gun flyer no jets prop or jump
+2
Maurice
freek4ever
6 posters
Page 1 of 1
gun flyer no jets prop or jump
How about a plane/hovercraft or somthing that flies no ornocopter powered by guns
No jets no propelor no baloon
Just guns
The time limit is endles
I don care how it fly's but it has to leave te ground by ARM guns
No jets no propelor no baloon
Just guns
The time limit is endles
I don care how it fly's but it has to leave te ground by ARM guns
freek4ever- Tank
- Posts : 97
Join date : 2011-08-26
Age : 27
Location : nederland holand
Re: gun flyer no jets prop or jump
Do I not recall someone making one of these some time ago?
Maurice- Hover
- Posts : 153
Join date : 2011-10-07
Age : 28
Location : The early 1970's
Re: gun flyer no jets prop or jump
i think bwansy made one of those. i never managed to take off with it on flat terrain though.
EDIT:300th post
- Code:
// [RCD]
Val
{
BOOSTER(default=0, max=20000, step=20000)
ENG1(default=0, max=20000, step=20000)
ENG2(default=0, max=20000, step=20000)
ENG3(default=0, max=20000, step=20000)
ENG4(default=0, max=20000, step=20000)
PITCH(default=0, min=-5, max=5, step=2)
ROLL(default=0, min=-15, max=15, step=2)
}
Key
{
0:PITCH(step=1)
1:PITCH(step=-1)
2:ROLL(step=-1)
3:ROLL(step=1)
8:BOOSTER(step=20000)
}
Body
{
Core() {
E:Trim(angle=-ROLL) {
E:Chip() {
E:Trim(angle=ROLL) {
E:Chip() { }
}
}
}
W:Trim(angle=-ROLL) {
W:Chip() {
W:Trim(angle=ROLL) {
W:Chip() { }
}
}
}
S:Chip(angle=PITCH) {
S:Chip(angle=PITCH) {
S:Chip(angle=PITCH) {
S:Chip(angle=PITCH) {
S:Arm(power=BOOSTER, option=20000) { }
}
}
}
}
N:Frame(angle=90) {
E:TrimF(angle=90) {
S:Arm(power=ENG4, option=20000) { }
E:Frame() {
S:Arm(power=ENG3, option=20000) { }
E:Frame() {
S:Arm(power=ENG2, option=20000) { }
E:Frame() {
S:Arm(power=ENG1, option=20000) { }
}
}
}
}
W:TrimF(angle=90) {
N:Arm(power=ENG4, option=20000) { }
W:Frame() {
N:Arm(power=ENG3, option=20000) { }
W:Frame() {
N:Arm(power=ENG2, option=20000) { }
W:Frame() {
N:Arm(power=ENG1, option=20000) { }
}
}
}
}
}
N:Frame(angle=-90) {
E:TrimF(angle=-90) {
S:Arm(power=ENG1, option=20000) { }
E:Frame() {
S:Arm(power=ENG2, option=20000) { }
E:Frame() {
S:Arm(power=ENG3, option=20000) { }
E:Frame() {
S:Arm(power=ENG4, option=20000) { }
}
}
}
}
W:TrimF(angle=-90) {
N:Arm(power=ENG1, option=20000) { }
W:Frame() {
N:Arm(power=ENG2, option=20000) { }
W:Frame() {
N:Arm(power=ENG3, option=20000) { }
W:Frame() {
N:Arm(power=ENG4, option=20000) { }
}
}
}
}
}
}
}
Lua
{local timer = 0;
function main()
if(_TICKS() < 150) then
out(1, "Wait...");
else
out(1, "Ready");
end
if(_KEY(8) == 1 and timer < 3) then
timer = timer + 1;
elseif(_KEY(8) == 1 and timer >= 3) then
timer = 0;
end
if(timer == 0) then
ENG1 = 20000;
ENG2 = 0;
ENG3 = 0;
ENG4 = 0;
out(0, "Firing engine 1");
elseif(timer == 1) then
ENG1 = 0;
ENG2 = 20000;
ENG3 = 0;
ENG4 = 0;
out(0, "Firing engine 2");
elseif(timer == 2) then
ENG1 = 0;
ENG2 = 0;
ENG3 = 20000;
ENG4 = 0;
out(0, "Firing engine 3");
elseif(timer == 3) then
ENG1 = 0;
ENG2 = 0;
ENG3 = 0;
ENG4 = 20000;
out(0, "Firing engine 4");
end
if(_KEY(8) ~= 1) then
ENG1 = 0;
ENG2 = 0;
ENG3 = 0;
ENG4 = 0;
out(0, "No engines firing");
end
end}
EDIT:300th post
RA2lover- Walker
- Posts : 382
Join date : 2010-10-11
Age : 29
Location : Brazil
freek4ever- Tank
- Posts : 97
Join date : 2011-08-26
Age : 27
Location : nederland holand
Re: gun flyer no jets prop or jump
Here's my entry.
