resource.AddFile( "materials/VGUI/entities/sent_SakariasHelicopter.vtf" ) resource.AddFile( "materials/models/military2/air/air_frontglass.vmt" ) resource.AddFile( "materials/models/military2/air/air_frontglass.vtf" ) resource.AddFile( "materials/models/military2/air/air_glass.vmt" ) resource.AddFile( "materials/models/military2/air/air_glass.vtf" ) resource.AddFile( "materials/models/military2/air/air_h500ext7.vmt" ) resource.AddFile( "materials/models/military2/air/air_h500ext7.vtf" ) resource.AddFile( "materials/models/military2/air/air_h500ext7_nomal.vtf" ) resource.AddFile( "materials/models/military2/air/air_h500int3a.vmt" ) resource.AddFile( "materials/models/military2/air/air_h500int3a.vtf" ) resource.AddFile( "materials/models/military2/air/air_h500int3a_nomal.vtf" ) resource.AddFile( "materials/models/military2/air/air_h500int6.vmt" ) resource.AddFile( "materials/models/military2/air/air_h500int6.vtf" ) resource.AddFile( "materials/models/military2/air/air_h500int6_nomal.vtf" ) resource.AddFile( "models/nova/Airboat_seat.dx80.vtx" ) resource.AddFile( "models/nova/Airboat_seat.dx90.vtx" ) resource.AddFile( "models/nova/airboat_seat.mdl" ) resource.AddFile( "models/nova/Airboat_seat.phy" ) resource.AddFile( "models/nova/Airboat_seat.sw.vtx" ) resource.AddFile( "models/nova/airboat_seat.vvd" ) resource.AddFile( "models/nova/Airboat_seat.xbox.vtx" ) resource.AddFile( "models/military2/air/air_h500.dx80.vtx" ) resource.AddFile( "models/military2/air/air_h500.dx90.vtx" ) resource.AddFile( "models/military2/air/air_h500.mdl" ) resource.AddFile( "models/military2/air/air_h500.phy" ) resource.AddFile( "models/military2/air/air_h500.sw.vtx" ) resource.AddFile( "models/military2/air/air_h500.vvd" ) resource.AddFile( "models/military2/air/air_h500.xbox.vtx" ) resource.AddFile( "models/military2/air/air_h500_r.dx80.vtx" ) resource.AddFile( "models/military2/air/air_h500_r.dx90.vtx" ) resource.AddFile( "models/military2/air/air_h500_r.mdl" ) resource.AddFile( "models/military2/air/air_h500_r.phy" ) resource.AddFile( "models/military2/air/air_h500_r.sw.vtx" ) resource.AddFile( "models/military2/air/air_h500_r.vvd" ) resource.AddFile( "models/military2/air/air_h500_r.xbox.vtx" ) resource.AddFile( "models/military2/air/air_h500_sr.dx80.vtx" ) resource.AddFile( "models/military2/air/air_h500_sr.dx90.vtx" ) resource.AddFile( "models/military2/air/air_h500_sr.mdl" ) resource.AddFile( "models/military2/air/air_h500_sr.phy" ) resource.AddFile( "models/military2/air/air_h500_sr.sw.vtx" ) resource.AddFile( "models/military2/air/air_h500_sr.vvd" ) resource.AddFile( "models/military2/air/air_h500_sr.xbox.vtx" ) resource.AddFile( "scripts/vehicles/HeliSeat.txt" ) resource.AddFile( "sound\HelicopterVehicle/bladehit.mp3" ) resource.AddFile( "sound\HelicopterVehicle/CrashAlarm.mp3" ) resource.AddFile( "sound\HelicopterVehicle/HeliLoopExt.mp3" ) resource.AddFile( "sound\HelicopterVehicle/HeliLoopInt.mp3" ) resource.AddFile( "sound\HelicopterVehicle/HeliStart.mp3" ) resource.AddFile( "sound\HelicopterVehicle/HeliStop.mp3" ) resource.AddFile( "sound\HelicopterVehicle/LowHealth.mp3" ) resource.AddFile( "sound\HelicopterVehicle/MinorAlarm.mp3" ) resource.AddFile( "sound\HelicopterVehicle/MissileNearby.mp3" ) resource.AddFile( "sound\HelicopterVehicle/MissileShoot.mp3" ) resource.AddFile( "sound\HelicopterVehicle/Shooting.mp3" ) resource.AddFile( "sound\HelicopterVehicle/StopShooting.mp3" ) AddCSLuaFile("cl_init.lua") AddCSLuaFile("shared.lua") include('shared.lua') ENT.SmokeTimer = CurTime() ENT.TopProp = NULL ENT.BackProp = NULL ENT.Unbalance = NULL ENT.PlyUser = NULL ENT.Gunner = 1 ENT.PlyUsers = {} ENT.Seats = {} ENT.OccupiedSeats = {} ENT.CanFly = 0 ENT.PropellerForceDel = CurTime() ENT.TakeForceDelOnce = 0 ENT.RotorDustEffectOnce = 0 ENT.RotorDustEffect = NULL ENT.SoundLoopDelay = CurTime() ENT.StopSoundOnce = 0 ENT.HeliStart = NULL ENT.HeliStop = NULL ENT.HeliExt = NULL ENT.HeliInt = NULL ENT.MissileAlert = NULL ENT.MissileAlertDel = CurTime() ENT.MissileShootDel = CurTime() ENT.CrashAlarmDel = CurTime() ENT.BladesAlarmDel = CurTime() ENT.LowHealthDel = CurTime() ENT.HeliCreakDel = CurTime() ENT.CrashAlarm = NULL ENT.LowHealth = NULL ENT.MinorAlarm = NULL ENT.MissileShoot = NULL ENT.MissileShootTimer = CurTime() ENT.SpawnMissiles = 0 ENT.SpawnLaserMissileDel = CurTime() ENT.SpawnLaserMissileRelSound = 1 ENT.UpdateLaserPosDel = CurTime() ENT.SpawnMissileRelSound = 1 ENT.ShoottaretSoundDel = CurTime() ENT.ShootSound = NULL ENT.StopShootSound = NULL ENT.ShootStopSoundOnce = 1 ENT.taretDel = CurTime() ENT.WeaponType = 1 ENT.Seat = NULL ENT.SeatTwo = NULL ENT.SeatThree = NULL ENT.SeatFour = NULL ENT.TopPropellerHealth = 100 ENT.ChopperHealth = 300 ENT.PropSpeedDel = 0 ENT.FireEffectOnce = 0 ENT.SmokeEffectOnce = 0 ENT.RedDotLaser = 1 --Damage ENT.RemoveTopPropOnce = 0 ENT.MediumDamageEffect = 0 ENT.TakeHealth = CurTime() ENT.DieOnce = 0 ENT.CrashOnce = 0 ENT.CrashVector = NULL ENT.OldSpeed = 0 ------------------------------------VARIABLES END function ENT:SpawnFunction( ply, tr ) --------Spawning the entity and getting some sounds i use. if ( !tr.Hit ) then return end local SpawnPos = tr.HitPos + tr.HitNormal * 10 + Vector(0,0,200) local ent = ents.Create( "sent_SakariasHelicopter" ) local tar = ents.Create("npc_bullseye") local X = math.random(-30,30) local Y = math.random(-30,30) local Pos = ent:LocalToWorld( ent:OBBCenter( ) ) tarpos = Vector(Pos.x + 100,Pos.y + Y, Pos.z) -- I had to do this so at least some of the tarseyes could be seen by the enemy tar:SetParent(ent) tar:SetPos(tarpos) tar:SetKeyValue("health","9999") tar:SetKeyValue("minangle","360") tar:SetKeyValue("spawnflags","516") tar:SetNotSolid( true ) tar:Spawn() tar:Activate() ent:SetPos( SpawnPos ) ent:Spawn() ent:Activate() ent.Owner = ply self.PlyUsers[1] = ply ent.UserOne = ply return ent end function ENT:Initialize() self.Entity:SetModel("models/military2/air/air_h500.mdl") --self.Entity:SetMaterial("Glad/BlueEye.vtf") self.Entity:SetOwner(self.Owner) self.Entity:PhysicsInit(SOLID_VPHYSICS) self.Entity:SetMoveType(MOVETYPE_VPHYSICS) self.Entity:SetSolid(SOLID_VPHYSICS) self.Entity:SetSolid(SOLID_VPHYSICS) local phys = self.Entity:GetPhysicsObject() if(phys:IsValid()) then phys:Wake() end self.TopProp = ents.Create( "prop_physics" ) self.TopProp:SetModel("models/military2/air/air_h500_r.mdl") --self.TopProp:SetAngles(self.Entity:GetAngles()) self.TopProp:SetPos(self.Entity:GetPos() + (self.Entity:GetUp() * 50)) self.TopProp:SetOwner(self.Owner) self.TopProp:Spawn() self.TopProp.IsHeliPart = 1 --self.TopProp:GetPhysicsObject():SetMass(200) self.BackProp = ents.Create( "prop_physics" ) self.BackProp:SetModel("models/military2/air/air_h500_sr.mdl") --self.BackProp:SetAngles(self.Entity:GetAngles()) self.BackProp:SetPos(self.Entity:GetPos() + (self.Entity:GetForward() * -185) + (self.Entity:GetUp() * 13) + (self.Entity:GetRight() * -3) ) self.BackProp:SetOwner(self.Owner) self.BackProp:Spawn() self.BackProp.IsHeliPart = 2 --Spawning a new seat self.Seats[1] = ents.Create("prop_vehicle_prisoner_pod") self.Seats[1]:SetKeyValue("vehiclescript","scripts/vehicles/HeliSeat.txt") self.Seats[1]:SetModel( "models/nova/airboat_seat.mdl" ) self.Seats[1]:SetPos( self.Entity:GetPos() + ( self.Entity:GetForward() * 28 ) + ( self.Entity:GetRight() * -14.5 ) + ( self.Entity:GetUp() * -14 ) ) self.Seats[1]:SetAngles(self.Entity:GetAngles() + Angle(0,-90,0)) self.Seats[1]:SetKeyValue("limitview", "0") self.Seats[1]:SetColor(255,255,255,0) self.Seats[1]:Spawn() self.Seats[1]:GetPhysicsObject():EnableGravity(true); self.Seats[1]:GetPhysicsObject():SetMass(1) self.Entity.SeatOne = self.Seats[1] self.Seats[1].EntOwner = self.Entity self.Seats[1].SeatNum = 1 self.Entity.UseSeatOne = 0 -- --Spaw
[QUOTE=mitchell12;18536095]Here's what I've done to get NPC's to shoot at me. Replace your addons\Helicopter vehicle\lua\entities\sent_SakariasHelicopter\init.lua with this: [code] resource.AddFile( "materials/VGUI/entities/sent_SakariasHelicopter.vmt" ) resource.AddFile( "materials/VGUI/entities/sent_SakariasHelicopter.vtf" ) resource.AddFile( "materials/models/military2/air/air_frontglass.vmt" ) resource.AddFile( "materials/models/military2/air/air_frontglass.vtf" ) resource.AddFile( "materials/models/military2/air/air_glass.vmt" ) resource.AddFile( "materials/models/military2/air/air_glass.vtf" ) resource.AddFile( "materials/models/military2/air/air_h500ext7.vmt" ) resource.AddFile( "materials/models/military2/air/air_h500ext7.vtf" ) resource.AddFile( "materials/models/military2/air/air_h500ext7_nomal.vtf" ) resource.AddFile( "materials/models/military2/air/air_h500int3a.vmt" ) resource.AddFile( "materials/models/military2/air/air_h500int3a.vtf" ) resource.AddFile( "materials/models/military2/air/air_h500int3a_nomal.vtf" ) resource.AddFile( "materials/models/military2/air/air_h500int6.vmt" ) resource.AddFile( "materials/models/military2/air/air_h500int6.vtf" ) resource.AddFile( "materials/models/military2/air/air_h500int6_nomal.vtf" ) resource.AddFile( "models/nova/Airboat_seat.dx80.vtx" ) resource.AddFile( "models/nova/Airboat_seat.dx90.vtx" ) resource.AddFile( "models/nova/airboat_seat.mdl" ) resource.AddFile( "models/nova/Airboat_seat.phy" ) resource.AddFile( "models/nova/Airboat_seat.sw.vtx" ) resource.AddFile( "models/nova/airboat_seat.vvd" ) resource.AddFile( "models/nova/Airboat_seat.xbox.vtx" ) resource.AddFile( "models/military2/air/air_h500.dx80.vtx" ) resource.AddFile( "models/military2/air/air_h500.dx90.vtx" ) resource.AddFile( "models/military2/air/air_h500.mdl" ) resource.AddFile( "models/military2/air/air_h500.phy" ) resource.AddFile( "models/military2/air/air_h500.sw.vtx" ) resource.AddFile( "models/military2/air/air_h500.vvd" ) resource.AddFile( "models/military2/air/air_h500.xbox.vtx" ) resource.AddFile( "models/military2/air/air_h500_r.dx80.vtx" ) resource.AddFile( "models/military2/air/air_h500_r.dx90.vtx" ) resource.AddFile( "models/military2/air/air_h500_r.mdl" ) resource.AddFile( "models/military2/air/air_h500_r.phy" ) resource.AddFile( "models/military2/air/air_h500_r.sw.vtx" ) resource.AddFile( "models/military2/air/air_h500_r.vvd" ) resource.AddFile( "models/military2/air/air_h500_r.xbox.vtx" ) resource.AddFile( "models/military2/air/air_h500_sr.dx80.vtx" ) resource.AddFile( "models/military2/air/air_h500_sr.dx90.vtx" ) resource.AddFile( "models/military2/air/air_h500_sr.mdl" ) resource.AddFile( "models/military2/air/air_h500_sr.phy" ) resource.AddFile( "models/military2/air/air_h500_sr.sw.vtx" ) resource.AddFile( "models/military2/air/air_h500_sr.vvd" ) resource.AddFile( "models/military2/air/air_h500_sr.xbox.vtx" ) resource.AddFile( "scripts/vehicles/HeliSeat.txt" ) resource.AddFile( "sound\HelicopterVehicle/bladehit.mp3" ) resource.AddFile( "sound\HelicopterVehicle/CrashAlarm.mp3" ) resource.AddFile( "sound\HelicopterVehicle/HeliLoopExt.mp3" ) resource.AddFile( "sound\HelicopterVehicle/HeliLoopInt.mp3" ) resource.AddFile( "sound\HelicopterVehicle/HeliStart.mp3" ) resource.AddFile( "sound\HelicopterVehicle/HeliStop.mp3" ) resource.AddFile( "sound\HelicopterVehicle/LowHealth.mp3" ) resource.AddFile( "sound\HelicopterVehicle/MinorAlarm.mp3" ) resource.AddFile( "sound\HelicopterVehicle/MissileNearby.mp3" ) resource.AddFile( "sound\HelicopterVehicle/MissileShoot.mp3" ) resource.AddFile( "sound\HelicopterVehicle/Shooting.mp3" ) resource.AddFile( "sound\HelicopterVehicle/StopShooting.mp3" ) AddCSLuaFile("cl_init.lua") AddCSLuaFile("shared.lua") include('shared.lua') ENT.SmokeTimer = CurTime() ENT.TopProp = NULL ENT.BackProp = NULL ENT.Unbalance = NULL ENT.PlyUser = NULL ENT.Gunner = 1 ENT.PlyUsers = {} ENT.Seats = {} ENT.OccupiedSeats = {} ENT.CanFly = 0 ENT.PropellerForceDel = CurTime() ENT.TakeForceDelOnce = 0 ENT.RotorDustEffectOnce = 0 ENT.RotorDustEffect = NULL ENT.SoundLoopDelay = CurTime() ENT.StopSoundOnce = 0 ENT.HeliStart = NULL ENT.HeliStop = NULL ENT.HeliExt = NULL ENT.HeliInt = NULL ENT.MissileAlert = NULL ENT.MissileAlertDel = CurTime() ENT.MissileShootDel = CurTime() ENT.CrashAlarmDel = CurTime() ENT.BladesAlarmDel = CurTime() ENT.LowHealthDel = CurTime() ENT.HeliCreakDel = CurTime() ENT.CrashAlarm = NULL ENT.LowHealth = NULL ENT.MinorAlarm = NULL ENT.MissileShoot = NULL ENT.MissileShootTimer = CurTime() ENT.SpawnMissiles = 0 ENT.SpawnLaserMissileDel = CurTime() ENT.SpawnLaserMissileRelSound = 1 ENT.UpdateLaserPosDel = CurTime() ENT.SpawnMissileRelSound = 1 ENT.ShoottaretSoundDel = CurTime() ENT.ShootSound = NULL ENT.StopShootSound = NULL ENT.ShootStopSoundOnce = 1 ENT.taretDel = CurTime() ENT.WeaponType = 1 ENT.Seat = NULL ENT.SeatTwo = NULL ENT.SeatThree = NULL ENT.SeatFour = NULL ENT.TopPropellerHealth = 