Naval Fighter5 Fast eagleMKⅢ 50k
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Naval Fighter5 Fast eagleMKⅢ 50k
Its a test model
Please don't expect it
Please don't expect it
- Code:
// [RCD]
// 電子機器を再調整
// 剛風一二三仕様から影響を受けている
// 三軸操作,エンジン出力をKeyブロックに移動 ArmはLuaとKey両方対応
// 実験的にセッティングモードを設置
// 物凄い勢いでLuaが読みづらくなってきた…
Val
{
BOMP1(default=0, max=12800000, step=3200000, disp=0)
BOMP2(default=0, max=12800000, step=3200000, disp=0)
BOMP3(default=0, max=12800000, step=3200000, disp=0)
BOMP4(default=0, max=12800000, step=3200000, disp=0)
BRAKE(default=180, min=180, max=270, disp=0)
COL1(default=#3CCB34, disp=0)
COL2(default=#69BF40, disp=0)
COL3(default=#437C67, disp=0)
COL4(default=#53B847, disp=0)
COL5(default=#50AF68, disp=0)
COL6(default=#27B687, disp=0)
COL7(default=#CD8B32, disp=0)
COL8(default=#B78848, disp=0)
ENGINE(default=0, min=-100000, max=5000000)
GUN(default=0, max=10, step=100)
GUN0(default=0, max=12800000, step=12800000, disp=0)
GUN1(default=0, max=12800000, step=12800000, disp=0)
GUN2(default=0, max=12800000, step=12800000, disp=0)
GUN3(default=0, max=12800000, step=12800000, disp=0)
GUN4(default=0, max=12800000, step=12800000, disp=0)
GUN5(default=0, max=12800000, step=12800000, disp=0)
GUN6(default=0, max=12800000, step=12800000, disp=0)
GUN7(default=0, max=12800000, step=12800000, disp=0)
GUN8(default=0, max=12800000, step=12800000, disp=0)
GUN9(default=0, max=12800000, step=12800000, disp=0)
T(default=0, min=-1, max=30, disp=0)
W_B(default=45, max=90, disp=0)
W_P(default=1.1, min=-20, max=20, step=3, disp=0)
W_R(default=0, min=-8, max=8, step=8, disp=0)
W_X(default=90, max=90, disp=0)
W_X2(default=-180, min=-180, max=-80, disp=0)
W_Y(default=0, min=-15, max=15, step=6, disp=0)
}
Key
{
0:W_P(step=-2)
1:W_P(step=2)
2:W_R(step=4)
3:W_R(step=-4)
4:ENGINE(step=10000)
5:ENGINE(step=-10000)
7:W_Y(step=-3)
8:GUN0(step=50000), GUN1(step=12500), GUN2(step=10000), GUN3(step=7200), GUN4(step=5600), GUN5(step=4600), GUN6(step=3900), GUN7(step=3400), GUN8(step=2942), GUN9(step=2632)
9:W_Y(step=3)
}
Body
{
// Core(color=col1) {}
Core(color=col1) {
S:Jet(angle=30, color=col1) {
S:Chip(angle=150, color=col3) {
S:Chip(color=col3) {
W:Chip(angle=90, color=col2) {
S:Arm(angle=W_X, power=gun1, option=50000, color=col1) { }
N:Chip(angle=-W_Y, color=col5) { }
}
E:Chip(angle=90, color=col2) {
N:Chip(angle=W_Y, color=col5) { }
S:Arm(angle=W_X, power=gun1, option=50000, color=col1) { }
}
N:Jet(angle=90, power=-ENGINE, color=col6) { }
S:Arm(angle=W_X, power=gun0, option=50000, color=col1) { }
}
N:Chip(color=col3) {
S:Jet(angle=90, power=ENGINE, color=col6) {
S:Chip(angle=90, color=col3) {
W:Rudder(angle=-W_X, color=col4) {
S:Chip(angle=-brake, color=col4) { }
N:Arm(angle=W_X, power=gun2, option=50000, color=col4) { }
W:Trim(angle=W_R, color=col7) {
N:Arm(angle=-W_R, power=gun4, option=50000, color=col7) { }
W:Cowl(angle=W_X, option=5, color=col5) { }
}
}
E:Rudder(angle=W_X, color=col4) {
S:Chip(angle=-brake, color=col4) { }
N:Arm(angle=W_X, power=gun2, option=50000, color=col4) { }