Zazka ARMjet prototype 01
Z activates power
X shuts off power
I couldn't really get it to take off at the arena unless I threw it off the edge, but once it's in the air it flies great.
Zazka ARMjet prototype 01
Z activates power
X shuts off power
I couldn't really get it to take off at the arena unless I threw it off the edge, but once it's in the air it flies great.
- Code:
// [RCD]
Val
{
AIL(default=0, min=-5, max=5, step=5)
COL(default=#FF8000)
COL1(default=#2D2D2D)
FLAPS(default=180, min=160, max=180, step=5)
JET(default=0, max=40000)
PITCH(default=0, min=-10, max=10, step=5)
}
Key
{
0:Pitch(step=-8)
1:Pitch(step=8)
2:Ail(step=5)
3:Ail(step=-5)
4:Jet(step=40000)
5:Jet(step=-40000)
6:FLAPS(step=-5)
}
Body
{
Core(color=#ff00) {
W:Trim(angle=Ail, color=Col1) {
W:Chip(color=Col1) {
W:Trim(angle=-Ail, color=Col1) { }
}
}
E:Trim(angle=Ail, color=Col1) {
E:Chip(color=Col1) {
E:Trim(angle=-Ail, color=Col1) { }
}
}
S:Chip(color=Col1) {
S:Chip(color=Col1) {
S:Frame(color=Col1) {
W:Trim(angle=Pitch, color=Col1) { }
E:Trim(angle=-Pitch, color=Col1) { }
}
S:Trim(angle=90, color=Col1) {
E:Chip(color=Col1) {
N:Cowl(option=4, color=Col1) { }
}
N:Cowl(color=Col1) { }
}
}
}
N:Weight(color=Col1, option=2) {
W:Rudder(angle=-15, color=Col1) {
W:Chip(color=Col1) {
W:Chip(color=Col1) { }
}
}
E:Rudder(angle=15, color=Col1) {
E:Chip(color=Col1) {
E:Chip(color=Col1) { }
}
}
N:Frame(color=Col1) {
N:Frame(color=Col1) {
N:Frame(color=Col1) {
N:Cowl(angle=-175, color=Col) {
N:Cowl(color=Col) {
N:Cowl(color=Col) {
N:Cowl(angle=10, effect=#8000) {
N:Cowl(angle=-15, color=Col) {
N:Cowl(angle=-5) {
N:Cowl(color=Col) {
N:Cowl(angle=5, color=Col) { }
W:Cowl(angle=-160, color=Col) { }
E:Cowl(angle=-160, color=Col) { }
}
W:Cowl(angle=-150) { }
E:Cowl(angle=-150) { }
}
W:Cowl(angle=-140, color=Col) { }
E:Cowl(angle=-140, color=Col) { }
}
E:Cowl(angle=-150, effect=#8000) { }
W:Cowl(angle=-150, effect=#8000) { }
}
E:Cowl(angle=-160, color=Col) { }
W:Cowl(angle=-160, color=Col) { }
}
E:Cowl(angle=-170, color=Col) { }
W:Cowl(angle=-170, color=Col) { }
}
E:Cowl(angle=-170, option=4, color=Col) { }
W:Cowl(angle=-170, option=3, color=Col) { }
}
N:Cowl(angle=175, color=Col) {
N:Cowl(color=Col) {
N:Cowl(color=Col) {
N:Cowl(angle=5, color=Col) {
N:Cowl(angle=5, color=Col) {
N:Cowl() {
N:Cowl(color=Col) {
N:Cowl(angle=-5, color=Col) { }
E:Cowl(angle=160, color=Col) { }
W:Cowl(angle=160, color=Col) { }
}
E:Cowl(angle=150) { }
W:Cowl(angle=150) { }
}
E:Cowl(angle=140, color=Col) { }
W:Cowl(angle=140, color=Col) { }
}
W:Cowl(angle=150, color=Col) { }
E:Cowl(angle=150, color=Col) { }
}
E:Cowl(angle=160, color=Col) { }
W:Cowl(angle=160, color=Col) { }
}
E:Cowl(angle=170, color=Col) { }
W:Cowl(angle=170, color=Col) { }
}
W:Cowl(angle=175, option=3, color=Col) { }
E:Cowl(angle=175, option=4, color=Col) { }
}
}
}
}
N:Frame(angle=150) {
N:Frame(angle=-150) {
S:Frame() {
S:Frame() { }
}
N:Frame(angle=-10) { }
}
}
}
E:Frame(color=Col1) {
E:Frame(color=Col1) {