100 ENT.ChopperHealth = 300 ENT.PropSpeedDel = 0 ENT.FireEffectOnce = 0 ENT.SmokeEffectOnce = 0 ENT.RedDotLaser = 1 --Damage ENT.RemoveTopPropOnce = 0 ENT.MediumDamageEffect = 0 ENT.TakeHealth = CurTime() ENT.DieOnce = 0 ENT.CrashOnce = 0 ENT.CrashVector = NULL ENT.OldSpeed = 0 ------------------------------------VARIABLES END function ENT:SpawnFunction( ply, tr ) --------Spawning the entity and getting some sounds i use. if ( !tr.Hit ) then return end local SpawnPos = tr.HitPos + tr.HitNormal * 10 + Vector(0,0,200) local ent = ents.Create( "sent_SakariasHelicopter" ) local tar = ents.Create("npc_bullseye") local X = math.random(-30,30) local Y = math.random(-30,30) local Pos = ent:LocalToWorld( ent:OBBCenter( ) ) tarpos = Vector(Pos.x + 100,Pos.y + Y, Pos.z) -- I had to do this so at least some of the tarseyes could be seen by the enemy tar:SetParent(ent) tar:SetPos(tarpos) tar:SetKeyValue("health","9999") tar:SetKeyValue("minangle","360") tar:SetKeyValue("spawnflags","516") tar:SetNotSolid( true ) tar:Spawn() tar:Activate() ent:SetPos( SpawnPos ) ent:Spawn() ent:Activate() ent.Owner = ply self.PlyUsers[1] = ply ent.UserOne = ply return ent end function ENT:Initialize() self.Entity:SetModel("models/military2/air/air_h500.mdl") --self.Entity:SetMaterial("Glad/BlueEye.vtf") self.Entity:SetOwner(self.Owner) self.Entity:PhysicsInit(SOLID_VPHYSICS) self.Entity:SetMoveType(MOVETYPE_VPHYSICS) self.Entity:SetSolid(SOLID_VPHYSICS) self.Entity:SetSolid(SOLID_VPHYSICS) local phys = self.Entity:GetPhysicsObject() if(phys:IsValid()) then phys:Wake() end self.TopProp = ents.Create( "prop_physics" ) self.TopProp:SetModel("models/military2/air/air_h500_r.mdl") --self.TopProp:SetAngles(self.Entity:GetAngles()) self.TopProp:SetPos(self.Entity:GetPos() + (self.Entity:GetUp() * 50)) self.TopProp:SetOwner(self.Owner) self.TopProp:Spawn() self.TopProp.IsHeliPart = 1 --self.TopProp:GetPhysicsObject():SetMass(200) self.BackProp = ents.Create( "prop_physics" ) self.BackProp:SetModel("models/military2/air/air_h500_sr.mdl") --self.BackProp:SetAngles(self.Entity:GetAngles()) self.BackProp:SetPos(self.Entity:GetPos() + (self.Entity:GetForward() * -185) + (self.Entity:GetUp() * 13) + (self.Entity:GetRight() * -3) ) self.BackProp:SetOwner(self.Owner) self.BackProp:Spawn() self.BackProp.IsHeliPart = 2 --Spawning a new seat self.Seats[1] = ents.Create("prop_vehicle_prisoner_pod") self.Seats[1]:SetKeyValue("vehiclescript","scripts/vehicles/HeliSeat.txt") self.Seats[1]:SetModel( "models/nova/airboat_seat.mdl" ) self.Seats[1]:SetPos( self.Entity:GetPos() + ( self.Entity:GetForward() * 28 ) + ( self.Entity:GetRight() * -14.5 ) + ( self.Entity:GetUp() * -14 ) ) self.Seats[1]:SetAngles(self.Entity:GetAngles() + Angle(0,-90,0)) self.Seats[1]:SetKeyValue("limitview", "0") self.Seats[1]:SetColor(255,255,255,0) self.Seats[1]:Spawn() self.Seats[1]:GetPhysicsObject():EnableGravity(true); self.Seats[1]:GetPhysicsObject():SetMass(1) self.Entity.SeatOne = self.Seats[1] self.Seats[1].EntOwner = self.Entity self.Seats[1].SeatNum = 1 self.Entity
Yep, I'm an idiot. Need to spend more time on the forums like I used to I guess.
Download this choppa!!!
Sweet(Nice) update!
