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 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Sun Feb 26, 2017 7:37 am 
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Joined: Mon Aug 31, 2015 5:28 pm
Posts: 74
Good eye you got for details. Fixed in this version below.


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 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Sun Feb 26, 2017 1:45 pm 
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Joined: Wed Dec 16, 2015 2:58 am
Posts: 53
Location: Tandil, Argentina
Thanks! Always looking for small things!

Hey, did you manage to fix the fuel position?


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 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Sun Feb 26, 2017 3:35 pm 
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Akira, i have not forgotten about it. I will fix it.

V1.2_2
packed all animations hoping it would stop highlander crashes
fixed animation - worm starting position


Attachments:
File comment: V1.2_2
s_helicopter_2017.zip [318.56 KiB]
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 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Mon Feb 27, 2017 5:00 pm 
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Joined: Wed Sep 09, 2015 2:15 pm
Posts: 43
Unable to use, get this error with v1.2.2

PXS : CError : TDP : ParseNext : symbol HeliAnim is redeclared
at Lib: s_helicopter_sound.pxl: Script: helicopter_SCRIPT:17

I am using the StepS Weps V5 libs as well.


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 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Mon Feb 27, 2017 6:21 pm 
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Joined: Wed Dec 16, 2015 2:58 am
Posts: 53
Location: Tandil, Argentina
I'm also using the StepS weapons and got the same error by enabling the first version of the Heli (s_helicopter.pxl). Just disable it and it'll work.


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 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Wed Mar 01, 2017 1:51 pm 
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Joined: Wed Sep 09, 2015 2:15 pm
Posts: 43
[

Ah yeh, forgot there was that lib as well. All is well.

Edit: gotta say, this looks incredibly promising and awsome work. I'll be doing some proper games later today hopefully so will report back any issues we come across.

Not sure if taking requests... but I've always wanted the heli to be able to shoot weapons like minigun and uzi. Could make for some interesting games. Mainly say this because I have 'upgraded' versions of the uzi/minigun that fire alot more rounds (but weaker). Probably not doable but would be quite special if it could. It would probably need forced laser sight activated and viewable however, so you could get a rough idea where its going to shoot when moving. Now I write it, it sounds alot more complex than how I imagine it.


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 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Mon Jul 17, 2017 12:59 am 
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Joined: Wed Dec 16, 2015 2:58 am
Posts: 53
Location: Tandil, Argentina
Resurrection, are you gonna "resurrect" this project? ;) kill me

Now seriously, this was almost completed. You gonna finish it? Also, worminater's idea was cool, but maybe kinda difficult to execute. How would you aim that? Nothing else. I really wanna see this completed.


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 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Tue Jul 18, 2017 3:41 pm 
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Joined: Wed Sep 09, 2015 2:15 pm
Posts: 43
[

Would also like to know if further improvements will be made to this. We experienced a bug yesterday when the worm recieved damage from a turret whilst doing the animation to get in the helicopter. The worm/helicopter stayed in the 'opening door' stage of the chopper and it remained that way until the worm drowned in sudden death. As in, the helicopter was still visible and bounced around with the worm when explosions happened or damage was taken.


In terms of aiming a potential minigun on the helicopter, I'd say a fixed angle of 45 degrees (laser site dots could come out to show location of aim), then fire a wide spread of bullets. But you are right, it would probably be very difficult to do, as I'd imagine someone would have already added in some kind of flying plane that shoots bullets by now, otherwise.


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