E:Trim(angle=W_R, color=col7) {
N:Arm(angle=W_R, power=gun4, option=50000, color=col7) { }
E:Cowl(angle=W_X, option=5, color=col5) { }
}
}
S:Rudder(angle=-W_Y, color=col3) {
S:Chip(angle=-W_P, color=col3) {
W:Chip(angle=W_X2, color=col8) { }
E:Chip(angle=W_X2, color=col8) { }
}
W:Cowl(angle=W_X2, option=4, color=col8) { }
E:Cowl(angle=W_X2, option=3, color=col8) { }
}
}
}
S:Jet(angle=90, power=ENGINE, color=col6) { }
E:Chip(angle=90, color=col5) {
N:Chip(angle=-W_Y, color=col4) { }
}
W:Chip(angle=90, color=col5) {
N:Chip(angle=W_Y, color=col4) { }
}
E:Rudder(angle=-W_X, color=col4) {
N:Chip(angle=-brake, color=col4) { }
S:Arm(angle=W_X, power=gun3, option=50000, color=col4) { }
E:Trim(angle=W_R, color=col7) {
S:Arm(angle=-W_R, power=gun5, option=50000, color=col7) { }
E:Cowl(angle=W_X, option=5, color=col5) { }
}
}
W:Rudder(angle=W_X, color=col4) {
N:Chip(angle=-brake, color=col4) { }
S:Arm(angle=W_X, power=gun3, option=50000, color=col4) { }
W:Trim(angle=W_R, color=col7) {
S:Arm(angle=W_R, power=gun5, option=50000, color=col7) { }
W:Cowl(angle=W_X, option=5, color=col5) { }
}
}
N:Rudder(angle=W_Y, color=col1) {
N:Chip(angle=W_P, color=col1) {
W:Chip(angle=90, color=col4) { }
E:Chip(angle=90, color=col4) { }
E:Trim(angle=-W_P, color=col8) { }
W:Trim(angle=W_P, color=col8) { }
S:Jet(angle=90, power=ENGINE, color=col6) { }
}
}
}
N:Chip(angle=-brake, color=col3) { }
}
}
S:Jet(angle=-30, color=col1) {
S:Chip(angle=-150, color=col3) {
S:Chip(color=col2) {
S:Arm(angle=-W_X, power=gun0, option=50000, color=col1) { }
}
}
}
S:Frame(option=1) {
W:Arm(angle=180, power=bomp1, option=12800000, color=colb, name=bom1, user1=105) {
W:Weight(angle=180, color=colb) {
S:Trim(angle=W_B, color=colb) { }
S:Trim(angle=-W_B, color=colb) { }
}
}
W:Arm(angle=180, power=bomp2, option=12800000, color=colb, name=bom2, user1=105) {
W:Weight(angle=180, color=colb) {
S:Trim(angle=W_B, color=colb) { }
S:Trim(angle=-W_B, color=colb) { }
}
}
E:Arm(angle=180, power=bomp3, option=12800000, color=colb, name=bom3, user1=105) {
E:Weight(angle=180, color=colb) {
S:Trim(angle=W_B, color=colb) { }
S:Trim(angle=-W_B, color=colb) { }
}
}
E:Arm(angle=180, power=bomp4, option=12800000, color=colb, name=bom4, user1=105) {
E:Weight(angle=180, color=colb) {
S:Trim(angle=W_B, color=colb) { }
S:Trim(angle=-W_B, color=colb) { }
}
}
}
}
}
Lua
{PX=0
PY=0
PZ=0
prev=0
AUTO=1
--ブレーキ管制
BRAKE2=-1
--発射速度
GUNP=1/2
--発射速度管制
GUNT=1
--爆弾投下管制
BOMN=0
--爆弾尾部管制
BOMT=1
--コア番号
CN=0
--レーダー出力
RN=50
--レーダー出力管制
RT=1
--色調管制
COLT=1
_ZOOM(100)
--1,2セッティングモード 3レーダーモード
SET=1
function balancer()
prev=prev-(_AX(CN)-math.atan2(-_VY(CN),-_VZ(CN)))*0.5
prev=math.min(2,math.max(-2,prev))
W_R=_EZ(CN)*10+_WZ(CN)
W_P=-_AX(CN)*20+_WX(CN)+prev+1
end
function main()
SET=SET+_KEYDOWN(6)
if SET==4 then SET=1 end
if SET==1 then mainRadar() end
if SET==2 then mainSet() end
if SET==3 then mainSett() end
if ENGINE~=0 then W_X=W_X-5 W_X2=W_X2+5
elseif math.sqrt(_VX(CN)^2+_VY(CN)^2+_VZ(CN)^2)<=2 then W_X=W_X+5 W_X2=W_X2-5 end
BRAKE2=BRAKE2-2*BRAKE2*_KEYDOWN(10)
BRAKE=BRAKE+BRAKE2*30
