Checklist
+9
madbob2
Kedji
Timothy Ashtön
Project64mugen
bwansy
JHaskly
Sean Mirrsen
Point.Blank
Thorero
13 posters
Page 1 of 1
Checklist
So, you want to help contribute to the community video? Great! I'll list what we need below. When an item get's finished, or a model gets added, either I, or one of the mods will mark it as done. Also, I'd ask that we keep off topic discussion to a minimum here. We've got work to do!
Models
We'll need a good range of models created by the community, I'd say a good number would be about 10 per category, thereabouts.
Aircraft:
Cars:
Other Land Vehicles:
Watercraft:
Lands
Next thing up, the scenery. Now I know that we haven't made as much in the way of scenery as the Japanese have, but I shouldn't think they'd mind if we used some of theirs. With credit in the video, of course.
Now Orz lake is just a must, so, can anyone else think of some other brilliant lands? I'd say around 3-4 should do nicely.
-Orz Lake
Filming
Pretty much taken care of, I've gotten hold of a MacBook Pro, with a pretty mean graphics card, and processor. I can get RC to run at 30 FPS, whilst filming it with Fraps. I'd also like to film it all with the one computer, to keep framerates consistent. No probs there then.
Editing
Once again, I can take care of this, I'm able to use Apple Final Cut, and Adobe After Effects reasonably well, but if someone else wants to take a swing at it, just say so.
Now, Comments, Opinions, Views. But keep it on-topic!
Models
We'll need a good range of models created by the community, I'd say a good number would be about 10 per category, thereabouts.
Aircraft:
Cars:
Other Land Vehicles:
Watercraft:
Lands
Next thing up, the scenery. Now I know that we haven't made as much in the way of scenery as the Japanese have, but I shouldn't think they'd mind if we used some of theirs. With credit in the video, of course.
Now Orz lake is just a must, so, can anyone else think of some other brilliant lands? I'd say around 3-4 should do nicely.
-Orz Lake
Pretty much taken care of, I've gotten hold of a MacBook Pro, with a pretty mean graphics card, and processor. I can get RC to run at 30 FPS, whilst filming it with Fraps. I'd also like to film it all with the one computer, to keep framerates consistent. No probs there then.
Editing
Once again, I can take care of this, I'm able to use Apple Final Cut, and Adobe After Effects reasonably well, but if someone else wants to take a swing at it, just say so.
Now, Comments, Opinions, Views. But keep it on-topic!
Thorero- Admin
- Posts : 23
Join date : 2010-07-16
Location : USA
Re: Checklist
I volunteer my Grey Falcon as an aircraft.
[/blatantselfadvertising]
Also, a few shots of formation flying would be pretty neat as well.
Did you also want to include multiplayer combat in the video? It may make RC seem like a combat game, so I'd understand if you said no.
[/blatantselfadvertising]
Also, a few shots of formation flying would be pretty neat as well.
Did you also want to include multiplayer combat in the video? It may make RC seem like a combat game, so I'd understand if you said no.
Point.Blank- Car
- Posts : 24
Join date : 2010-08-11
Age : 30
Location : Ontario, Canada
Re: Checklist
Yeah, I'd say perhaps leave the combat out. We've already had a big issue with that before. Formation Flying would be neat though. Good idea!
Also, got a link to the Grey Falcon?
Also, got a link to the Grey Falcon?
Thorero- Admin
- Posts : 23
Join date : 2010-07-16
Location : USA
Re: Checklist
Here's the basic version:
- Code:
// [RCD]
Val
{
BALLOON(default=0, max=5000000)
BOOST(default=0, max=100000, step=100000)
BRAKE(default=180, min=150, max=180, step=3)
FOLD(default=180, max=180)
GUN1(default=0, max=100000, step=100000)
GUN2(default=0, max=100000, step=100000)
GUN3(default=0, max=100000, step=100000)
GUN4(default=0, max=100000, step=100000)
JET(default=0, max=50000)
PITCH2(default=0, min=-15, max=15, step=3)
ROLL(default=0, min=-5, max=5, step=3)
SMG(default=0, max=20000, step=20000)
TRANSAM(default=#FFFFFF)
TRANSAMC(default=#808080)
TRANSAMCB(default=5, min=5, max=15)
TRANSAMT(default=0, max=2700, step=2)
YAW(default=0, min=-15, max=15, step=3)
}
Key
{
0:PITCH2(step=3)
1:PITCH2(step=-3)
2:ROLL(step=3)
3:ROLL(step=-3)
4:YAW(step=-3)
5:NOZZLE(step=1)
6:YAW(step=3)
7:BRAKE(step=-3)
8:GUN1(step=100000), GUN3(step=100000)
9:SMG(step=20000)
10:JET(step=10000)
12:JET(step=-10000)
14:FOLD(step=-9)
}
Body
{
Core(color=TRANSAM) {
S:Chip(angle=PITCH2, color=TRANSAM) { }
E:Rudder(angle=165, color=TRANSAM) {
E:Trim(angle=ROLL, color=TRANSAM) {
E:Chip(color=TRANSAM) {
S:Cowl(option=3, color=TRANSAMC, effect=TRANSAMCB) { }
}
}
}
W:Rudder(angle=-165, color=TRANSAM) {
W:Trim(angle=ROLL, color=TRANSAM) {
W:Chip(color=TRANSAM) {
S:Cowl(option=4, color=TRANSAMC, effect=TRANSAMCB) { }
}
}
}
W:Chip(angle=45, color=TRANSAM) {
N:Arm(power=GUN4, option=100000, color=TRANSAM, name=arm4) { }
N:Cowl(option=5, color=TRANSAMC, effect=TRANSAMCB) { }
S:Chip(angle=BRAKE, color=TRANSAM) { }
S:Chip(angle=-BRAKE, color=TRANSAM) { }
}
E:Chip(angle=45, color=TRANSAM) {
N:Arm(power=GUN3, option=100000, color=TRANSAM, name=arm3) { }
N:Cowl(option=5, color=TRANSAMC, effect=TRANSAMCB) { }
S:Chip(angle=-BRAKE, color=TRANSAM) { }
S:Chip(angle=BRAKE, color=TRANSAM) { }
}
E:Chip(angle=-45, color=TRANSAM) {
N:Arm(power=GUN2, option=100000, color=TRANSAM, name=arm2) { }
N:Cowl(option=5, color=TRANSAMC, effect=TRANSAMCB) { }
S:Chip(angle=-BRAKE, color=TRANSAM) { }
S:Chip(angle=BRAKE, color=TRANSAM) { }
}
W:Chip(angle=-45, color=TRANSAM) {
N:Arm(power=GUN1, option=100000, color=TRANSAM, name=arm1) { }
N:Cowl(option=5, color=TRANSAMC, effect=TRANSAMCB) { }
S:Chip(angle=BRAKE, color=TRANSAM) { }
S:Chip(angle=-BRAKE, color=TRANSAM) { }
}
N:Chip(color=TRANSAM) {
S:Frame(angle=-30, color=TRANSAM) {
S:Frame(angle=120, color=TRANSAM) {
E:Frame(angle=120, color=TRANSAM) { }
W:Frame(angle=120, color=TRANSAM) {
W:Frame(angle=150, color=TRANSAM) {
W:Jet(angle=-90, power=JET, color=TRANSAM) {
W:Cowl(angle=105, option=5, color=TRANSAMC, effect=TRANSAMCB) { }
N:Cowl(angle=105, option=5, color=TRANSAMC, effect=TRANSAMCB) { }
E:Cowl(angle=105, option=5, color=TRANSAMC, effect=TRANSAMCB) { }
S:Cowl(angle=105, option=5, color=TRANSAMC, effect=TRANSAMCB) { }
S:Cowl(angle=-120, color=TRANSAMC, effect=TRANSAMCB) { }
E:Cowl(angle=-120, color=TRANSAMC, effect=TRANSAMCB) { }
N:Cowl(angle=-120, color=TRANSAMC, effect=TRANSAMCB) { }
W:Cowl(angle=-120, color=TRANSAMC, effect=TRANSAMCB) { }
W:Jet(angle=180, power=-BOOST, color=TRANSAM, effect=1) { }
}
W:Jet(angle=90, power=-JET, color=TRANSAM) {