N:Frame(angle=-160, color=Col1) {
N:Arm(angle=-20, power=JET, option=40000, color=Col1) { }
}
N:Frame(angle=160, color=Col1) {
N:Arm(angle=20, power=JET, option=40000, color=Col1) { }
}
E:Frame(color=Col1) {
N:Frame(angle=-160, color=Col1) {
N:Arm(angle=-20, power=JET, option=40000, color=Col1) { }
}
N:Frame(angle=160, color=Col1) {
N:Arm(angle=20, power=JET, option=40000, color=Col1) { }
}
}
}
}
W:Frame(color=Col1) {
W:Frame(color=Col1) {
N:Frame(angle=-160, color=Col1) {
N:Arm(angle=-20, power=JET, option=40000, color=Col1) { }
}
N:Frame(angle=160, color=Col1) {
N:Arm(angle=20, power=JET, option=40000, color=Col1) { }
}
W:Frame(color=Col1) {
N:Frame(angle=160, color=Col1) {
N:Arm(angle=20, power=JET, option=40000, color=Col1) { }
}
N:Frame(angle=-160, color=Col1) {
N:Arm(angle=-20, power=JET, option=40000, color=Col1) { }
}
}
}
}
}
}
Script
{
print 0,"Zazka Classified divison"
print 1,"Zazka X-265 ARMjet Prototype"
print 2,"Z & X = Power"
}
JosefYurnov99- Plane
- Posts : 43
Join date : 2011-03-11
Age : 28
Location : America
Re: gun flyer no jets prop or jump
RA2lover wrote:i think bwansy made one of those. i never managed to take off with it on flat terrain though.
Indeed I have made several of those. In fact, I am pretty confident that I "invented" gun propulsion.
Re: gun flyer no jets prop or jump
and i posted this chelence before i know them
so show them
so show them
freek4ever- Tank
- Posts : 97
Join date : 2011-08-26
Age : 27
Location : nederland holand
Re: gun flyer no jets prop or jump
Here you go. This is a light plane with a expendable "booster". Too bad it can't take off by itself.
Please not that this plane requires my library pack. I tried to make a "stand-alone" version but it ended up too big.
Please not that this plane requires my library pack. I tried to make a "stand-alone" version but it ended up too big.
- Code:
// [RCD]
Val
{
AILEL(default=0, min=-400, max=400, disp=0)
AILER(default=0, min=-400, max=400, disp=0)
CANARDL(default=0, min=-400, max=400, disp=0)
CANARDR(default=0, min=-400, max=400, disp=0)
ENGTRIG(default=0, max=999999999, step=999999999, disp=0)
FLAP(default=0, min=-400, max=400, disp=0)
GA101(default=180, min=-400, max=400, disp=0)
GA102(default=180, min=-400, max=400, disp=0)
GA103(default=180, min=-400, max=400, disp=0)
GA104(default=180, min=-400, max=400, disp=0)
GA105(default=180, min=-400, max=400, disp=0)
GA106(default=180, min=-400, max=400, disp=0)
GA107(default=180, min=-400, max=400, disp=0)
GA108(default=180, min=-400, max=400, disp=0)
GA109(default=180, min=-400, max=400, disp=0)
GA110(default=180, min=-400, max=400, disp=0)
GA201(default=120, min=-400, max=400, disp=0)
GA202(default=120, min=-400, max=400, disp=0)
GA203(default=120, min=-400, max=400, disp=0)
GA204(default=120, min=-400, max=400, disp=0)
GA205(default=120, min=-400, max=400, disp=0)
GA206(default=120, min=-400, max=400, disp=0)
GA207(default=120, min=-400, max=400, disp=0)
GA208(default=120, min=-400, max=400, disp=0)
