Project X Forums



It is currently Thu Mar 28, 2024 7:34 pm

All times are UTC




Post new topic Reply to topic  [ 58 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6
Author Message
 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Sun Feb 26, 2017 7:37 am 
Offline
User avatar

Joined: Mon Aug 31, 2015 5:28 pm
Posts: 74
Good eye you got for details. Fixed in this version below.


Top
 Profile  
Reply with quote  
 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Sun Feb 26, 2017 1:45 pm 
Offline

Joined: Wed Dec 16, 2015 2:58 am
Posts: 59
Location: Tandil, Argentina
Thanks! Always looking for small things!

Hey, did you manage to fix the fuel position?


Top
 Profile  
Reply with quote  
 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Sun Feb 26, 2017 3:35 pm 
Offline
User avatar

Joined: Mon Aug 31, 2015 5:28 pm
Posts: 74
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]
Downloaded 671 times
Top
 Profile  
Reply with quote  
 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Mon Feb 27, 2017 5:00 pm 
Offline

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.


Top
 Profile  
Reply with quote  
 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Mon Feb 27, 2017 6:21 pm 
Offline

Joined: Wed Dec 16, 2015 2:58 am
Posts: 59
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.


Top
 Profile  
Reply with quote  
 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Wed Mar 01, 2017 1:51 pm 
Offline

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.


Top
 Profile  
Reply with quote  
 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Mon Jul 17, 2017 12:59 am 
Offline

Joined: Wed Dec 16, 2015 2:58 am
Posts: 59
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.


Top
 Profile  
Reply with quote  
 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Tue Jul 18, 2017 3:41 pm 
Offline

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.


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 58 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6

All times are UTC


Who is online

Users browsing this forum: No registered users and 31 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
Skin by Lucas Kane