N:Cowl(angle=-105, option=5, color=TRANSAMC, effect=TRANSAMCB) { }
W:Cowl(angle=-105, option=5, color=TRANSAMC, effect=TRANSAMCB) { }
E:Cowl(angle=-105, option=5, color=TRANSAMC, effect=TRANSAMCB) { }
S:Cowl(angle=-105, option=5, color=TRANSAMC, effect=TRANSAMCB) { }
N:Cowl(angle=120, color=TRANSAMC, effect=TRANSAMCB) { }
W:Cowl(angle=120, color=TRANSAMC, effect=TRANSAMCB) { }
S:Cowl(angle=120, color=TRANSAMC, effect=TRANSAMCB) { }
E:Cowl(angle=120, color=TRANSAMC, effect=TRANSAMCB) { }
W:Jet(angle=180, power=BOOST, color=TRANSAM, effect=1) { }
}
}
}
}
}
S:Trim(angle=90, color=TRANSAM) {
S:Chip(angle=YAW, color=TRANSAM) { }
N:Chip(color=TRANSAM) {
N:Chip(color=TRANSAM) {
N:Cowl(option=5, color=TRANSAMC, effect=TRANSAMCB) { }
}
}
}
N:Weight(color=TRANSAM) {
N:Arm(power=SMG, option=20000, color=TRANSAM) { }
}
N:Chip(angle=PITCH2, color=TRANSAM) { }
}
N:Jet(angle=FOLD, power=BALLOON, option=2, name=Frame3) {
W:Jet(angle=FOLD, power=BALLOON, option=2, name=Frame2) {
W:Jet(angle=FOLD, power=BALLOON, option=2, name=Frame1) { }
}
E:Jet(angle=FOLD, power=BALLOON, option=2, name=Frame4) {
E:Jet(angle=FOLD, power=BALLOON, option=2, name=Frame5) { }
}
}
}
}
Script
{//Reciprocal fire
If _E(arm1)=50000 & _KEY(8)=1 {GUN2=100000}
If _E(arm3)=50000 & _KEY(8)=1 {GUN4=100000}
//Balloon
If _KEY (14)=1 {_SPLIT (Frame1)}
//TRANS-AM system
If _KEY(5)=1 & TRANSAMT=0 {TRANSAMT=2700}
If TRANSAMT>1 {TRANSAMC=#FF8080}
If TRANSAMT<1800 {TRANSAMC=#808080}
If TRANSAMT>1 {TRANSAMCB=15}
If TRANSAMT<1800 {TRANSAMCB=5}
If TRANSAMT>1 {TRANSAM=#FF8080}
If TRANSAMT<1800 {TRANSAM=#FFFFFF}
If JET>1 & TRANSAMT>1800 {BOOST=0}
If JET>1 & TRANSAMT>1800 {BOOST=100000}
//Print
print 0," Grey Falcon"
print 1," V/F-Thrust "
print 2," Z/C-Yaw "
print 3," S-Cannon"
print 4," D-vulcan gun"
print 5," A-Airbrake"
print 6," X-Activate TRANS-AM"
print 7," Q-Balloon"
print 9," Made by Point.blank"
//Targeting recticle
length=30 //ƒKƒCƒhƒ‰ƒCƒ“•`‰æ
width=0.2
sx=-_XX(chip)*width
sy=-_XY(chip)*width
sz=-_XZ(chip)*width
ex=-_ZX(chip)*length
ey=-_ZY(chip)*length
ez=-_ZZ(chip)*length
dummy=_MOVE3D(_X(chip)+sx,_Y(chip)+sy,_Z(chip)+sz)
dummy=_LINE3D(_X(chip)+ex,_Y(chip)+ey,_Z(chip)+ez)
sx=_XX(chip)*width
sy=_XY(chip)*width
sz=_XZ(chip)*width
dummy=_MOVE3D(_X(chip)+sx,_Y(chip)+sy,_Z(chip)+sz)
dummy=_LINE3D(_X(chip)+ex,_Y(chip)+ey,_Z(chip)+ez)
sightrange=5 //ŽlŠp˜g•`‰æ
sightwidth=0.25
sightheight=0.2
sx=_XX(chip)*sightheight-_YX(chip)*sightheight-_ZX(chip)*sightrange
sy=_XY(chip)*sightheight-_YY(chip)*sightheight-_ZY(chip)*sightrange
sz=_XZ(chip)*sightheight-_YZ(chip)*sightheight-_ZZ(chip)*sightrange
ex=-_XX(chip)*sightheight-_YX(chip)*sightheight-_ZX(chip)*sightrange
ey=-_XY(chip)*sightheight-_YY(chip)*sightheight-_ZY(chip)*sightrange
ez=-_XZ(chip)*sightheight-_YZ(chip)*sightheight-_ZZ(chip)*sightrange
dummy=_MOVE3D(_X(chip)+sx,_Y(chip)+sy,_Z(chip)+sz)
dummy=_LINE3D(_X(chip)+ex,_Y(chip)+ey,_Z(chip)+ez)
sx=ex
sy=ey
sz=ez
ex=-_XX(chip)*sightheight+_YX(chip)*sightheight-_ZX(chip)*sightrange
ey=-_XY(chip)*sightheight+_YY(chip)*sightheight-_ZY(chip)*sightrange
ez=-_XZ(chip)*sightheight+_YZ(chip)*sightheight-_ZZ(chip)*sightrange
dummy=_MOVE3D(_X(chip)+sx,_Y(chip)+sy,_Z(chip)+sz)
dummy=_LINE3D(_X(chip)+ex,_Y(chip)+ey,_Z(chip)+ez)
sx=ex
sy=ey
sz=ez
ex=_XX(chip)*sightheight+_YX(chip)*sightheight-_ZX(chip)*sightrange
ey=_XY(chip)*sightheight+_YY(chip)*sightheight-_ZY(chip)*sightrange
ez=_XZ(chip)*sightheight+_YZ(chip)*sightheight-_ZZ(chip)*sightrange
dummy=_MOVE3D(_X(chip)+sx,_Y(chip)+sy,_Z(chip)+sz)
dummy=_LINE3D(_X(chip)+ex,_Y(chip)+ey,_Z(chip)+ez)
sx=ex
sy=ey
sz=ez
ex=_XX(chip)*sightheight-_YX(chip)*sightheight-_ZX(chip)*sightrange
ey=_XY(chip)*sightheight-_YY(chip)*sightheight-_ZY(chip)*sightrange
ez=_XZ(chip)*sightheight-_YZ(chip)*sightheight-_ZZ(chip)*sightrange
dummy=_MOVE3D(_X(chip)+sx,_Y(chip)+sy,_Z(chip)+sz)
dummy=_LINE3D(_X(chip)+ex,_Y(chip)+ey,_Z(chip)+ez)
color=#990000 //ü‚ÌF
dummy=_SETCOLOR(color)
lineheight=sightheight*0.6
linewidth=sightwidth*0.6
sx=-_YX(chip)*lineheight-_ZX(chip)*sightrange
sy=-_YY(chip)*lineheight-_ZY(chip)*sightrange
sz=-_YZ(chip)*lineheight-_ZZ(chip)*sightrange
ex=_YX(chip)*lineheight-_ZX(chip)*sightrange
ey=_YY(chip)*lineheight-_ZY(chip)*sightrange
ez=_YZ(chip)*lineheight-_ZZ(chip)*sightrange
dummy=_MOVE3D(_X(chip)+sx,_Y(chip)+sy,_Z(chip)+sz)
dummy=_LINE3D(_X(chip)+ex,_Y(chip)+ey,_Z(chip)+ez)
sx=-_XX(chip)*lineheight-_ZX(chip)*sightrange
sy=-_XY(chip)*lineheight-_ZY(chip)*sightrange
sz=-_XZ(chip)*lineheight-_ZZ(chip)*sightrange
ex=_XX(chip)*lineheight-_ZX(chip)*sightrange
ey=_XY(chip)*lineheight-_ZY(chip)*sightrange
ez=_XZ(chip)*lineheight-_ZZ(chip)*sightrange
dummy=_MOVE3D(_X(chip)+sx,_Y(chip)+sy,_Z(chip)+sz)
dummy=_LINE3D(_X(chip)+ex,_Y(chip)+ey,_Z(chip)+ez)
//TRANS-AM status
if TRANSAMT<2701 {print 8," TRANS-AM Status: ACTIVE [IIIIIIIIIIII]100%"}
if TRANSAMT<2610 {print 8," TRANS-AM Status: ACTIVE [IIIIIIIIII ]90%"}
if TRANSAMT<2520 {print 8," TRANS-AM Status: ACTIVE [IIIIIIII ]80%"}
if TRANSAMT<2430 {print 8," TRANS-AM Status: ACTIVE [IIIIIII ]70%"}
if TRANSAMT<2340 {print 8," TRANS-AM Status: ACTIVE [IIIIII ]60%"}
if TRANSAMT<2250 {print 8," TRANS-AM Status: ACTIVE [IIIII ]50%"}
if TRANSAMT<2160 {print 8," TRANS-AM Status: ACTIVE [IIII ]40%"}
if TRANSAMT<2070 {print 8," TRANS-AM Status: ACTIVE [III ]30%"}
if TRANSAMT<1980 {print 8," TRANS-AM Status: ACTIVE [II ]20%"}
if TRANSAMT<1890 {print 8," TRANS-AM Status: ACTIVE [I ]10%"}
if TRANSAMT<1800 {print 8," TRANS-AM Status: CHARGING [ ]0%"}
if TRANSAMT<1620 {print 8," TRANS-AM Status: CHARGING [I ]10%"}
if TRANSAMT<1440 {print 8," TRANS-AM Status: CHARGING [II ]20%"}
if TRANSAMT<1260 {print 8," TRANS-AM Status: CHARGING [III ]30%"}
if TRANSAMT<1080 {print 8," TRANS-AM Status: CHARGING [IIII ]40%"}
if TRANSAMT<900 {print 8," TRANS-AM Status: CHARGING [IIIII ]50%"}
if TRANSAMT<720 {print 8," TRANS-AM Status: CHARGING [IIIIII ]60%"}
if TRANSAMT<540 {print 8," TRANS-AM Status: CHARGING [IIIIIII ]70%"}
if TRANSAMT<360 {print 8," TRANS-AM Status: CHARGING [IIIIIIII ]80%"}
if TRANSAMT<180 {print 8," TRANS-AM Status: CHARGING [IIIIIIIIII ]90%"}
if TRANSAMT<1 {print 8," TRANS-AM Status: READY [IIIIIIIIIIII]100%"}
//Balloon deployer
IF FOLD=9 {_SPLIT (Frame1)}
IF FOLD=9 {_SPLIT (Frame2)}
IF FOLD=9 {_SPLIT (Frame3)}
IF FOLD=9 {_SPLIT (Frame4)}
IF FOLD=9 {_SPLIT (Frame5)}
IF FOLD<9 {BALLOON=5000000}}
Point.Blank- Car
- Posts : 24
Join date : 2010-08-11
Age : 30
Location : Ontario, Canada
Re: Checklist
If there are any decent walker models around, those should be shown. Also, something to fill the Air, Land, and Water sections simultaneously - a vehicle switching between three modes would probably look good.