GA209(default=120, min=-400, max=400, disp=0)
GA210(default=120, min=-400, max=400, disp=0)
SPOILL(default=180, min=-400, max=400, disp=0)
SPOILR(default=180, min=-400, max=400, disp=0)
STANDANG(default=60, min=-400, max=400, disp=0)
SWEEP(default=-30, min=-400, max=400, disp=0)
TRIG101(default=0, max=999999999, step=999999999, disp=0)
TRIG102(default=0, max=999999999, step=999999999, disp=0)
TRIG103(default=0, max=999999999, step=999999999, disp=0)
TRIG104(default=0, max=999999999, step=999999999, disp=0)
TRIG105(default=0, max=999999999, step=999999999, disp=0)
TRIG106(default=0, max=999999999, step=999999999, disp=0)
TRIG107(default=0, max=999999999, step=999999999, disp=0)
TRIG108(default=0, max=999999999, step=999999999, disp=0)
TRIG109(default=0, max=999999999, step=999999999, disp=0)
TRIG110(default=0, max=999999999, step=999999999, disp=0)
}
Key
{
}
Body
{
Core(name=NOSE, user2=1) {
S:Chip(user2=1) {
W:Chip(angle=3, user2=1) {
W:Rudder(angle=-90, user2=1) {
W:Arm(power=ENGTRIG, option=100000, user2=1) { }
E:Chip(angle=SPOILL, user2=1) { }
E:Chip(angle=-SPOILL, user2=1) { }
}
W:Rudder(angle=-SWEEP, user2=1) {
W:Trim(angle=-AILEL, user2=1) {
W:Chip(user2=1) { }
}
}
}
E:Chip(angle=3, user2=1) {
E:Rudder(angle=90, user2=1) {
E:Arm(power=ENGTRIG, option=100000, user2=1) { }
W:Chip(angle=SPOILR, user2=1) { }
W:Chip(angle=-SPOILR, user2=1) { }
}
E:Rudder(angle=SWEEP, user2=1) {
E:Trim(angle=AILER, user2=1) {
E:Chip(user2=1) { }
}
}
}
N:Frame(angle=25, user2=1) {
N:Frame(angle=-25, user2=1) {
N:Frame(user2=1) {
N:Chip(user2=1) {
E:Trim(angle=CANARDR, user2=1) { }
W:Trim(angle=-CANARDL, user2=1) { }
}
}
}
}
N:Chip(angle=STANDANG, name=GUNMOUNT) {
N:Chip() {
N:Weight() { }
}
}
}
S:Jet(angle=45, name=GUNBASE) {
S:Jet(angle=-135) {
S:Frame(angle=150) {
S:Frame(angle=GA101) {
S:Arm(angle=GA201, power=TRIG101, option=1600000, name=GUN101) { }
}
S:Frame(angle=GA102) {
S:Arm(angle=GA202, power=TRIG102, option=1600000, name=GUN102) { }
}
S:Frame(angle=GA103) {
S:Arm(angle=GA203, power=TRIG103, option=1600000, name=GUN103) { }
}
S:Frame(angle=GA104) {
S:Arm(angle=GA204, power=TRIG104, option=1600000, name=GUN104) { }
}
S:Frame(angle=GA105) {
S:Arm(angle=GA205, power=TRIG105, option=1600000, name=GUN105) { }
}
S:Frame(angle=GA106) {
S:Arm(angle=GA206, power=TRIG106, option=1600000, name=GUN106) { }
}
S:Frame(angle=GA107) {
S:Arm(angle=GA207, power=TRIG107, option=1600000, name=GUN107) { }
}
S:Frame(angle=GA108) {
S:Arm(angle=GA208, power=TRIG108, option=1600000, name=GUN108) { }
}
S:Frame(angle=GA109) {
S:Arm(angle=GA209, power=TRIG109, option=1600000, name=GUN109) { }
}
S:Frame(angle=GA110) {
S:Arm(angle=GA210, power=TRIG110, option=1600000, name=GUN110) { }
}
}
N:Frame(angle=150) {
N:Frame(angle=GA101) {
N:Arm(angle=GA201, power=TRIG101, option=1600000, name=GUN201) { }
}
N:Frame(angle=GA102) {
N:Arm(angle=GA202, power=TRIG102, option=1600000, name=GUN202) { }
}
N:Frame(angle=GA103) {