_ZOOM(_ZOOM() + (_KEY(16)-_KEY(15))*5.5)
AUTO=AUTO-2*AUTO*_KEYDOWN(14)
if(AUTO<0) then balancer() end
if _KEY(8 )==1 then GUN=GUN+GUNP end
for i=0, 5 do
if GUN>i then _G["GUN"..i]=12800000 end
end
BOMN=BOMN+_KEYDOWN(11)
for i=0,5 do
if BOMN==i then _SPLIT(_G["BOM"..i]) end
if BOMN>=i and _Y(_G["BOM"..i])<=0 then _G["BOMP"..i]=12800000 end
if BOMN>=i and _H(_G["BOM"..i])<=3 and _H(_G["BOM"..i])>=0 then _G["BOMP"..i]=12800000 end
--投げ爆 レーダーモードでのみ動作
if BOMN>=i and SET==1 and math.sqrt((_X(_G["BOM"..i])-PX/RN)^2+(_Y(_G["BOM"..i])-PY/RN)^2+(_Z(_G["BOM"..i])-PZ/RN)^2)<5
and math.sqrt((_X(_G["BOM"..i])-_X(CN))^2+(_Y(_G["BOM"..i])-_Y(CN))^2+(_Z(_G["BOM"..i])-_Z(CN))^2)>30 then _G["BOMP"..i]=12800000 end
end
_SETCOLOR(0,0,0)
_MOVE2D(0.01,0)
_LINE2D(-0.01,0)
_LINE2D(-0.01,-0.02)
_LINE2D(0.01,-0.02)
_LINE2D(0.01,0)
end
function mainSet()
out(0,"setting mode1 C change mode")
out(2,"F guntype",GUNT)
out(3,"G bombtype",BOMT)
out (4,"B bomb",_E(BOM1)/128000,"%")
out (5,"speed",math.sqrt(_VX(CN)^2+_VY(CN)^2+_VZ(CN)^2))
out (6,"fps",_FPS())
GUNT=GUNT+_KEYDOWN(12)
if GUNT==1 then GUNP=0.5 end
if GUNT==2 then GUNP=1 end
if GUNT==3 then GUNP=1.5 end
if GUNT==4 then GUNP=2 end
if GUNT==5 then GUNP=20 end
if GUNT==6 then GUNT=1 end
BOMT=BOMT-2*BOMT*_KEYDOWN(13)
if BOMT==1 then W_B=45 end
if BOMT==-1 then W_B=90 end
end
function mainSett()
out(0,"setting mode2 C change mode")
out(2,"F radarping",RN)
out(3,"G colortype",COLT)
out (5,"B bomb",_E(BOM1)/128000,"%")
out (6,"speed",math.sqrt(_VX(CN)^2+_VY(CN)^2+_VZ(CN)^2))
out (7,"fps",_FPS())
RT=RT+_KEYDOWN(12)
if RT==1 then RN=1 end
if RT==2 then RN=10 end
if RT==3 then RN=100 end
if RT==4 then RN=1000 end
if RT==5 then RT=1 end
COLT=COLT+_KEYDOWN(13)
if COLT==1 then out(4,"Hayawashi3")
COL1=3984180 COL2=6930240 COL3=4422759 COL4=5486663 COL5=5287784 COL6=2602631 COL7=13470514 COL8=12027976 end
if COLT==2 then out(4,"Hayawashi2")
COL1=128 COL2=16512 COL3=65535 COL4=255 COL5=33023 COL6=2602631 COL7=16777088 COL8=16776960 end
if COLT==3 then out(4,"Seacamo1")
COL1=8454143 COL2=8454143 COL3=8454143 COL4=8454143 COL5=8454143 COL6=8454143 COL7=8454143 COL8=8454143 end
if COLT==4 then out(4,"Seacamo2")
COL1=128 COL2=33023 COL3=33023 COL4=32960 COL5=8454143 COL6=33023 COL7=33023 COL8=8454143 end
if COLT==5 then out(4,"Gouhuu1")
COL1=8421504 COL2=33023 COL3=33023 COL4=32960 COL5=32960 COL6=255 COL7=16777215 COL8=32960 end
if COLT==6 then out(4,"Gouhuu2")
COL1=12632256 COL2=69374 COL3=721342 COL4=721342 COL5=16711680 COL6=255 COL7=255 COL8=16711680 end
if COLT==7 then out(4,"Stratosphere")
COL1=65535 COL2=32960 COL3=65535 COL4=8454143 COL5=33023 COL6=65535 COL7=65535 COL8=33023 end
if COLT==8 then out(4,"Oowashi 5")
COL1=65344 COL2=65280 COL3=65408 COL4=65535 COL5=8454016 COL6=65280 COL7=8454016 COL8=65344 end
if COLT==9 then out(4,"Monochrome")
COL1=8421504 COL2=12632256 COL3=12632256 COL4=4013373 COL5=8421504 COL6=12632256 COL7=12632256 COL8=12632256 end
if COLT==10 then out(4,"Dried grass")
COL1=14212220 COL2=10412955 COL3=14212220 COL4=10412955 COL5=14212220 COL6=14212220 COL7=14212220 COL8=14212220 end
