Make a smaller, tiny version. Like 1/2 size. With only 2 guns. :D
1.RC Biplane overwrites RC sapper.3.If you orb in the biplane you get a orb that stays forever until you F7.
2.When I press 0,1,or 2 the plane self destructs
Can you make one that's more sensitive to explosions?also, if you can make it a server pref to change the color based on shirt color, that'd be nice
Also, the prefs for changing weapons seem to not work.
If you create a minigame while using the biplane, your plane does not go away. Same goes for resetting the minigame. This can be done repeatedly to create infinite planes that do not disappear.
if($pref::Server::RCBiplane::Weapon == 2){ RCBiplaneVehicle.ShootOnClick_ShootDelay=400; RCBiplaneVehicle.ShootOnClick_ReShootDelay=400; RCBiplaneVehicle.ShootOnClick_ProjectileCount=2; RCBiplaneVehicle.ShootOnClick_RequiredSlot=0; RCBiplaneVehicle.ShootOnClick_Sound=rocketFireSound; //Rockets RCBiplaneVehicle.ShootOnClick_Projectile[0]=rocketLauncherProjectile; RCBiplaneVehicle.ShootOnClick_Position[0]="0 1 0.7"; RCBiplaneVehicle.ShootOnClick_Velocity[0]="65 0 0"; RCBiplaneVehicle.ShootOnClick_Scale[0]="0.5 0.5 0.5"; RCBiplaneVehicle.ShootOnClick_Projectile[1]=rocketLauncherProjectile; RCBiplaneVehicle.ShootOnClick_Position[1]="0 -1 0.7"; RCBiplaneVehicle.ShootOnClick_Velocity[1]="65 0 0"; RCBiplaneVehicle.ShootOnClick_Scale[1]="0.5 0.5 0.5";}if($pref::Server::RCBiplane::Weapon == 0){ RCBiplaneVehicle.ShootOnClick=0;}
self destruct explosion doesn't damage players, i need it to kill them instantly. None of the coders on my friends list understand what you were trying to do.
datablock ProjectileData(rcbiplaneExplosionProjectile : vehicleExplosionProjectile){ directDamage = 0; radiusDamage = 0; damageRadius = 0; explosion = rcbiplaneExplosion; directDamageType = $DamageType::VehicleExplosion; radiusDamageType = $DamageType::VehicleExplosion; explodeOnDeath = 1; armingDelay = 0; lifetime = 0; uiName = "";};
they only change when you restart the server.
Code: [Select]datablock ProjectileData(rcbiplaneExplosionProjectile : vehicleExplosionProjectile){ directDamage = 0; radiusDamage = 0; damageRadius = 0; explosion = rcbiplaneExplosion; directDamageType = $DamageType::VehicleExplosion; radiusDamageType = $DamageType::VehicleExplosion; explodeOnDeath = 1; armingDelay = 0; lifetime = 0; uiName = "";};
Perhaps changing this will do it?
What's with the weird spacing?
So why isn'tCode: [Select]if($pref::Server::RCBiplane::Weapon == 2){ RCBiplaneVehicle.ShootOnClick_ShootDelay=400; RCBiplaneVehicle.ShootOnClick_ReShootDelay=400; RCBiplaneVehicle.ShootOnClick_ProjectileCount=2; RCBiplaneVehicle.ShootOnClick_RequiredSlot=0; RCBiplaneVehicle.ShootOnClick_Sound=rocketFireSound; //Rockets RCBiplaneVehicle.ShootOnClick_Projectile[0]=rocketLauncherProjectile; RCBiplaneVehicle.ShootOnClick_Position[0]="0 1 0.7"; RCBiplaneVehicle.ShootOnClick_Velocity[0]="65 0 0"; RCBiplaneVehicle.ShootOnClick_Scale[0]="0.5 0.5 0.5"; RCBiplaneVehicle.ShootOnClick_Projectile[1]=rocketLauncherProjectile; RCBiplaneVehicle.ShootOnClick_Position[1]="0 -1 0.7"; RCBiplaneVehicle.ShootOnClick_Velocity[1]="65 0 0"; RCBiplaneVehicle.ShootOnClick_Scale[1]="0.5 0.5 0.5";}if($pref::Server::RCBiplane::Weapon == 0){ RCBiplaneVehicle.ShootOnClick=0;}On the the firing function?You also left in code that's useless to the mod or commented out.