N:Arm(angle=GA203, power=TRIG103, option=1600000, name=GUN203) { }
}
N:Frame(angle=GA104) {
N:Arm(angle=GA204, power=TRIG104, option=1600000, name=GUN204) { }
}
N:Frame(angle=GA105) {
N:Arm(angle=GA205, power=TRIG105, option=1600000, name=GUN205) { }
}
N:Frame(angle=GA106) {
N:Arm(angle=GA206, power=TRIG106, option=1600000, name=GUN206) { }
}
N:Frame(angle=GA107) {
N:Arm(angle=GA207, power=TRIG107, option=1600000, name=GUN207) { }
}
N:Frame(angle=GA108) {
N:Arm(angle=GA208, power=TRIG108, option=1600000, name=GUN208) { }
}
N:Frame(angle=GA109) {
N:Arm(angle=GA209, power=TRIG109, option=1600000, name=GUN209) { }
}
N:Frame(angle=GA110) {
N:Arm(angle=GA210, power=TRIG110, option=1600000, name=GUN210) { }
}
}
E:Trim(angle=90) {
S:Rudder(angle=-20) {
S:Chip() { }
}
}
W:Trim(angle=90) {
N:Rudder(angle=-20) {
N:Chip() { }
}
}
}
}
}
}
Lua
{require("Bernard/Aero.lua")
function init()
clist = {}
for i = 0,_CHIPS()-1 do
if _USER2(i) == 1 then
table.insert(clist,i)
end
end
mouseflag = 1
engflag = 0
flapflag = 0
flapfac = 0
keybrake = 0
pitch = {i = 0, p = 0, d = 0}
roll = {i = 0, p = 0, d = 0}
apitch = 0
aroll = 0
yaw_filter = 0
yaw_alpha = 0.1
numgun = 10
guncount = numgun
phase = 0
gaset = 80
gunspd = 15
gbdelay = 2
gb = {}
for i = 1,numgun do
table.insert(gb,-1)
end
end
function OnInit()
init()
end
function OnReset()
init()
end
function sumpid(pid)
return pid.i+pid.p+pid.d
end
function inputctrl()
mouseflag = switch(mouseflag,15)
if phase >= 2 then
engflag = switch(engflag,16)
flapflag = switch(flapflag,12)
end
flapfac = animate(flapfac,flapflag,0.05)
if mouseflag > 0 then
mx,my = inputmouse(0)
else
mx,my = 0,0
end
keybrake = animate(keybrake,_KEY(11),0.05)
inppitch = sgn(my)*abs(my)^1.5
inproll = sgn(mx)*abs(mx)^1.5
inpbrake = keybrake
end
function getstate()
st = getstatefull(NOSE,clist,st)
st.alpha = atan2(-st.v.y,-st.v.z)
st.beta = atan2(st.v.x,-st.v.z)
st.ex,st.ey,st.ez = vtr3.euler(NOSE)
wt = st.m*9.81
end
function CSAS()
pcorr = vcorr(st.v.z,0.0,0.15)
rcorr = vcorr(st.v.z,0.0,0.2)
vlock = ctrllock(vtr3.mag(st.v),5,10)
betalock = ctrllock(st.v.z,5,10)
pitchset = inppitch*2
pitch.i = limit(pitch.i+0.6*pcorr*(pitchset+st.w.x),-3,3)*vlock
pitch.p = 2.5*pcorr*(pitchset+st.w.x)*vlock
pitch.d = 0.01*st.dw.x*pcorr*vlock
pitcht = sumpid(pitch)
rollset = inproll*3.5
roll.i = limit(roll.i+0.2*rcorr*(rollset+st.w.z),-3,3)*vlock
roll.p = 1.8*rcorr*(rollset+st.w.z)*vlock
roll.d = 0.01*st.dw.z*rcorr*vlock
rollt = sumpid(roll)
spoilf = inpbrake*pcorr
yaw_filter = yaw_filter*(1-yaw_alpha)+st.w.y*yaw_alpha
yaw_filter2 = yaw_filter+st.w.y
keyyaw = _KEY(4)-_KEY(6)
yawt = (yaw_filter2*2.5*pcorr+st.beta*3)*betalock
flapf = flapfac*15
end
function fire()
guncharge = _E(GUN101)/_OPTION(GUN101)
if guncharge == 1 and _KEYDOWN(7) > 0 then
phase = 1
_BYE(GUNMOUNT)
end
for i = 1,numgun do
if gb[i] > 0 then gb[i] = gb[i]-1 end
if gb[i] == 0 then
for j = 1,2 do
_BYE(_G["GUN"..(j*100+i)]-1)
end
end
end
if gb[1] == 0 then _BYE(GUNBASE) end
if phase == 1 then