Sean Mirrsen- Cube
- Posts : 4
Join date : 2010-08-19
Re: Checklist
I've got a few walkers (spiders) kicking around...
I could make a new one if I need for the video though, and I know bwansy has a couple.
The DreamCraft is a must.
p64 has some great cars.
We could make a model that "formation flies", if we wanted to be cheap
I could make a new one if I need for the video though, and I know bwansy has a couple.
The DreamCraft is a must.
p64 has some great cars.
We could make a model that "formation flies", if we wanted to be cheap
JHaskly- Admin
- Posts : 235
Join date : 2010-07-16
Age : 28
Location : Brisbane
Re: Checklist
Your HUD is better than mine, I think.
Also, we should show off Bwansy's Rocket Racing. That is epic.
Also, we should show off Bwansy's Rocket Racing. That is epic.
JHaskly- Admin
- Posts : 235
Join date : 2010-07-16
Age : 28
Location : Brisbane
Re: Checklist
I have quite a lot of cars. I should show a few of my best ones. ^_^
Project64mugen- Plane
- Posts : 45
Join date : 2010-07-18
Re: Checklist
I volunteer to create maps, though I need a little time to understand metasequoia.
I could do a Race Track like Nascar Series, a dirt track (That'll be huge...), and I've always wanted to create a Battle Ship track. (Fantasy track).
Sujest track ideas, I'm open to anything. But it will take a bit of time. Not meaning you guys should hold up for the maps.
I sujest this City map or any city map really.
https://www.youtube.com/watch?v=K0wYYzZT0yM
Anyone know that map?
I could do a Race Track like Nascar Series, a dirt track (That'll be huge...), and I've always wanted to create a Battle Ship track. (Fantasy track).
Sujest track ideas, I'm open to anything. But it will take a bit of time. Not meaning you guys should hold up for the maps.
I sujest this City map or any city map really.
https://www.youtube.com/watch?v=K0wYYzZT0yM
Anyone know that map?
Re: Checklist
If you want to film planes, use the hidden hangar on the mountains(orzlake) and they launch out of it XD
Re: Checklist
And maybe an example of how your modelling skills can improve? Like maybe the first model someone made morphing into a more complicated model like these faces in MJ's video Black and White. https://www.youtube.com/watch?v=YVoJ6OO6lR4
Don't watch the whole vid if you don't want to just goto 5:25 and wait.
Don't watch the whole vid if you don't want to just goto 5:25 and wait.
madbob2- Tank
- Posts : 87
Join date : 2010-07-16
Age : 27
Location : Orz Lake.x
Re: Checklist
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOHHHHHH!!
Use RigidChips most powerful turret THERE IS!
uhh... ohh jeez, I don't want this to be released to the general public in case of misuse... but on the bright side its too unstable to do any practical use with it! Just a simple proof of concept.
edit: Please give me credit for this turret.. and bwansy too! he helped me with some of the concepts and in the development stages.
Use RigidChips most powerful turret THERE IS!
uhh... ohh jeez, I don't want this to be released to the general public in case of misuse... but on the bright side its too unstable to do any practical use with it! Just a simple proof of concept.
edit: Please give me credit for this turret.. and bwansy too! he helped me with some of the concepts and in the development stages.
- Code:
// [RCD]
Val
{
ANGLE1(default=90, min=-400, max=400, disp=0)
ANGLE10(default=90, min=-400, max=400, disp=0)
ANGLE11(default=90, min=-400, max=400, disp=0)
ANGLE12(default=90, min=-400, max=400, disp=0)
ANGLE13(default=90, min=-400, max=400, disp=0)
ANGLE14(default=90, min=-400, max=400, disp=0)
ANGLE15(default=90, min=-400, max=400, disp=0)
ANGLE16(default=90, min=-400, max=400, disp=0)
ANGLE17(default=90, min=-400, max=400, disp=0)
ANGLE18(default=90, min=-400, max=400, disp=0)
ANGLE19(default=90, min=-400, max=400, disp=0)
ANGLE2(default=90, min=-400, max=400, disp=0)
ANGLE20(default=90, min=-400, max=400, disp=0)
ANGLE21(default=90, min=-400, max=400, disp=0)
ANGLE22(default=90, min=-400, max=400, disp=0)
ANGLE23(default=90, min=-400, max=400, disp=0)
ANGLE24(default=90, min=-400, max=400, disp=0)
ANGLE25(default=90, min=-400, max=400, disp=0)
ANGLE26(default=90, min=-400, max=400, disp=0)
ANGLE27(default=90, min=-400, max=400, disp=0)
ANGLE28(default=90, min=-400, max=400, disp=0)
ANGLE29(default=90, min=-400, max=400, disp=0)
ANGLE3(default=90, min=-400, max=400, disp=0)
ANGLE30(default=90, min=-400, max=400, disp=0)
ANGLE31(default=90, min=-400, max=400, disp=0)
ANGLE32(default=90, min=-400, max=400, disp=0)
ANGLE33(default=90, min=-400, max=400, disp=0)
ANGLE34(default=90, min=-400, max=400, disp=0)
ANGLE35(default=90, min=-400, max=400, disp=0)
ANGLE36(default=90, min=-400, max=400, disp=0)
ANGLE37(default=90, min=-400, max=400, disp=0)
ANGLE38(default=90, min=-400, max=400, disp=0)
ANGLE39(default=90, min=-400, max=400, disp=0)
ANGLE4(default=90, min=-400, max=400, disp=0)
ANGLE40(default=90, min=-400, max=400, disp=0)
ANGLE41(default=90, min=-400, max=400, disp=0)
ANGLE42(default=90, min=-400, max=400, disp=0)
ANGLE43(default=90, min=-400, max=400, disp=0)
ANGLE44(default=90, min=-400, max=400, disp=0)
ANGLE45(default=90, min=-400, max=400, disp=0)
ANGLE46(default=90, min=-400, max=400, disp=0)
ANGLE47(default=90, min=-400, max=400, disp=0)
ANGLE48(default=90, min=-400, max=400, disp=0)
ANGLE49(default=90, min=-400, max=400, disp=0)
ANGLE5(default=90, min=-400, max=400, disp=0)
ANGLE50(default=90, min=-400, max=400, disp=0)
ANGLE51(default=90, min=-400, max=400, disp=0)
ANGLE52(default=90, min=-400, max=400, disp=0)
ANGLE53(default=90, min=-400, max=400, disp=0)
ANGLE54(default=90, min=-400, max=400, disp=0)
ANGLE55(default=90, min=-400, max=400, disp=0)
ANGLE56(default=90, min=-400, max=400, disp=0)
ANGLE57(default=90, min=-400, max=400, disp=0)
ANGLE58(default=90, min=-400, max=400, disp=0)
ANGLE59(default=90, min=-400, max=400, disp=0)
ANGLE6(default=90, min=-400, max=400, disp=0)
ANGLE60(default=90, min=-400, max=400, disp=0)
ANGLE61(default=90, min=-400, max=400, disp=0)
ANGLE62(default=90, min=-400, max=400, disp=0)
ANGLE63(default=90, min=-400, max=400, disp=0)
ANGLE64(default=90, min=-400, max=400, disp=0)
ANGLE65(default=90, min=-400, max=400, disp=0)
ANGLE66(default=90, min=-400, max=400, disp=0)
ANGLE67(default=90, min=-400, max=400, disp=0)
ANGLE68(default=90, min=-400, max=400, disp=0)
ANGLE69(default=90, min=-400, max=400, disp=0)
ANGLE7(default=90, min=-400, max=400, disp=0)
ANGLE70(default=90, min=-400, max=400, disp=0)