if COLT==11 then out(4,"Gaudy")
COL1=4194432 COL2=8388736 COL3=16744703 COL4=16711808 COL5=8388863 COL6=8388672 COL7=16711680 COL8=255 end
if COLT==12 and _CCD(32,32)==0 then out(4,"CCDfront Close") end
if COLT==12 and _CCD(32,32)~=0 then out(4,"CCDfront Capture")
COL1=(math.mod(math.floor(_CCD(32,32)/1024),32)*65536+math.mod(math.floor(_CCD(32,32)/32), 32)*256+math.mod(_CCD(32,32),32))*8
COL2=COL1 COL3=COL1 COL4=COL1 COL5=COL1 COL6=COL1 COL7=COL1 COL8=COL1 end
if COLT==13 and _CCD(32,32)==0 then out(4,"CCDinferior Close") end
if COLT==13 and _CCD(32,32)~=0 then out(4,"CCDinferior Capture")
COL1=(math.mod(math.floor(_CCD(55,33)/1024),32)*65536+math.mod(math.floor(_CCD(55,33)/32), 32)*256+math.mod(_CCD(55,33),32))*8
COL2=(math.mod(math.floor(_CCD(57,33)/1024),32)*65536+math.mod(math.floor(_CCD(57,33)/32), 32)*256+math.mod(_CCD(57,33),32))*8
COL3=(math.mod(math.floor(_CCD(59,33)/1024),32)*65536+math.mod(math.floor(_CCD(59,33)/32), 32)*256+math.mod(_CCD(59,33),32))*8
COL4=(math.mod(math.floor(_CCD(61,33)/1024),32)*65536+math.mod(math.floor(_CCD(61,33)/32), 32)*256+math.mod(_CCD(61,33),32))*8
COL5=(math.mod(math.floor(_CCD(55,30)/1024),32)*65536+math.mod(math.floor(_CCD(55,30)/32), 32)*256+math.mod(_CCD(55,30),32))*8
COL6=(math.mod(math.floor(_CCD(57,30)/1024),32)*65536+math.mod(math.floor(_CCD(57,30)/32), 32)*256+math.mod(_CCD(57,30),32))*8
COL7=(math.mod(math.floor(_CCD(59,30)/1024),32)*65536+math.mod(math.floor(_CCD(59,30)/32), 32)*256+math.mod(_CCD(59,30),32))*8
COL8=(math.mod(math.floor(_CCD(61,30)/1024),32)*65536+math.mod(math.floor(_CCD(61,30)/32), 32)*256+math.mod(_CCD(61,30),32))*8
end
if COLT==14 then COLT=1 end
end
function mainRadar()
out(0,"radar mode C change mode")
out(2,"FG num",T)
out(3,"name",_PLAYERNAME(T))
out(4,"chip",_PLAYERCHIPS(T),"arms",_PLAYERARMS(T))
out (5,"B bomb",_E(BOM1)/128000,"%")
out (6,"speed",math.sqrt(_VX(CN)^2+_VY(CN)^2+_VZ(CN)^2))
out (7,"fps",_FPS())
T=T+_KEYDOWN(12)-_KEYDOWN(13)
for i = 0, RN+1 do
PX=PX+_PLAYERX(T)
PY=PY+_PLAYERY(T)
PZ=PZ+_PLAYERZ(T)
if i==1 then PX=0 PY=0 PZ=0 end
end
if T>=0 then
_SETCOLOR(_PLAYERCOLOR(T))
_MOVE3D(PX/RN,PY/RN,PZ/RN)
_LINE3D(_X(1),_Y(1),_Z(1))
else
_SETCOLOR(0,0,0)
_MOVE3D(0,0,0)
_LINE3D(_X(1),_Y(1),_Z(1))
end
end
}
Last edited by orrrrz on Tue Jun 19, 2012 4:02 am; edited 1 time in total
orrrrz- Tank
- Posts : 55
Join date : 2012-06-19
Age : 29
Location : Tokyo
Re: Naval Fighter5 Fast eagleMKⅢ 50k
I suggest including the code between
- Code:
These keywords in square brackets; fifth icon from the left
Echo_Delta_Oscar- Hover
- Posts : 105
Join date : 2011-03-24
orrrrz- Tank
- Posts : 55
Join date : 2012-06-19
Age : 29
Location : Tokyo
Re: Naval Fighter5 Fast eagleMKⅢ 50k
Fast eagle MKⅢ heavy 1600k
Its almost same as the normal type,but its guns are very strong as much as it can destroy tanks.
When center square turns red,you can enjoy firing with S key.
Its almost same as the normal type,but its guns are very strong as much as it can destroy tanks.