if guncount > 0 then
_G["GA"..(200+guncount)] = animate(_G["GA"..(200+guncount)],0,gunspd)
_G["GA"..(100+guncount)] = 300-_G["GA"..(200+guncount)]
if _G["GA"..(200+guncount)] <= gaset then
_G["TRIG"..(100+guncount)] = 999999999
gb[guncount] = gbdelay
guncount = guncount-1
end
else
phase = 2
end
end
end
function actuate()
SWEEP = animate(SWEEP,-30,1)
CANARDL = animate(CANARDL,limit(-pitcht*30,-30,30),10)
CANARDR = animate(CANARDR,limit(-pitcht*30,-30,30),10)
aroll = animate(aroll,limit(rollt*50,-30,30),10)
SPOILL = 180+limit(sqrt(spoilf+limit(yawt,0,1))*50,0,40)
SPOILR = 180+limit(sqrt(spoilf+limit(-yawt,0,1))*50,0,40)
AILEL = limit(-aroll+flapf,-50,50)
AILER = limit(aroll+flapf,-50,50)
FLAP = flapfac*15
ENGTRIG = engflag*999999999
end
function OnFrame()
inputctrl()
getstate()
if phase == 2 then
CSAS()
actuate()
end
fire()
_ZOOM(55)
STANDANG = limit(STANDANG+(_KEY(1)-_KEY(0))*0.5,30,90)
out(10,STANDANG)
out(0,"Pulse launcher by Bernard (bwansy)")
if phase == 0 then
out(1,string.format("Charge: %4i %%",guncharge*100))
out(2,"Press [A] to launch")
elseif phase == 1 then
out(1,"Booster firing")
elseif phase == 2 then
out(1,"[F] Flaps [B] Brakes")
out(2,"[E] Toggle engines")
end
end}
Re: gun flyer no jets prop or jump
Here's my entry. I kinda cheated on the launching mechanism (it uses jets, but they are ejected).However, once it's up in the air, it's completely powered by guns.
- Code:
// [RCD]
Val
{
AIL(default=0, min=-15, max=15, step=5)
E(default=0, max=1)
ELEV(default=0, min=-15, max=15, step=5)
G1(default=0, max=100000, step=100000)
G2(default=0, max=100000, step=100000)
G3(default=0, max=100000, step=100000)
G4(default=0, max=100000, step=100000)
LAUNCH(default=0, max=50000)
TIMER(default=-1, min=-1, max=100, step=100)
}
Key
{
0:Elev(step=5)
1:Elev(step=-5)
2:ail(step=-5)
3:ail(step=5)
4:E(step=1), Launch(step=50000)
5:E(step=-1)
}
Body
{
Core(name=core) {
S:Chip(color=#0D0D0D) {
S:Chip(color=#0D0D0D) {
S:Trim(angle=90, color=#0D0D0D) {
E:Chip(color=#0D0D0D) {
N:Cowl(option=4, color=#0D0D0D) { }
}
N:Cowl(color=#0D0D0D) {
N:Cowl(color=#0D0D0D) { }
}
S:Frame(name=M5) {
S:Wheel() { }
}
}
S:Chip(color=#0D0D0D) {
E:Trim(angle=Elev, color=#0D0D0D) { }
W:Trim(angle=-elev, color=#0D0D0D) { }
}
}
}
N:Frame() {
N:Frame() {
W:Frame(option=1) {
S:Chip(angle=ail, color=#0D0D0D) {
W:Chip(color=#0D0D0D) { }
S:Frame(angle=30, name=m1) {
S:Jet(angle=-120, power=Launch) { }
}
W:Frame(angle=60, name=M3) {
W:Wheel(angle=30) { }
}
}
}
E:Frame(option=1) {
S:Chip(angle=-ail, color=#0D0D0D) {
E:Chip(color=#0D0D0D) { }
S:Frame(angle=30, name=m2) {
S:Jet(angle=-120, power=Launch) { }
}
E:Frame(angle=60, name=M4) {
E:Wheel(angle=30) { }
}
}
}
W:RudderF(angle=-27, option=1) {
W:Chip(color=#0D0D0D) { }
N:Cowl(angle=180, color=#0D0D0D) { }
}
E:RudderF(angle=27, option=1) {
E:Chip(color=#0D0D0D) { }
N:Cowl(angle=180, color=#0D0D0D) { }
}
N:Cowl() {
N:Cowl(angle=-150, effect=#6000) {
N:Cowl(angle=-20, effect=#6000) {
N:Cowl(angle=-10, color=#0D0D0D) {