ANGLE71(default=90, min=-400, max=400, disp=0)
ANGLE72(default=90, min=-400, max=400, disp=0)
ANGLE73(default=90, min=-400, max=400, disp=0)
ANGLE74(default=90, min=-400, max=400, disp=0)
ANGLE75(default=90, min=-400, max=400, disp=0)
ANGLE76(default=90, min=-400, max=400, disp=0)
ANGLE77(default=90, min=-400, max=400, disp=0)
ANGLE78(default=90, min=-400, max=400, disp=0)
ANGLE79(default=90, min=-400, max=400, disp=0)
ANGLE8(default=90, min=-400, max=400, disp=0)
ANGLE80(default=90, min=-400, max=400, disp=0)
ANGLE81(default=90, min=-400, max=400, disp=0)
ANGLE9(default=90, min=-400, max=400, disp=0)
LEFTRIGHT(default=0, min=-99999999999999, max=999999999999, disp=0)
TRIG1(default=0, max=999999999, step=999999999, disp=0)
TRIG10(default=0, max=999999999, step=999999999, disp=0)
TRIG11(default=0, max=999999999, step=999999999, disp=0)
TRIG12(default=0, max=999999999, step=999999999, disp=0)
TRIG13(default=0, max=999999999, step=999999999, disp=0)
TRIG14(default=0, max=999999999, step=999999999, disp=0)
TRIG15(default=0, max=999999999, step=999999999, disp=0)
TRIG16(default=0, max=999999999, step=999999999, disp=0)
TRIG17(default=0, max=999999999, step=999999999, disp=0)
TRIG18(default=0, max=999999999, step=999999999, disp=0)
TRIG19(default=0, max=999999999, step=999999999, disp=0)
TRIG2(default=0, max=999999999, step=999999999, disp=0)
TRIG20(default=0, max=999999999, step=999999999, disp=0)
TRIG21(default=0, max=999999999, step=999999999, disp=0)
TRIG22(default=0, max=999999999, step=999999999, disp=0)
TRIG23(default=0, max=999999999, step=999999999, disp=0)
TRIG24(default=0, max=999999999, step=999999999, disp=0)
TRIG25(default=0, max=999999999, step=999999999, disp=0)
TRIG26(default=0, max=999999999, step=999999999, disp=0)
TRIG27(default=0, max=999999999, step=999999999, disp=0)
TRIG28(default=0, max=999999999, step=999999999, disp=0)
TRIG29(default=0, max=999999999, step=999999999, disp=0)
TRIG3(default=0, max=999999999, step=999999999, disp=0)
TRIG30(default=0, max=999999999, step=999999999, disp=0)
TRIG31(default=0, max=999999999, step=999999999, disp=0)
TRIG32(default=0, max=999999999, step=999999999, disp=0)
TRIG33(default=0, max=999999999, step=999999999, disp=0)
TRIG34(default=0, max=999999999, step=999999999, disp=0)
TRIG35(default=0, max=999999999, step=999999999, disp=0)
TRIG36(default=0, max=999999999, step=999999999, disp=0)
TRIG37(default=0, max=999999999, step=999999999, disp=0)
TRIG38(default=0, max=999999999, step=999999999, disp=0)
TRIG39(default=0, max=999999999, step=999999999, disp=0)
TRIG4(default=0, max=999999999, step=999999999, disp=0)
TRIG40(default=0, max=999999999, step=999999999, disp=0)
TRIG41(default=0, max=999999999, step=999999999, disp=0)
TRIG42(default=0, max=999999999, step=999999999, disp=0)
TRIG43(default=0, max=999999999, step=999999999, disp=0)
TRIG44(default=0, max=999999999, step=999999999, disp=0)
TRIG45(default=0, max=999999999, step=999999999, disp=0)
TRIG46(default=0, max=999999999, step=999999999, disp=0)
TRIG47(default=0, max=999999999, step=999999999, disp=0)
TRIG48(default=0, max=999999999, step=999999999, disp=0)
TRIG49(default=0, max=999999999, step=999999999, disp=0)
TRIG5(default=0, max=999999999, step=999999999, disp=0)
TRIG50(default=0, max=999999999, step=999999999, disp=0)
TRIG51(default=0, max=999999999, step=999999999, disp=0)
TRIG52(default=0, max=999999999, step=999999999, disp=0)
TRIG53(default=0, max=999999999, step=999999999, disp=0)
TRIG54(default=0, max=999999999, step=999999999, disp=0)
TRIG55(default=0, max=999999999, step=999999999, disp=0)
TRIG56(default=0, max=999999999, step=999999999, disp=0)
TRIG57(default=0, max=999999999, step=999999999, disp=0)
TRIG58(default=0, max=999999999, step=999999999, disp=0)
TRIG59(default=0, max=999999999, step=999999999, disp=0)
TRIG6(default=0, max=999999999, step=999999999, disp=0)
TRIG60(default=0, max=999999999, step=999999999, disp=0)
TRIG61(default=0, max=999999999, step=999999999, disp=0)
TRIG62(default=0, max=999999999, step=999999999, disp=0)
TRIG63(default=0, max=999999999, step=999999999, disp=0)
TRIG64(default=0, max=999999999, step=999999999, disp=0)
TRIG65(default=0, max=999999999, step=999999999, disp=0)
TRIG66(default=0, max=999999999, step=999999999, disp=0)
TRIG67(default=0, max=999999999, step=999999999, disp=0)
TRIG68(default=0, max=999999999, step=999999999, disp=0)
TRIG69(default=0, max=999999999, step=999999999, disp=0)
TRIG7(default=0, max=999999999, step=999999999, disp=0)
TRIG70(default=0, max=999999999, step=999999999, disp=0)
TRIG71(default=0, max=999999999, step=999999999, disp=0)
TRIG72(default=0, max=999999999, step=999999999, disp=0)
TRIG73(default=0, max=999999999, step=999999999, disp=0)
TRIG74(default=0, max=999999999, step=999999999, disp=0)
TRIG75(default=0, max=999999999, step=999999999, disp=0)
TRIG76(default=0, max=999999999, step=999999999, disp=0)
TRIG77(default=0, max=999999999, step=999999999, disp=0)
TRIG78(default=0, max=999999999, step=999999999, disp=0)
TRIG79(default=0, max=999999999, step=999999999, disp=0)
TRIG8(default=0, max=999999999, step=999999999, disp=0)
TRIG81(default=0, max=999999999, step=999999999, disp=0)
TRIG9(default=0, max=999999999, step=999999999, disp=0)
UPDOWN(default=90, min=-9999999999, max=99999999999, disp=0)
}
Key
{
4:FIRE(step=16000000)
5:UPDOWN(step=-2)
7:LEFTRIGHT(step=-2)
8:UPDOWN(step=2)
9:LEFTRIGHT(step=2)
}
Body
{
Core() {
N:Weight(angle=-180) { }
N:Weight(option=1) {
N:Weight(option=1) {
N:Weight(option=1) {
N:Weight(angle=-170, option=1) {
N:Weight(angle=10, option=1) {
N:Weight(angle=-20, option=1) { }
}
}
}
}
}
N:Weight(angle=-90) { }
S:Weight(option=1) {
S:Weight(option=8) {
S:Weight(option=8) {
S:Weight(angle=-170, option=8) {
S:Weight(angle=10, option=8) {
S:Weight(angle=-20, option=1) { }
}
}
}
}
}
W:Weight(option=1) {
W:Weight(option=1) {
W:Weight(option=1) {
W:Weight(angle=-170, option=1) {
W:Weight(angle=10, option=1) {
W:Weight(angle=-20, option=1) { }
}
}
}
}
}
E:Weight(option=1) {
E:Weight(option=1) {
E:Weight(option=1) {
E:Weight(angle=-170, option=1) {
E:Weight(angle=10, option=1) {
E:Weight(angle=-20, option=1) { }
}
}
}
}
}
S:Weight(angle=-90) { }
E:Weight(angle=-90) {
E:Weight(angle=-90, option=1) {
S:Weight(angle=UPDOWN, option=1) {
E:Weight(angle=90, option=1) {
E:Weight(angle=90, option=1) {
E:Weight(angle=90, option=1) { }
}
}
S:Trim(angle=LEFTRIGHT) {
S:Weight(angle=90, option=1) {
S:Arm(power=TRIG1, angle=ANGLE1, name=GUN1, option=1600000) { }
S:Arm(power=TRIG2, angle=ANGLE2, name=GUN2, option=1600000) { }