When center square turns red,you can enjoy firing with S key.
- Code:
// [RCD]
// 臥竜に似た構造をしているが電子機器は早鷲の物を使っている
// 電探をほんの少し改良
Val
{
BRAKE(default=180, min=180, max=270, disp=0)
COL1(default=#3CCB34, disp=0)
COL2(default=#69BF40, disp=0)
COL3(default=#437C67, disp=0)
COL4(default=#53B847, disp=0)
COL5(default=#50AF68, disp=0)
COL6(default=#27B687, disp=0)
COL7(default=#CD8B32, disp=0)
COL8(default=#B78848, disp=0)
ENGINE(default=0, min=-100000, max=5000000)
GUN(default=0, max=10, step=100)
GUN0(default=0, max=12800000, step=12800000, disp=0)
GUN1(default=0, max=12800000, step=12800000, disp=0)
GUN2(default=0, max=12800000, step=12800000, disp=0)
GUN3(default=0, max=12800000, step=12800000, disp=0)
GUN4(default=0, max=12800000, step=12800000, disp=0)
GUN5(default=0, max=12800000, step=12800000, disp=0)
GUN6(default=0, max=12800000, step=12800000, disp=0)
GUN7(default=0, max=12800000, step=12800000, disp=0)
GUN8(default=0, max=12800000, step=12800000, disp=0)
GUN9(default=0, max=12800000, step=12800000, disp=0)
T(default=0, min=-1, max=30, disp=0)
W_B(default=45, max=90, disp=0)
W_P(default=1.5, min=-20, max=20, step=2, disp=0)
W_R(default=0, min=-15, max=15, step=3, disp=0)
W_X(default=90, max=90, disp=0)
W_X2(default=-180, min=-180, max=-70, disp=0)
W_Y(default=0, min=-10, max=10, step=2, disp=0)
}
Key
{
0:W_P(step=-1)
1:W_P(step=1)
2:W_R(step=3)
3:W_R(step=-3)
4:ENGINE(step=10000)
5:ENGINE(step=-10000)
7:W_Y(step=-1)
8:GUN0(step=1600000), GUN1(step=1600000), GUN2(step=1600000), GUN3(step=1600000), GUN4(step=1600000), GUN5(step=1600000), GUN6(step=1600000), GUN7(step=1600000), GUN8(step=1600000), GUN9(step=1600000)
9:W_Y(step=1)
}
Body
{
// Core(color=col1) {}
Core(color=col1) {
S:Jet(angle=30, color=col1) {
S:Chip(angle=150, color=col3) {
S:Chip(color=col3) {
S:Arm(angle=W_X, power=gun0, option=1600000, color=col1) { }
N:Jet(angle=90, power=-ENGINE, color=col6) {
E:Chip(angle=90, color=col2) {
E:Arm(angle=W_X, power=gun1, option=1600000, color=col1) { }
W:Chip(angle=W_Y, color=col5) { }
}
W:Chip(angle=90, color=col2) {
W:Arm(angle=W_X, power=gun1, option=1600000, color=col1) { }
E:Chip(angle=-W_Y, color=col5) { }
}
}
}
N:Chip(color=col3) {
S:Jet(angle=90, power=ENGINE, color=col6) {
W:Chip(angle=90, color=col5) {
W:Chip(angle=W_Y, color=col4) { }
}
E:Chip(angle=90, color=col5) {
E:Chip(angle=-W_Y, color=col4) { }
}
}
E:Rudder(angle=-W_X, color=col4) {
N:Chip(angle=-brake, color=col4) { }
S:Arm(angle=W_X, power=gun3, option=1600000, color=col4) { }
E:Chip(color=col1) {
E:Trim(angle=W_R, color=col7) {
S:Arm(angle=-W_R, power=gun9, option=1600000, color=col7) { }
E:Cowl(angle=W_X, option=5, color=col5) { }
}
S:Arm(angle=W_X, power=gun6, option=1600000, color=col1) { }
}
E:Chip(angle=90, color=col1) {
S:Arm(angle=W_X, power=gun4, option=1600000, color=col1) { }
}
}
W:Rudder(angle=W_X, color=col4) {
N:Chip(angle=-brake, color=col4) { }
S:Arm(angle=W_X, power=gun3, option=1600000, color=col4) { }
W:Chip(color=col1) {
W:Trim(angle=W_R, color=col7) {
S:Arm(angle=W_R, power=gun9, option=1600000, color=col7) { }
W:Cowl(angle=W_X, option=5, color=col5) { }
