Creating a pilotable helicopter.

I wanted to make a pilotable helicopter, but I don’t know where to start. A scripted vehicle that is not a ground vehicle, how do you do it? Then again I can’t really find much about normal scripted vehicles in the first place.

3 days?

“do it for me as I have no idea” questions don’t really get replies

He doesn’t know where to start. Where did he ask people to do it for him? He asked how it’s done.

It’s an interesting topic and I would suggest that you actually read up on how helicopters work in real life. Because it is going to be easier to replicate the behavior of a vehicle if you understand why and how it operates.

A scripted vehicle is essentially going to emulate the behavior of the real life equivalent and how life like the simulation will be depends on the amount of effort you want to put into it.

You have a lot of different approaches to vehicle physics in Garry’s Mod:

drive.Register

PhysObj:ComputeShadowControl

ENT:PhysicsUpdate

To break down what a scripted vehicle requires, you’re gonna need:
A base entity that defines our vehicle.
A Scripted Entity

A way to communicate over the network.

A way to enter the vehicle.

ENT:Use

A way to handle the player while we are inside the vehicle. Example, place him in a seat.

ents.Create

Player:EnterVehicle

A way to listen for player key input

input.IsKeyDown

CUserCmd:KeyDown

Player:KeyDown

A way to move the vehicle based on the key input.

drive.Register

PhysObj:ComputeShadowControl

ENT:PhysicsUpdate

PhysObj:SetVelocity

PhysObj:ApplyForceCenter

A way to visually represent your vehicle, such as 3d model, effects, animations and sounds.

Entity:EmitSound

util.Effect

patience is a virtue dealing with physics in Source.