S:Arm(power=TRIG3, angle=ANGLE3, name=GUN3, option=1600000) { }
S:Arm(power=TRIG4, angle=ANGLE4, name=GUN4, option=1600000) { }
S:Arm(power=TRIG5, angle=ANGLE5, name=GUN5, option=1600000) { }
S:Arm(power=TRIG6, angle=ANGLE6, name=GUN6, option=1600000) { }
S:Arm(power=TRIG7, angle=ANGLE7, name=GUN7, option=1600000) { }
S:Arm(power=TRIG8, angle=ANGLE8, name=GUN8, option=1600000) { }
S:Arm(power=TRIG9, angle=ANGLE9, name=GUN9, option=1600000) { }
S:Arm(power=TRIG10, angle=ANGLE10, name=GUN10, option=1600000) { }
S:Arm(power=TRIG11, angle=ANGLE11, name=GUN11, option=1600000) { }
}
N:Weight(angle=-180) {
W:Weight(angle=-90, option=1) {
W:Arm(power=TRIG1, angle=ANGLE1, option=1600000) { }
W:Arm(power=TRIG2, angle=ANGLE2, option=1600000) { }
W:Arm(power=TRIG3, angle=ANGLE3, option=1600000) { }
W:Arm(power=TRIG4, angle=ANGLE4, option=1600000) { }
W:Arm(power=TRIG5, angle=ANGLE5, option=1600000) { }
W:Arm(power=TRIG6, angle=ANGLE6, option=1600000) { }
W:Arm(power=TRIG7, angle=ANGLE7, option=1600000) { }
W:Arm(power=TRIG8, angle=ANGLE8, option=1600000) { }
W:Arm(power=TRIG9, angle=ANGLE9, option=1600000) { }
W:Arm(power=TRIG10, angle=ANGLE10, option=1600000) { }
W:Arm(power=TRIG11, angle=ANGLE11, option=1600000) { }
}
W:Weight(angle=-90, option=1) {
W:Arm(power=TRIG12, angle=ANGLE12, option=1600000) { }
W:Arm(power=TRIG13, angle=ANGLE13, option=1600000) { }
W:Arm(power=TRIG14, angle=ANGLE14, option=1600000) { }
W:Arm(power=TRIG15, angle=ANGLE15, option=1600000) { }
W:Arm(power=TRIG16, angle=ANGLE16, option=1600000) { }
W:Arm(power=TRIG17, angle=ANGLE17, option=1600000) { }
W:Arm(power=TRIG18, angle=ANGLE18, option=1600000) { }
W:Arm(power=TRIG19, angle=ANGLE19, option=1600000) { }
W:Arm(power=TRIG20, angle=ANGLE20, option=1600000) { }
W:Arm(power=TRIG21, angle=ANGLE21, option=1600000) { }
W:Arm(power=TRIG22, angle=ANGLE22, option=1600000) { }
}
W:Weight(angle=-90, option=1) {
W:Arm(power=TRIG23, angle=ANGLE23, option=1600000) { }
W:Arm(power=TRIG24, angle=ANGLE24, option=1600000) { }
W:Arm(power=TRIG25, angle=ANGLE25, option=1600000) { }
W:Arm(power=TRIG26, angle=ANGLE26, option=1600000) { }
W:Arm(power=TRIG27, angle=ANGLE27, option=1600000) { }
W:Arm(power=TRIG28, angle=ANGLE28, option=1600000) { }
W:Arm(power=TRIG29, angle=ANGLE29, option=1600000) { }
W:Arm(power=TRIG30, angle=ANGLE30, option=1600000) { }
W:Arm(power=TRIG31, angle=ANGLE31, option=1600000) { }
W:Arm(power=TRIG32, angle=ANGLE32, option=1600000) { }
W:Arm(power=TRIG33, angle=ANGLE33, option=1600000) { }
}
W:Weight(angle=-90, option=1) {
W:Arm(power=TRIG34, angle=ANGLE34, option=1600000) { }
W:Arm(power=TRIG35, angle=ANGLE35, option=1600000) { }
W:Arm(power=TRIG36, angle=ANGLE36, option=1600000) { }
W:Arm(power=TRIG37, angle=ANGLE37, option=1600000) { }
W:Arm(power=TRIG38, angle=ANGLE38, option=1600000) { }
W:Arm(power=TRIG39, angle=ANGLE39, option=1600000) { }
W:Arm(power=TRIG40, angle=ANGLE40, option=1600000) { }
W:Arm(power=TRIG41, angle=ANGLE41, option=1600000) { }
W:Arm(power=TRIG42, angle=ANGLE42, option=1600000) { }
W:Arm(power=TRIG43, angle=ANGLE43, option=1600000) { }
W:Arm(power=TRIG44, angle=ANGLE44, option=1600000) { }
}
W:Weight(angle=-90, option=1) {
W:Arm(power=TRIG45, angle=ANGLE45, option=1600000) { }
W:Arm(power=TRIG46, angle=ANGLE46, option=1600000) { }
W:Arm(power=TRIG47, angle=ANGLE47, option=1600000) { }
W:Arm(power=TRIG48, angle=ANGLE48, option=1600000) { }
W:Arm(power=TRIG49, angle=ANGLE49, option=1600000) { }
W:Arm(power=TRIG50, angle=ANGLE50, option=1600000) { }
W:Arm(power=TRIG51, angle=ANGLE51, option=1600000) { }
W:Arm(power=TRIG52, angle=ANGLE52, option=1600000) { }
W:Arm(power=TRIG53, angle=ANGLE53, option=1600000) { }
W:Arm(power=TRIG54, angle=ANGLE54, option=1600000) { }
W:Arm(power=TRIG55, angle=ANGLE55, option=1600000) { }
}
W:Weight(angle=-90, option=1) {
W:Arm(power=TRIG56, angle=ANGLE56, option=1600000) { }
W:Arm(power=TRIG57, angle=ANGLE57, option=1600000) { }
W:Arm(power=TRIG58, angle=ANGLE58, option=1600000) { }
W:Arm(power=TRIG59, angle=ANGLE59, option=1600000) { }
W:Arm(power=TRIG60, angle=ANGLE60, option=1600000) { }
W:Arm(power=TRIG61, angle=ANGLE61, option=1600000) { }
W:Arm(power=TRIG62, angle=ANGLE62, option=1600000) { }
W:Arm(power=TRIG63, angle=ANGLE63, option=1600000) { }
W:Arm(power=TRIG64, angle=ANGLE64, option=1600000) { }
W:Arm(power=TRIG65, angle=ANGLE65, option=1600000) { }
W:Arm(power=TRIG66, angle=ANGLE66, option=1600000) { }
}
W:Weight(angle=-90, option=1) {
W:Arm(power=TRIG67, angle=ANGLE67, option=1600000) { }
W:Arm(power=TRIG68, angle=ANGLE68, option=1600000) { }
W:Arm(power=TRIG69, angle=ANGLE69, option=1600000) { }
W:Arm(power=TRIG70, angle=ANGLE70, option=1600000) { }
W:Arm(power=TRIG71, angle=ANGLE71, option=1600000) { }
W:Arm(power=TRIG72, angle=ANGLE72, option=1600000) { }
W:Arm(power=TRIG73, angle=ANGLE73, option=1600000) { }
W:Arm(power=TRIG74, angle=ANGLE74, option=1600000) { }
W:Arm(power=TRIG75, angle=ANGLE75, option=1600000) { }
W:Arm(power=TRIG76, angle=ANGLE76, option=1600000) { }
W:Arm(power=TRIG77, angle=ANGLE77, option=1600000) { }
}
S:Weight(angle=180) {
E:Weight(angle=90, option=1) {
E:Arm(power=TRIG1, angle=ANGLE1, option=1600000) { }
E:Arm(power=TRIG2, angle=ANGLE2, option=1600000) { }
E:Arm(power=TRIG3, angle=ANGLE3, option=1600000) { }
E:Arm(power=TRIG4, angle=ANGLE4, option=1600000) { }
E:Arm(power=TRIG5, angle=ANGLE5, option=1600000) { }
E:Arm(power=TRIG6, angle=ANGLE6, option=1600000) { }
E:Arm(power=TRIG7, angle=ANGLE7, option=1600000) { }
E:Arm(power=TRIG8, angle=ANGLE8, option=1600000) { }
E:Arm(power=TRIG9, angle=ANGLE9, option=1600000) { }
E:Arm(power=TRIG10, angle=ANGLE10, option=1600000) { }
E:Arm(power=TRIG11, angle=ANGLE11, option=1600000) { }
}
E:Weight(angle=90, option=1) {
E:Arm(power=TRIG12, angle=ANGLE12, option=1600000) { }
E:Arm(power=TRIG13, angle=ANGLE13, option=1600000) { }
E:Arm(power=TRIG14, angle=ANGLE14, option=1600000) { }
E:Arm(power=TRIG15, angle=ANGLE15, option=1600000) { }
E:Arm(power=TRIG16, angle=ANGLE16, option=1600000) { }
E:Arm(power=TRIG17, angle=ANGLE17, option=1600000) { }
E:Arm(power=TRIG18, angle=ANGLE18, option=1600000) { }
E:Arm(power=TRIG19, angle=ANGLE19, option=1600000) { }
E:Arm(power=TRIG20, angle=ANGLE20, option=1600000) { }
E:Arm(power=TRIG21, angle=ANGLE21, option=1600000) { }
E:Arm(power=TRIG22, angle=ANGLE22, option=1600000) { }
}
E:Weight(angle=90, option=1) {
E:Arm(power=TRIG23, angle=ANGLE23, option=1600000) { }
E:Arm(power=TRIG24, angle=ANGLE24, option=1600000) { }