}
S:Arm(angle=W_X, power=gun6, option=1600000, color=col1) { }
}
W:Chip(angle=90, color=col1) {
S:Arm(angle=W_X, power=gun4, option=1600000, color=col1) { }
}
}
N:Chip(color=col3) {
N:Rudder(angle=W_Y, color=col1) {
N:Chip(angle=W_P, color=col1) {
E:Trim(angle=-W_P, color=col8) { }
W:Trim(angle=W_P, color=col8) { }
S:Jet(angle=90, power=ENGINE, color=col6) {
E:Chip(angle=90, color=col4) { }
W:Chip(angle=90, color=col4) { }
}
}
}
}
}
N:Chip(angle=-brake, color=col3) { }
}
}
S:Jet(angle=-30, color=col1) {
S:Chip(angle=-150, color=col3) {
N:Chip(color=col3) {
E:Rudder(angle=-W_X, color=col4) {
N:Chip(angle=brake, color=col4) { }
S:Arm(angle=-W_X, power=gun2, option=1600000, color=col4) { }
E:Chip(color=col1) {
E:Trim(angle=W_R, color=col7) {
S:Arm(angle=-W_R, power=gun8, option=1600000, color=col7) { }
E:Cowl(angle=-W_X, option=5, color=col5) { }
}
S:Arm(angle=-W_X, power=gun5, option=1600000, color=col1) { }
E:Chip(angle=-90, color=col1) {
S:Arm(angle=-W_X, power=gun7, option=1600000, color=col1) { }
}
}
}
W:Rudder(angle=W_X, color=col4) {
N:Chip(angle=brake, color=col4) { }
S:Arm(angle=-W_X, power=gun2, option=1600000, color=col4) { }
W:Chip(color=col1) {
W:Trim(angle=W_R, color=col7) {
S:Arm(angle=W_R, power=gun8, option=1600000, color=col7) { }
W:Cowl(angle=-W_X, option=5, color=col5) { }
}
S:Arm(angle=-W_X, power=gun5, option=1600000, color=col1) { }
W:Chip(angle=-90, color=col1) {
S:Arm(angle=-W_X, power=gun7, option=1600000, color=col1) { }
}
}
}
N:Chip(color=col3) {
N:Rudder(angle=W_Y, color=col3) {
N:Chip(angle=W_P, color=col3) {
E:Chip(angle=-W_X2, color=col8) { }
W:Chip(angle=-W_X2, color=col8) { }
}
E:Cowl(angle=-W_X2, option=4, color=col8) { }
W:Cowl(angle=-W_X2, option=3, color=col8) { }
}
}
}
S:Chip(color=col2) {
S:Arm(angle=-W_X, power=gun0, option=1600000, color=col1, name=main) { }
}
}
}
}
}
Lua
{PX=0
PY=0
PZ=0
prev=0
AUTO=1
--ブレーキ管制
BRAKE2=-1
--コア番号
CN=0
--レーダー出力
RN=1
--レーダー出力管制
RT=1
--色調管制
COLT=1
_ZOOM(100)
--1,2セッティングモード 3レーダーモード
SET=1
function balancer()
prev=prev-(_AX(CN)-math.atan2(-_VY(CN),-_VZ(CN)))*0.5
prev=math.min(2,math.max(-2,prev))
W_R=_EZ(CN)*10+_WZ(CN)
W_P=-_AX(CN)*20+_WX(CN)+prev+1.5
end
function main()
SET=SET+_KEYDOWN(6)
if SET==4 then SET=1 end
if SET==1 then mainRadar() end
if SET==2 then mainSet() end
if SET==3 then mainSett() end
if ENGINE~=0 then W_X=W_X-5 W_X2=W_X2+5
elseif math.sqrt(_VX(CN)^2+_VY(CN)^2+_VZ(CN)^2)<=2 then W_X=W_X+5 W_X2=W_X2-5 end
BRAKE2=BRAKE2-2*BRAKE2*_KEYDOWN(10)
BRAKE=BRAKE+BRAKE2*30
_ZOOM(_ZOOM() + (_KEY(16)-_KEY(15))*5.5)
AUTO=AUTO-2*AUTO*_KEYDOWN(14)
if(AUTO<0) then balancer() end
_SETCOLOR(0,0,0)
_MOVE2D(0.02,0)
_LINE2D(-0.02,0)
_LINE2D(-0.02,-0.04)
_LINE2D(0.02,-0.04)
_LINE2D(0.02,0)
if _E(MAIN)~=1600000 then
_SETCOLOR(0)
else _SETCOLOR(255*256*256) end
_MOVE2D(-_E(MAIN)/1600000*0.05,-0.05)
_LINE2D(_E(MAIN)/1600000*0.05,-0.05)
end
function mainSet()
out(0,"setting mode1 C change mode")
out (5,"speed",math.sqrt(_VX(CN)^2+_VY(CN)^2+_VZ(CN)^2))
out (6,"fps",_FPS())
end
function mainSett()
out(0,"setting mode2 C change mode")
out(2,"F radarping",RN)