N:Cowl(angle=-9.7, color=#0D0D0D) {
N:Cowl(color=#0D0D0D) {
N:Cowl(color=#0D0D0D) {
N:Cowl(color=#0D0D0D) {
E:Cowl(angle=-160, option=3, color=#0D0D0D) { }
W:Cowl(angle=-160, option=4, color=#0D0D0D) { }
}
E:Cowl(angle=-160, color=#0D0D0D) {
S:Cowl(color=#0D0D0D) { }
}
W:Cowl(angle=-160, color=#0D0D0D) {
S:Cowl(color=#0D0D0D) { }
}
}
W:Cowl(angle=-90, option=4, color=#0D0D0D) { }
E:Cowl(angle=-90, option=3, color=#0D0D0D) { }
E:Cowl(angle=-150, color=#0D0D0D) { }
W:Cowl(angle=-150, color=#0D0D0D) { }
}
W:Cowl(angle=-90, color=#0D0D0D) { }
E:Cowl(angle=-90, color=#0D0D0D) {
N:Cowl(angle=-90, color=#0D0D0D) { }
}
S:Cowl(angle=-80, color=#0D0D0D) { }
}
W:Cowl(angle=-90, color=#0D0D0D) { }
E:Cowl(angle=-90, color=#0D0D0D) { }
}
E:Cowl(angle=-91, effect=#6000) { }
W:Cowl(angle=-91, effect=#6000) { }
}
W:Cowl(angle=-91, option=3, effect=#6000) { }
E:Cowl(angle=-91, option=4, effect=#6000) { }
S:Cowl(angle=-160, color=#808080) {
S:Cowl(angle=60, color=#808080) { }
}
}
N:Cowl(angle=150, color=#0D0D0D) {
N:Cowl(angle=20, color=#0D0D0D) {
N:Cowl(angle=10, color=#0D0D0D) {
N:Cowl(angle=9.7, color=#0D0D0D) {
N:Cowl(color=#0D0D0D) {
N:Cowl(color=#0D0D0D) {
N:Cowl(color=#0D0D0D) {
E:Cowl(angle=160, option=3, color=#0D0D0D) { }
W:Cowl(angle=160, option=4, color=#0D0D0D) { }
}
E:Cowl(angle=160, color=#0D0D0D) {
S:Cowl(color=#0D0D0D) { }
}
W:Cowl(angle=160, color=#0D0D0D) {
S:Cowl(color=#0D0D0D) { }
}
}
W:Cowl(angle=90, option=4, color=#0D0D0D) { }
E:Cowl(angle=90, option=3, color=#0D0D0D) { }
E:Cowl(angle=150, color=#0D0D0D) { }
W:Cowl(angle=150, color=#0D0D0D) { }
}
W:Cowl(angle=90, color=#0D0D0D) { }
E:Cowl(angle=90, color=#0D0D0D) {
N:Cowl(angle=90, color=#0D0D0D) { }
}
}
W:Cowl(angle=90, color=#0D0D0D) { }
E:Cowl(angle=90, color=#0D0D0D) { }
}
E:Cowl(angle=90, option=4, color=#0D0D0D) { }
W:Cowl(angle=90, option=3, color=#0D0D0D) { }
N:Cowl(angle=90, option=5, color=#804000) { }
}
W:Cowl(angle=90, option=3, color=#0D0D0D) {
N:Cowl(option=4, color=#0D0D0D) { }
}
E:Cowl(angle=90, option=4, color=#0D0D0D) {
N:Cowl(option=3, color=#0D0D0D) { }
}
}
S:Cowl(option=1) {
S:Cowl(color=#0D0D0D) { }
}
}
}
W:Frame(option=1) {
W:Frame(color=#0D0D0D) {
N:Frame(angle=-150, option=1) {
N:Frame(angle=150, option=1) {
S:Arm(power=G2, option=100000, color=#800000) {
E:Cowl(angle=90, color=#800000) {
N:Cowl(angle=30, option=5, color=#0D0D0D) { }
}
N:Cowl(angle=30, option=5, color=#0D0D0D) { }
}
}
}
N:Frame(angle=150, option=1) {
N:Frame(angle=-150, option=1) {
W:Frame(angle=-90, option=1) {
S:Arm(power=G3, option=100000, color=#800000) {
N:Cowl(angle=-30, option=5, color=#0D0D0D) { }
}
}
S:Arm(power=G1, option=100000, color=#800000) {
N:Cowl(angle=-30, option=5, color=#0D0D0D) { }
}
}
}
}
}
E:Frame(option=1) {
E:Frame(color=#0D0D0D) {
N:Frame(angle=-150, option=1) {
N:Frame(angle=150, option=1) {
E:Frame(angle=90, option=1) {
S:Arm(power=G3, option=100000, color=#800000) {
N:Cowl(angle=30, option=5, color=#0D0D0D) { }
}
}