E:Arm(power=TRIG25, angle=ANGLE25, option=1600000) { }
E:Arm(power=TRIG26, angle=ANGLE26, option=1600000) { }
E:Arm(power=TRIG27, angle=ANGLE27, option=1600000) { }
E:Arm(power=TRIG28, angle=ANGLE28, option=1600000) { }
E:Arm(power=TRIG29, angle=ANGLE29, option=1600000) { }
E:Arm(power=TRIG30, angle=ANGLE30, option=1600000) { }
E:Arm(power=TRIG31, angle=ANGLE31, option=1600000) { }
E:Arm(power=TRIG32, angle=ANGLE32, option=1600000) { }
E:Arm(power=TRIG33, angle=ANGLE33, option=1600000) { }
}
E:Weight(angle=90, option=1) {
E:Arm(power=TRIG34, angle=ANGLE34, option=1600000) { }
E:Arm(power=TRIG35, angle=ANGLE35, option=1600000) { }
E:Arm(power=TRIG36, angle=ANGLE36, option=1600000) { }
E:Arm(power=TRIG37, angle=ANGLE37, option=1600000) { }
E:Arm(power=TRIG38, angle=ANGLE38, option=1600000) { }
E:Arm(power=TRIG39, angle=ANGLE39, option=1600000) { }
E:Arm(power=TRIG40, angle=ANGLE40, option=1600000) { }
E:Arm(power=TRIG41, angle=ANGLE41, option=1600000) { }
E:Arm(power=TRIG42, angle=ANGLE42, option=1600000) { }
E:Arm(power=TRIG43, angle=ANGLE43, option=1600000) { }
E:Arm(power=TRIG44, angle=ANGLE44, option=1600000) { }
}
E:Weight(angle=90, option=1) {
E:Arm(power=TRIG45, angle=ANGLE45, option=1600000) { }
E:Arm(power=TRIG46, angle=ANGLE46, option=1600000) { }
E:Arm(power=TRIG47, angle=ANGLE47, option=1600000) { }
E:Arm(power=TRIG48, angle=ANGLE48, option=1600000) { }
E:Arm(power=TRIG49, angle=ANGLE49, option=1600000) { }
E:Arm(power=TRIG50, angle=ANGLE50, option=1600000) { }
E:Arm(power=TRIG51, angle=ANGLE51, option=1600000) { }
E:Arm(power=TRIG52, angle=ANGLE52, option=1600000) { }
E:Arm(power=TRIG53, angle=ANGLE53, option=1600000) { }
E:Arm(power=TRIG54, angle=ANGLE54, option=1600000) { }
E:Arm(power=TRIG55, angle=ANGLE55, option=1600000) { }
}
E:Weight(angle=90, option=1) {
E:Arm(power=TRIG56, angle=ANGLE56, option=1600000) { }
E:Arm(power=TRIG57, angle=ANGLE57, option=1600000) { }
E:Arm(power=TRIG58, angle=ANGLE58, option=1600000) { }
E:Arm(power=TRIG59, angle=ANGLE59, option=1600000) { }
E:Arm(power=TRIG60, angle=ANGLE60, option=1600000) { }
E:Arm(power=TRIG61, angle=ANGLE61, option=1600000) { }
E:Arm(power=TRIG62, angle=ANGLE62, option=1600000) { }
E:Arm(power=TRIG63, angle=ANGLE63, option=1600000) { }
E:Arm(power=TRIG64, angle=ANGLE64, option=1600000) { }
E:Arm(power=TRIG65, angle=ANGLE65, option=1600000) { }
E:Arm(power=TRIG66, angle=ANGLE66, option=1600000) { }
}
E:Weight(angle=90, option=1) {
E:Arm(power=TRIG67, angle=ANGLE67, option=1600000) { }
E:Arm(power=TRIG68, angle=ANGLE68, option=1600000) { }
E:Arm(power=TRIG69, angle=ANGLE69, option=1600000) { }
E:Arm(power=TRIG70, angle=ANGLE70, option=1600000) { }
E:Arm(power=TRIG71, angle=ANGLE71, option=1600000) { }
E:Arm(power=TRIG72, angle=ANGLE72, option=1600000) { }
E:Arm(power=TRIG73, angle=ANGLE73, option=1600000) { }
E:Arm(power=TRIG74, angle=ANGLE74, option=1600000) { }
E:Arm(power=TRIG75, angle=ANGLE75, option=1600000) { }
E:Arm(power=TRIG76, angle=ANGLE76, option=1600000) { }
E:Arm(power=TRIG77, angle=ANGLE77, option=1600000) { }
}
E:Weight(angle=90, option=1) {
E:Arm(power=TRIG78, angle=ANGLE78, option=1600000) { }
E:Arm(power=TRIG79, angle=ANGLE79, option=1600000) { }
E:Arm(power=TRIG80, angle=ANGLE80, option=1600000) { }
E:Arm(power=TRIG81, angle=ANGLE81, option=1600000) { }
}
}
W:Weight(angle=-90, option=1) {
W:Arm(power=TRIG78, angle=ANGLE78, option=1600000) { }
W:Arm(power=TRIG79, angle=ANGLE79, option=1600000) { }
W:Arm(power=TRIG80, angle=ANGLE80, option=1600000) { }
W:Arm(power=TRIG81, angle=ANGLE81, option=1600000) { }
}
}
S:Weight(angle=90, option=1) {
S:Arm(power=TRIG12, angle=ANGLE12, name=GUN12, option=1600000) { }
S:Arm(power=TRIG13, angle=ANGLE13, name=GUN13, option=1600000) { }
S:Arm(power=TRIG14, angle=ANGLE14, name=GUN14, option=1600000) { }
S:Arm(power=TRIG15, angle=ANGLE15, name=GUN15, option=1600000) { }
S:Arm(power=TRIG16, angle=ANGLE16, name=GUN16, option=1600000) { }
S:Arm(power=TRIG17, angle=ANGLE17, name=GUN17, option=1600000) { }
S:Arm(power=TRIG18, angle=ANGLE18, name=GUN18, option=1600000) { }
S:Arm(power=TRIG19, angle=ANGLE19, name=GUN19, option=1600000) { }
S:Arm(power=TRIG20, angle=ANGLE20, name=GUN20, option=1600000) { }
S:Arm(power=TRIG21, angle=ANGLE21, name=GUN21, option=1600000) { }
S:Arm(power=TRIG22, angle=ANGLE22, name=GUN22, option=1600000) { }
}
S:Weight(angle=90, option=1) {
S:Arm(power=TRIG23, angle=ANGLE23, name=GUN23, option=1600000) { }
S:Arm(power=TRIG24, angle=ANGLE24, name=GUN24, option=1600000) { }
S:Arm(power=TRIG25, angle=ANGLE25, name=GUN25, option=1600000) { }
S:Arm(power=TRIG26, angle=ANGLE26, name=GUN26, option=1600000) { }
S:Arm(power=TRIG27, angle=ANGLE27, name=GUN27, option=1600000) { }
S:Arm(power=TRIG28, angle=ANGLE28, name=GUN28, option=1600000) { }
S:Arm(power=TRIG29, angle=ANGLE29, name=GUN29, option=1600000) { }
S:Arm(power=TRIG30, angle=ANGLE30, name=GUN30, option=1600000) { }
S:Arm(power=TRIG31, angle=ANGLE31, name=GUN31, option=1600000) { }
S:Arm(power=TRIG32, angle=ANGLE32, name=GUN32, option=1600000) { }
S:Arm(power=TRIG33, angle=ANGLE33, name=GUN33, option=1600000) { }
}
S:Weight(angle=90, option=1) {
S:Arm(power=TRIG34, angle=ANGLE34, name=GUN34, option=1600000) { }
S:Arm(power=TRIG35, angle=ANGLE35, name=GUN35, option=1600000) { }
S:Arm(power=TRIG36, angle=ANGLE36, name=GUN36, option=1600000) { }
S:Arm(power=TRIG37, angle=ANGLE37, name=GUN37, option=1600000) { }
S:Arm(power=TRIG38, angle=ANGLE38, name=GUN38, option=1600000) { }
S:Arm(power=TRIG39, angle=ANGLE39, name=GUN39, option=1600000) { }
S:Arm(power=TRIG40, angle=ANGLE40, name=GUN40, option=1600000) { }
S:Arm(power=TRIG41, angle=ANGLE41, name=GUN41, option=1600000) { }
S:Arm(power=TRIG42, angle=ANGLE42, name=GUN42, option=1600000) { }
S:Arm(power=TRIG43, angle=ANGLE43, name=GUN43, option=1600000) { }
S:Arm(power=TRIG44, angle=ANGLE44, name=GUN44, option=1600000) { }
}
S:Weight(angle=90, option=1) {
S:Arm(power=TRIG45, angle=ANGLE45, name=GUN45, option=1600000) { }
S:Arm(power=TRIG46, angle=ANGLE46, name=GUN46, option=1600000) { }
S:Arm(power=TRIG47, angle=ANGLE47, name=GUN47, option=1600000) { }
S:Arm(power=TRIG48, angle=ANGLE48, name=GUN48, option=1600000) { }
S:Arm(power=TRIG49, angle=ANGLE49, name=GUN49, option=1600000) { }
S:Arm(power=TRIG50, angle=ANGLE50, name=GUN50, option=1600000) { }
S:Arm(power=TRIG51, angle=ANGLE51, name=GUN51, option=1600000) { }
S:Arm(power=TRIG52, angle=ANGLE52, name=GUN52, option=1600000) { }
S:Arm(power=TRIG53, angle=ANGLE53, name=GUN53, option=1600000) { }
S:Arm(power=TRIG54, angle=ANGLE54, name=GUN54, option=1600000) { }
