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 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Fri Feb 24, 2017 6:16 am 
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Posts: 74
Good idea Akira, There is now the ability to enter a landed heli by standing next to door and pressing Enter, either side of heli.
This library is only allowing 10 heli's at once, is this OK value or should i increase it?

V0.8
Now you can steal any landed heli by pressing Enter while standing next to the doors.
Fixed bug from previous coder where code is run on all Worm instances instead of just the current playing one.
Reduced wav audio by 50% by making it mono, there is no difference to sound.
V0.8_2
Explosions are now all the same regardless of if its a crashing heli or landed one.
improved highlander customdrums compatibility
V0.8_3
now uses hang-glider if its available, else it falls back to parachute

Things to fix
fuel display is almost not visible


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 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Fri Feb 24, 2017 1:51 pm 
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Joined: Wed Dec 16, 2015 2:58 am
Posts: 59
Location: Tandil, Argentina
What did you do to the Barrels? :o
Now they just do nothing when you shoot them.
Image

Also, you didn't answer my question. What for is the Hot Water? Just bothering doing your turn?


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 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Fri Feb 24, 2017 2:21 pm 
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sorry about that.
V0.9
drums are normal again
compability with earth-quake
no interaction with gravity-gun which means no bugs
better jump out spawning collision checking

the reasoning for adding fire goes like this;
it looks good and is a new thing to play with.
when worm jump out from crashing heli he get a push from it so he can easier escape explosions.
its not overpowered, worst case scenario: it plops a worm.
a side-effect is the jetpak bug you reported disappears :!:


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 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Fri Feb 24, 2017 2:33 pm 
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Location: Tandil, Argentina
Allright, can't argue with that. Great job!
Now, something that I was wondering if it could be done is that the Parachute doesn't actually needed to be in the Weapon Table. This is because in case there's a scheme that uses two tables and the Parachute isn't on the Second One, but it is on the first one. Could this be done? Sorry for bothering ya. :(


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 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Fri Feb 24, 2017 3:09 pm 
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What are you asking i should add exactly?
I have no clue about how second weapon panels work. Maybe you can explain?
Currently it searches for Hang-glider and if it cant find it it searched for parachute. As far as i know the parachute is always in the same spot in the weapon table.


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 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Fri Feb 24, 2017 3:21 pm 
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Location: Tandil, Argentina
Bassically, the Parachute is on the 3rd spot of the 8th Row of the Weapon Table. If you have my case and have a Second Weapon, what I suppose is that the Helicopter will try to use that same spot on the Weapon Table. So, if you have on that SAME spot on the Second Weapon Table let's say, for example, a Bowling Ball, the Helicopter will try to use that as you fall down.

I think that's how it works. What I was wondering is that the Parachute just needed to be with the Library itself rather than trying to search it on the Weapon Tables. I think I'm making you work too hard with this. :evil: Sorry if this bothers you, again.


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 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Fri Feb 24, 2017 3:52 pm 
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That is interesting. I have no clue how it behaves, Go ahead and try it then report back if you will.


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 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Fri Feb 24, 2017 4:01 pm 
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Joined: Wed Dec 16, 2015 2:58 am
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Location: Tandil, Argentina
Now, I don't know if you can fix that (if you can, please try). But what I did is interesting. On the First Table, I left it the same (Parachute on that spot). On the other Table, I put the Hang-Glider. So, If you throw a granade from the First Weapon Table, a parachute will activate. If you throw a granade from the Second One, a Hang-Glider will activate.

I kinda fixed it...? However, that changes the strategy A LOT for other schemes. That's why this should be fixed.


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 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Fri Feb 24, 2017 7:12 pm 
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Joined: Wed Dec 16, 2015 2:58 am
Posts: 59
Location: Tandil, Argentina
Also, Bug Report:
-When you let the time run out while you're still on the Heli, the animation of the Heli will stop and when you control the worm again on the next turn you get out of it.

Image

-When you use a Jetpack and then try to go into a Helicopter, this one will just dissapear and a Jetpack with the Helicopter's physics will appear instead.

Image

Side Note: It's kinda difficult to enter in a Helicopter. It almost needs to be a plain surface to get in.


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 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Fri Feb 24, 2017 9:58 pm 
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This version is broken with Highlander

Akira, i could not recreate the jetpack bug.
Can you try again and tell me if the issue is still there?

V0.9_1
parachute always deploys regardless of scheme or multiple weapon tables
selected weapons no longer disappear
when turn ends heli crashes


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