S:Arm(power=G2, option=100000, color=#800000) {
W:Cowl(angle=90, color=#800000) {
N:Cowl(angle=30, option=5, color=#0D0D0D) { }
}
N:Cowl(angle=30, option=5, color=#0D0D0D) { }
}
}
}
N:Frame(angle=150, option=1) {
N:Frame(angle=-150, option=1) {
S:Arm(power=G1, option=100000, color=#800000) {
N:Cowl(angle=-30, option=5, color=#0D0D0D) { }
}
}
}
}
}
}
}
}
Script
{print 0, "Gun powered Aircraft Mk I"
print 1, "Z & X - Power"
print 2, "S - Eject Launching Equipment"
if TIMER=(0){
G1=(100000)
}
if TIMER=(7){
G2=(100000)
}
if TIMER=(14){
G3=(100000)
}
if TIMER=(21){
TIMER=(-1)}
If E=1 {
Timer=Timer+1
}
If E=0 {
Timer=-1
}
If _H(core)>10 {
_BYE(M1)
}
If _H(core)>10 {
_BYE(M2)
}
If _H(core)>10 {
_SPLIT(M3)
}
If _H(core)>10 {
_SPLIT(M4)
}
If _H(core)>10 {
_SPLIT(M5)
}}
Maurice- Hover
- Posts : 153
Join date : 2011-10-07
Age : 28
Location : The early 1970's
Re: gun flyer no jets prop or jump
Just jet for take of is fine all I have seen don't take of by it self so press y ore r is fine
Ore make an arm (no gun ) that trows the plane is also an idea
Ore make an arm (no gun ) that trows the plane is also an idea
freek4ever- Tank
- Posts : 97
Join date : 2011-08-26
Age : 27
Location : nederland holand
Re: gun flyer no jets prop or jump
The reason I used jets for take-off instead of arms is that when you are on a server full of angry Japanese people with spam cannons, taking off quickly is almost a necessity. Arms just take too long to charge.
Maurice- Hover
- Posts : 153
Join date : 2011-10-07
Age : 28
Location : The early 1970's
Re: gun flyer no jets prop or jump
you're invulnerable for the first 150 frames(which enable arms to be fired)
RA2lover- Walker
- Posts : 382
Join date : 2010-10-11
Age : 29
Location : Brazil
Re: gun flyer no jets prop or jump
I did not know that, I could use this knowledge to my advantage. However, the power that would be required to launch it with an arm would just be too much and would take too long to charge.
Maurice- Hover
- Posts : 153
Join date : 2011-10-07
Age : 28
Location : The early 1970's
Re: gun flyer no jets prop or jump
bwansy i dont have the lua
freek4ever- Tank
- Posts : 97
Join date : 2011-08-26
Age : 27
Location : nederland holand
darkeye22- Tank
- Posts : 55
Join date : 2011-06-01
Location : Stuck inside RigidChips trying to find a way out
Re: gun flyer no jets prop or jump
the winer is Maurice
bekows his plan flys very goed and it looks good
second is JosefYurnov99 it is great but it shoks very mutch
turt is bwansy first it is an gun plane but it is hard to keap it in the air
and bwansy last dint work wit lua
congratulations
bekows his plan flys very goed and it looks good
second is JosefYurnov99 it is great but it shoks very mutch
turt is bwansy first it is an gun plane but it is hard to keap it in the air
and bwansy last dint work wit lua
congratulations
freek4ever- Tank
- Posts : 97
Join date : 2011-08-26
Age : 27
Location : nederland holand
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