S:Arm(power=TRIG55, angle=ANGLE55, name=GUN55, option=1600000) { }
}
S:Weight(angle=90, option=1) {
S:Arm(power=TRIG56, angle=ANGLE56, name=GUN56, option=1600000) { }
S:Arm(power=TRIG57, angle=ANGLE57, name=GUN57, option=1600000) { }
S:Arm(power=TRIG58, angle=ANGLE58, name=GUN58, option=1600000) { }
S:Arm(power=TRIG59, angle=ANGLE59, name=GUN59, option=1600000) { }
S:Arm(power=TRIG60, angle=ANGLE60, name=GUN60, option=1600000) { }
S:Arm(power=TRIG61, angle=ANGLE61, name=GUN61, option=1600000) { }
S:Arm(power=TRIG62, angle=ANGLE62, name=GUN62, option=1600000) { }
S:Arm(power=TRIG63, angle=ANGLE63, name=GUN63, option=1600000) { }
S:Arm(power=TRIG64, angle=ANGLE64, name=GUN64, option=1600000) { }
S:Arm(power=TRIG65, angle=ANGLE65, name=GUN65, option=1600000) { }
S:Arm(power=TRIG66, angle=ANGLE66, name=GUN66, option=1600000) { }
}
S:Weight(angle=90, option=1) {
S:Arm(power=TRIG67, angle=ANGLE67, name=GUN67, option=1600000) { }
S:Arm(power=TRIG68, angle=ANGLE68, name=GUN68, option=1600000) { }
S:Arm(power=TRIG69, angle=ANGLE69, name=GUN69, option=1600000) { }
S:Arm(power=TRIG70, angle=ANGLE70, name=GUN70, option=1600000) { }
S:Arm(power=TRIG71, angle=ANGLE71, name=GUN71, option=1600000) { }
S:Arm(power=TRIG72, angle=ANGLE72, name=GUN72, option=1600000) { }
S:Arm(power=TRIG73, angle=ANGLE73, name=GUN73, option=1600000) { }
S:Arm(power=TRIG74, angle=ANGLE74, name=GUN74, option=1600000) { }
S:Arm(power=TRIG75, angle=ANGLE75, name=GUN75, option=1600000) { }
S:Arm(power=TRIG76, angle=ANGLE76, name=GUN76, option=1600000) { }
S:Arm(power=TRIG77, angle=ANGLE77, name=GUN77, option=1600000) { }
}
N:Weight(angle=-180) {
S:Weight(angle=-90, option=1) {
S:Arm(power=TRIG1, angle=ANGLE1, option=1600000) { }
S:Arm(power=TRIG2, angle=ANGLE2, option=1600000) { }
S:Arm(power=TRIG3, angle=ANGLE3, option=1600000) { }
S:Arm(power=TRIG4, angle=ANGLE4, option=1600000) { }
S:Arm(power=TRIG5, angle=ANGLE5, option=1600000) { }
S:Arm(power=TRIG6, angle=ANGLE6, option=1600000) { }
S:Arm(power=TRIG7, angle=ANGLE7, option=1600000) { }
S:Arm(power=TRIG8, angle=ANGLE8, option=1600000) { }
S:Arm(power=TRIG9, angle=ANGLE9, option=1600000) { }
S:Arm(power=TRIG10, angle=ANGLE10, option=1600000) { }
S:Arm(power=TRIG11, angle=ANGLE11, option=1600000) { }
}
S:Weight(angle=-90, option=1) {
S:Arm(power=TRIG12, angle=ANGLE12, option=1600000) { }
S:Arm(power=TRIG13, angle=ANGLE13, option=1600000) { }
S:Arm(power=TRIG14, angle=ANGLE14, option=1600000) { }
S:Arm(power=TRIG15, angle=ANGLE15, option=1600000) { }
S:Arm(power=TRIG16, angle=ANGLE16, option=1600000) { }
S:Arm(power=TRIG17, angle=ANGLE17, option=1600000) { }
S:Arm(power=TRIG18, angle=ANGLE18, option=1600000) { }
S:Arm(power=TRIG19, angle=ANGLE19, option=1600000) { }
S:Arm(power=TRIG20, angle=ANGLE20, option=1600000) { }
S:Arm(power=TRIG21, angle=ANGLE21, option=1600000) { }
S:Arm(power=TRIG22, angle=ANGLE22, option=1600000) { }
}
S:Weight(angle=-90, option=1) {
S:Arm(power=TRIG23, angle=ANGLE23, option=1600000) { }
S:Arm(power=TRIG24, angle=ANGLE24, option=1600000) { }
S:Arm(power=TRIG25, angle=ANGLE25, option=1600000) { }
S:Arm(power=TRIG26, angle=ANGLE26, option=1600000) { }
S:Arm(power=TRIG27, angle=ANGLE27, option=1600000) { }
S:Arm(power=TRIG28, angle=ANGLE28, option=1600000) { }
S:Arm(power=TRIG29, angle=ANGLE29, option=1600000) { }
S:Arm(power=TRIG30, angle=ANGLE30, option=1600000) { }
S:Arm(power=TRIG31, angle=ANGLE31, option=1600000) { }
S:Arm(power=TRIG32, angle=ANGLE32, option=1600000) { }
S:Arm(power=TRIG33, angle=ANGLE33, option=1600000) { }
}
S:Weight(angle=-90, option=1) {
S:Arm(power=TRIG34, angle=ANGLE34, option=1600000) { }
S:Arm(power=TRIG35, angle=ANGLE35, option=1600000) { }
S:Arm(power=TRIG36, angle=ANGLE36, option=1600000) { }
S:Arm(power=TRIG37, angle=ANGLE37, option=1600000) { }
S:Arm(power=TRIG38, angle=ANGLE38, option=1600000) { }
S:Arm(power=TRIG39, angle=ANGLE39, option=1600000) { }
S:Arm(power=TRIG40, angle=ANGLE40, option=1600000) { }
S:Arm(power=TRIG41, angle=ANGLE41, option=1600000) { }
S:Arm(power=TRIG42, angle=ANGLE42, option=1600000) { }
S:Arm(power=TRIG43, angle=ANGLE43, option=1600000) { }
S:Arm(power=TRIG44, angle=ANGLE44, option=1600000) { }
}
S:Weight(angle=-90, option=1) {
S:Arm(power=TRIG45, angle=ANGLE45, option=1600000) { }
S:Arm(power=TRIG46, angle=ANGLE46, option=1600000) { }
S:Arm(power=TRIG47, angle=ANGLE47, option=1600000) { }
S:Arm(power=TRIG48, angle=ANGLE48, option=1600000) { }
S:Arm(power=TRIG49, angle=ANGLE49, option=1600000) { }
S:Arm(power=TRIG50, angle=ANGLE50, option=1600000) { }
S:Arm(power=TRIG51, angle=ANGLE51, option=1600000) { }
S:Arm(power=TRIG52, angle=ANGLE52, option=1600000) { }
S:Arm(power=TRIG53, angle=ANGLE53, option=1600000) { }
S:Arm(power=TRIG54, angle=ANGLE54, option=1600000) { }
S:Arm(power=TRIG55, angle=ANGLE55, option=1600000) { }
}
S:Weight(angle=-90, option=1) {
S:Arm(power=TRIG56, angle=ANGLE56, option=1600000) { }
S:Arm(power=TRIG57, angle=ANGLE57, option=1600000) { }
S:Arm(power=TRIG58, angle=ANGLE58, option=1600000) { }
S:Arm(power=TRIG59, angle=ANGLE59, option=1600000) { }
S:Arm(power=TRIG60, angle=ANGLE60, option=1600000) { }
S:Arm(power=TRIG61, angle=ANGLE61, option=1600000) { }
S:Arm(power=TRIG62, angle=ANGLE62, option=1600000) { }
S:Arm(power=TRIG63, angle=ANGLE63, option=1600000) { }
S:Arm(power=TRIG64, angle=ANGLE64, option=1600000) { }
S:Arm(power=TRIG65, angle=ANGLE65, option=1600000) { }
S:Arm(power=TRIG66, angle=ANGLE66, option=1600000) { }
}
S:Weight(angle=-90, option=1) {
S:Arm(power=TRIG67, angle=ANGLE67, option=1600000) { }
S:Arm(power=TRIG68, angle=ANGLE68, option=1600000) { }
S:Arm(power=TRIG69, angle=ANGLE69, option=1600000) { }
S:Arm(power=TRIG70, angle=ANGLE70, option=1600000) { }
S:Arm(power=TRIG71, angle=ANGLE71, option=1600000) { }
S:Arm(power=TRIG72, angle=ANGLE72, option=1600000) { }
S:Arm(power=TRIG73, angle=ANGLE73, option=1600000) { }
S:Arm(power=TRIG74, angle=ANGLE74, option=1600000) { }
S:Arm(power=TRIG75, angle=ANGLE75, option=1600000) { }
S:Arm(power=TRIG76, angle=ANGLE76, option=1600000) { }
S:Arm(power=TRIG77, angle=ANGLE77, option=1600000) { }
}
S:Weight(angle=-90, option=1) {
S:Arm(power=TRIG78, angle=ANGLE78, option=1600000) { }
S:Arm(power=TRIG79, angle=ANGLE79, option=1600000) { }
S:Arm(power=TRIG80, angle=ANGLE80, option=1600000) { }
S:Arm(power=TRIG81, angle=ANGLE81, option=1600000) { }
}
}
S:Weight(angle=90, option=1) {
S:Arm(power=TRIG78, angle=ANGLE78, name=GUN78, option=1600000) { }
S:Arm(power=TRIG79, angle=ANGLE79, name=GUN79, option=1600000) { }