Thank you Sakarias. I've been waiting for this update :P
Not sure if it's been mentioned yet, but I'm having a weird bug with the new helicopter in the AirVehicles pack. Basically, once the helicopter explodes, it doesn't auto-remove the flaming broken parts, like it does for the jets. AND even worse, when players use their undo button to remove the dead helicopter, it removes the main body, but leaves the blades, and the 4 invisible chairs. And for some reason, only Admins can remove the left-overs. In my mind, from the perspective of a server owner, this is a huge problem. =/ After only a short amount of time, the map gets filled with junk blades and invisible chairs, when admins aren't around. (The Jets also seem to spam server consoles with some force calculation junk.) Plus, as a good addition, you might want to add some kind of limit to these sents, so players can only have 1 spawned at a time. Nasty players spam these, which crashes a server very fast. Even just a basic spawn limit or convar would be nice. Either way, awesome addon dude! There's nothing like it!
[QUOTE=NikoKun;18572371]Not sure if it's been mentioned yet, but I'm having a weird bug with the new helicopter in the AirVehicles pack. Basically, once the helicopter explodes, it doesn't auto-remove the flaming broken parts, like it does for the jets. AND even worse, when players use their undo button to remove the dead helicopter, it removes the main body, but leaves the blades, and the 4 invisible chairs. And for some reason, only Admins can remove the left-overs. In my mind, from the perspective of a server owner, this is a huge problem. =/ After only a short amount of time, the map gets filled with junk blades and invisible chairs, when admins aren't around. (The Jets also seem to spam server consoles with some force calculation junk.) Plus, as a good addition, you might want to add some kind of limit to these sents, so players can only have 1 spawned at a time. Nasty players spam these, which crashes a server very fast. Even just a basic spawn limit or convar would be nice. Either way, awesome addon dude! There's nothing like it![/QUOTE] Problem solved! It wasn't the parachute model. It was some .ani and .jpg files that made all the fuzz. Will release a server version later today. Here it is! Enjoy the server fix. [url=http://www.garrysmod.org/downloads/?a=view&id=84374][img]http://www.garrysmod.org/img/?t=dll&id=84374[/img][/url]
can you make a V-22 osprey
I think this needs a version without the weapons on it, but it outputs a wire value of 1 when you press primary or secondary fire, maybe also output the vector of the laser too.
[QUOTE=Jeffman12;18701711]I think this needs a version without the weapons on it.[/QUOTE] You didn't download the latest version.
Wait, read the rest of the post, though.
[QUOTE=itak365;18712497]Wait, read the rest of the post, though.[/QUOTE] [QUOTE=Jeffman12;18701711]...but it outputs a wire value of 1 when you press primary or secondary fire, maybe also output the vector of the laser too.[/QUOTE] This part. It would allow user mounted weapons to be easily compatible, other user created utilities would also work, such as a wire radar map. The vector output of the laser could also be used as a spotter for some GCombat or CDS artillery.
I love this. Anyone have a server with this on it? I'd like to join a server and just have battles with these bad boys.
Hey, since you seem to be a very good with these scripted air vehicles, perhaps you could try making an army transport plane and/or a jet airliner.
Hey I have one question how do I bind the "go down" button for the helicopter to something else? you see I downloaded this smod bullet time thing and whenever I hit alt it goes into bullet time and its not supposed to and for some reason my helicopter takes damaged and falls from the sky after a few seconds so basicly I cant go back down unless I crash into something or explode but I want to keep both of these addons. Bullet time is already binded to x but also alt for some reason please help.
[QUOTE=Jakal360;19239182]Hey I have one question how do I bind the "go down" button for the helicopter to something else? you see I downloaded this smod bullet time thing and whenever I hit alt it goes into bullet time and its not supposed to and for some reason my helicopter takes damaged and falls from the sky after a few seconds so basicly I cant go back down unless I crash into something or explode but I want to keep both of these addons. Bullet time is already binded to x but also alt for some reason please help.[/QUOTE] Messing with the physics scale while flying might cause some problems. Think it's possible to activate bullet time without causing any damage to the helicopter if you activate it before you enter the helicopter.
could you pleaseee make a combine copter version, it would be awesome
Am I the only person who can't get this to go in a straight line? When I press forward, it goes in to a steep dive. And I when I press backwards, it does a backwards somersault.
[QUOTE=Big Ben;19581307]Am I the only person who can't get this to go in a straight line? When I press forward, it goes in to a steep dive. And I when I press backwards, it does a backwards somersault.[/QUOTE] It's supposed to be a "realistic" effect, but I agree, it can be annoying. Heck, I personally think that it should automatically hover at whatever altitude you are at if you're not moving forwards, a real helicopter pilot does not have to hold down the throttle to stay in the air.
Sorry, you need to Log In to post a reply to this thread.