S:Arm(power=TRIG80, angle=ANGLE80, name=GUN80, option=1600000) { }
S:Arm(power=TRIG81, angle=ANGLE81, name=GUN81, option=1600000) { }
}
}
N:Weight(angle=90, option=1) { }
}
}
}
W:Weight(angle=-90) { }
}
}
Lua
{
function main()
display()
charge = (_E(_G["GUN"..counter])/_OPTION(_G["GUN"..counter]))*100
trigger()
end
function display()
out(1, "the guns are charged: ", charge,"%")
end
function OnInit()
counter = 1
end
function trigger()
if _KEY(4) ==1 and _E(_G["GUN"..counter]) == _OPTION(_G["GUN"..counter]) and _G["ANGLE"..counter] == 0 then
_G["TRIG"..counter] = 999999999
if _TICKS() > 150 then
JET = -800000
counter = counter+1
end
if counter >= 82 then counter = 1 end
end
for i = 1,81 do
if i == counter then temp = 0 else temp = 90 end
_G["ANGLE"..i] = animate(_G["ANGLE"..i],temp,10)
end
end
function animate(v1,v2,dv)
if math.abs(v1-v2) < dv then v1 = v2
else
if v1 < v2 then v1 = v1+dv end
if v1 > v2 then v1 = v1-dv end
end
return v1
end
function laser()
local x,y,z,dx,dy,dz
local len = math.sgn(-2)*2000
local m = math.abs(-2)
x,y,z = _X(RECOIL),_Y(RECOIL),_Z(RECOIL)
if m == 1 then
dx = _XX(RECOIL)*len
dy = _XY(RECOIL)*len
dz = _XZ(RECOIL)*len
elseif m == 2 then
dx = _YX(RECOIL)*len
dy = _YY(RECOIL)*len
dz = _YZ(RECOIL)*len
else
dx = _ZX(RECOIL)*len
dy = _ZY(RECOIL)*len
dz = _ZZ(RECOIL)*len
end
_SETCOLOR(255*256)
_MOVE3D(x,y,z)
_LINE3D(x+dx,y+dy,z+dz)
end
math.sgn = function (x)
if x < 0 then
return -1
elseif x == 0 then
return 0
else
return 1
end
end
function animate(v1,v2,dv)
if math.abs(v1-v2) < dv then v1 = v2
else
if v1 < v2 then v1 = v1+dv end
if v1 > v2 then v1 = v1-dv end
end
return v1
end
}
Snake X- Car
- Posts : 20
Join date : 2010-07-15
Location : in a house.. in a country.. kinda kool like that
Re: Checklist
lol I can run it just fine
Snake X- Car
- Posts : 20
Join date : 2010-07-15
Location : in a house.. in a country.. kinda kool like that
Re: Checklist
i have been working on a rigidchips movie based on WW2.(i started before i realized this forum was around)
i have learned to use sketchup combined with the 3D Rad exporter in order to make some cool maps.
i would gladly create some maps for a promo video.
in fact, i will start work on a futuristic race track with loops and jumps and whatnot.
EDIT: i have been wanting to make a map comparable to orz lake, and have made some conceptual drawings. i will also make that if any1 wants it.
i have learned to use sketchup combined with the 3D Rad exporter in order to make some cool maps.
i would gladly create some maps for a promo video.
in fact, i will start work on a futuristic race track with loops and jumps and whatnot.
EDIT: i have been wanting to make a map comparable to orz lake, and have made some conceptual drawings. i will also make that if any1 wants it.
Sting Auer- Hover
- Posts : 170
Join date : 2010-09-19
Location : Aw crap i think I'm lost.
Re: Checklist
That'd be AMAZING! But....we really need to try and get everyone to come back more often. I'd really like to see how this'll work out Sting Auer!
Project64mugen- Plane
- Posts : 45
Join date : 2010-07-18
Re: Checklist
That sounds great!
I'm sure that Bwansy and I can come up with some pretty odd models for some "wow" (or wtf) factor, if we have to
I'm sure that Bwansy and I can come up with some pretty odd models for some "wow" (or wtf) factor, if we have to
JHaskly- Admin
- Posts : 235
Join date : 2010-07-16
Age : 28
Location : Brisbane
Re: Checklist
oh hey that would be great XD
humor is always good for a sandbox game like this. just get some of those "ಠ_ಠ...wtf?" models in there.
oh i am almost done with the river on my Orzlake comparable map.
heres the thing: there is a huge well with black stone around it and a spiral staircase leading down into it. It has overflowed and flooded the surrounding city. inside the well, there is a big network of tunnels.
on the surface, it is just completely normal with an airport or 2 and other towns and highways and whatnot.
sound good?
humor is always good for a sandbox game like this. just get some of those "ಠ_ಠ...wtf?" models in there.
oh i am almost done with the river on my Orzlake comparable map.
heres the thing: there is a huge well with black stone around it and a spiral staircase leading down into it. It has overflowed and flooded the surrounding city. inside the well, there is a big network of tunnels.
on the surface, it is just completely normal with an airport or 2 and other towns and highways and whatnot.
sound good?
Sting Auer- Hover
- Posts : 170
Join date : 2010-09-19
Location : Aw crap i think I'm lost.
Re: Checklist
hey i have some propeller aircraft t put in the promo video. ill put them in the aircraft section.
Sting Auer- Hover
- Posts : 170
Join date : 2010-09-19
Location : Aw crap i think I'm lost.
Re: Checklist
Project64mugen wrote:But....we really need to try and get everyone to come back more often.
I am back, not that it says much... but I must say I'm worried about the nearly 20 people that haven't signed on since 2011... I have still been trying to learn the traction Lua that Mugen posted, almost there.
(My S3, and my next car which I won't post until its done.)
Umm I've found that the Kayat car (Think thats what it's name was) made by someone in Japan should be included, it is driveable underwater as long as their is ground xD Kinda on the .... wait wut? What he do?
Re: Checklist
I could volunteer some planes if you want to. I recently uploaded my automatic plane (the Droid Bomber), the Bleiregen Gunship (mouse steered) and the Viking VTOL should be on here too... and my battlecruiser you can use whatever you want to... but give credit ok? ^^
Warbird- Tank
- Posts : 60
Join date : 2010-10-27
Age : 29
Location : Germany
Re: Checklist
I,f got an huge plane that called bulschit but it can transform into a litle plane
Post it later and i have got an superfast computer 6.5/8 speed no model to big I can film film on te firs posesor core rigdigchipd on te seckond this forem on te tird and the fort runs Windows don it befor it is realy fast
Post it later and i have got an superfast computer 6.5/8 speed no model to big I can film film on te firs posesor core rigdigchipd on te seckond this forem on te tird and the fort runs Windows don it befor it is realy fast
Last edited by freek4ever on Sun Dec 18, 2011 2:16 pm; edited 1 time in total (Reason for editing : if .>i have)
freek4ever- Tank
- Posts : 97
Join date : 2011-08-26
Age : 27
Location : nederland holand
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