out(3,"G colortype",COLT)
out (6,"speed",math.sqrt(_VX(CN)^2+_VY(CN)^2+_VZ(CN)^2))
out (7,"fps",_FPS())
RT=RT+_KEYDOWN(12)
if RT==1 then RN=1 end
if RT==2 then RN=10 end
if RT==3 then RN=100 end
if RT==4 then RN=1000 end
if RT==5 then RT=1 end
COLT=COLT+_KEYDOWN(13)
if COLT==1 then out(4,"Hayawashi3")
COL1=3984180 COL2=6930240 COL3=4422759 COL4=5486663 COL5=5287784 COL6=2602631 COL7=13470514 COL8=12027976 end
if COLT==2 then out(4,"Hayawashi2")
COL1=128 COL2=16512 COL3=65535 COL4=255 COL5=33023 COL6=2602631 COL7=16777088 COL8=16776960 end
if COLT==3 then out(4,"Seacamo1")
COL1=8454143 COL2=8454143 COL3=8454143 COL4=8454143 COL5=8454143 COL6=8454143 COL7=8454143 COL8=8454143 end
if COLT==4 then out(4,"Seacamo2")
COL1=128 COL2=33023 COL3=33023 COL4=32960 COL5=8454143 COL6=33023 COL7=33023 COL8=8454143 end
if COLT==5 then out(4,"Gouhuu1")
COL1=8421504 COL2=33023 COL3=33023 COL4=32960 COL5=32960 COL6=255 COL7=16777215 COL8=32960 end
if COLT==6 then out(4,"Gouhuu2")
COL1=12632256 COL2=69374 COL3=721342 COL4=721342 COL5=16711680 COL6=255 COL7=255 COL8=16711680 end
if COLT==7 then out(4,"Stratosphere")
COL1=65535 COL2=32960 COL3=65535 COL4=8454143 COL5=33023 COL6=65535 COL7=65535 COL8=33023 end
if COLT==8 then out(4,"Oowashi 5")
COL1=65344 COL2=65280 COL3=65408 COL4=65535 COL5=8454016 COL6=65280 COL7=8454016 COL8=65344 end
if COLT==9 then out(4,"Monochrome")
COL1=8421504 COL2=12632256 COL3=12632256 COL4=4013373 COL5=8421504 COL6=12632256 COL7=12632256 COL8=12632256 end
if COLT==10 then out(4,"Dried grass")
COL1=14212220 COL2=10412955 COL3=14212220 COL4=10412955 COL5=14212220 COL6=14212220 COL7=14212220 COL8=14212220 end
if COLT==11 then out(4,"Gaudy")
COL1=4194432 COL2=8388736 COL3=16744703 COL4=16711808 COL5=8388863 COL6=8388672 COL7=16711680 COL8=255 end
if COLT==12 and _CCD(32,32)==0 then out(4,"CCDfront Close") end
if COLT==12 and _CCD(32,32)~=0 then out(4,"CCDfront Capture")
COL1=(math.mod(math.floor(_CCD(32,32)/1024),32)*65536+math.mod(math.floor(_CCD(32,32)/32), 32)*256+math.mod(_CCD(32,32),32))*8
COL2=COL1 COL3=COL1 COL4=COL1 COL5=COL1 COL6=COL1 COL7=COL1 COL8=COL1 end
if COLT==13 and _CCD(32,32)==0 then out(4,"CCDinferior Close") end
if COLT==13 and _CCD(32,32)~=0 then out(4,"CCDinferior Capture")
COL1=(math.mod(math.floor(_CCD(55,33)/1024),32)*65536+math.mod(math.floor(_CCD(55,33)/32), 32)*256+math.mod(_CCD(55,33),32))*8
COL2=(math.mod(math.floor(_CCD(57,33)/1024),32)*65536+math.mod(math.floor(_CCD(57,33)/32), 32)*256+math.mod(_CCD(57,33),32))*8
COL3=(math.mod(math.floor(_CCD(59,33)/1024),32)*65536+math.mod(math.floor(_CCD(59,33)/32), 32)*256+math.mod(_CCD(59,33),32))*8
COL4=(math.mod(math.floor(_CCD(61,33)/1024),32)*65536+math.mod(math.floor(_CCD(61,33)/32), 32)*256+math.mod(_CCD(61,33),32))*8
COL5=(math.mod(math.floor(_CCD(55,30)/1024),32)*65536+math.mod(math.floor(_CCD(55,30)/32), 32)*256+math.mod(_CCD(55,30),32))*8
COL6=(math.mod(math.floor(_CCD(57,30)/1024),32)*65536+math.mod(math.floor(_CCD(57,30)/32), 32)*256+math.mod(_CCD(57,30),32))*8
COL7=(math.mod(math.floor(_CCD(59,30)/1024),32)*65536+math.mod(math.floor(_CCD(59,30)/32), 32)*256+math.mod(_CCD(59,30),32))*8
COL8=(math.mod(math.floor(_CCD(61,30)/1024),32)*65536+math.mod(math.floor(_CCD(61,30)/32), 32)*256+math.mod(_CCD(61,30),32))*8
end
if COLT==14 then COLT=1 end
end
function mainRadar()
out(0,"radar mode C change mode")
out(2,"FG num",T)
out(3,"name",_PLAYERNAME(T))
out(4,"chip",_PLAYERCHIPS(T),"arms",_PLAYERARMS(T))
out (6,"speed",math.sqrt(_VX(CN)^2+_VY(CN)^2+_VZ(CN)^2))
out (7,"fps",_FPS())
T=T+_KEYDOWN(12)-_KEYDOWN(13)
for i = 0, RN+1 do
PX=PX+_PLAYERX(T)
PY=PY+_PLAYERY(T)
PZ=PZ+_PLAYERZ(T)
if i==1 then PX=0 PY=0 PZ=0 end
end
if T>=0 then
_SETCOLOR(_PLAYERCOLOR(T))
_MOVE3D(PX/RN,PY/RN,PZ/RN)
_LINE3D(_X(1),_Y(1),_Z(1))
else
_SETCOLOR(0,0,0)
_MOVE3D(0,0,0)
_LINE3D(_X(1),_Y(1),_Z(1))
end
end
}
orrrrz- Tank
- Posts : 55
Join date : 2012-06-19
Age : 29
Location : Tokyo
Re: Naval Fighter5 Fast eagleMKⅢ 50k
Fast eagle MKⅢ heavy 50k
It is simply big version.
The fire power is intensified,but it cannot turn smoothly as normal type.
So,it is useful to Dive and Zoom.
It is simply big version.
The fire power is intensified,but it cannot turn smoothly as normal type.
So,it is useful to Dive and Zoom.
- Code:
// [RCD]
// 臥竜に似た構造をしているが電子機器は早鷲の物を使っている
// 電探をほんの少し改良
Val
{
BOMP1(default=0, max=12800000, step=3200000, disp=0)
BOMP2(default=0, max=12800000, step=3200000, disp=0)
BOMP3(default=0, max=12800000, step=3200000, disp=0)
BOMP4(default=0, max=12800000, step=3200000, disp=0)
BOMP5(default=0, max=12800000, step=3200000, disp=0)
BOMP6(default=0, max=12800000, step=3200000, disp=0)
BOMP7(default=0, max=12800000, step=3200000, disp=0)
BOMP8(default=0, max=12800000, step=3200000, disp=0)
BRAKE(default=180, min=180, max=270, disp=0)
COL1(default=#3CCB34, disp=0)
COL2(default=#69BF40, disp=0)
COL3(default=#437C67, disp=0)
COL4(default=#53B847, disp=0)
COL5(default=#50AF68, disp=0)
COL6(default=#27B687, disp=0)
COL7(default=#CD8B32, disp=0)
COL8(default=#B78848, disp=0)
ENGINE(default=0, min=-100000, max=5000000)
GUN(default=0, max=10, step=100)
GUN0(default=0, max=12800000, step=12800000, disp=0)
GUN1(default=0, max=12800000, step=12800000, disp=0)
GUN2(default=0, max=12800000, step=12800000, disp=0)
GUN3(default=0, max=12800000, step=12800000, disp=0)
GUN4(default=0, max=12800000, step=12800000, disp=0)
GUN5(default=0, max=12800000, step=12800000, disp=0)
GUN6(default=0, max=12800000, step=12800000, disp=0)
GUN7(default=0, max=12800000, step=12800000, disp=0)
GUN8(default=0, max=12800000, step=12800000, disp=0)
GUN9(default=0, max=12800000, step=12800000, disp=0)
T(default=0, min=-1, max=30, disp=0)
W_B(default=45, max=90, disp=0)
W_P(default=1.1, min=-20, max=20, step=3, disp=0)
W_R(default=0, min=-15, max=15, step=3, disp=0)
W_X(default=90, max=90, disp=0)
W_X2(default=-180, min=-180, max=-70, disp=0)
W_Y(default=0, min=-10, max=10, step=3, disp=0)
}
Key
{
0:W_P(step=-2)
1:W_P(step=2)
2:W_R(step=3)
3:W_R(step=-3)
4:ENGINE(step=10000)
5:ENGINE(step=-10000)
7:W_Y(step=-2)
8:GUN0(step=200000), GUN1(step=33334), GUN2(step=20000), GUN3(step=14500), GUN4(step=12000), GUN5(step=9500), GUN6(step=7500), GUN7(step=6500), GUN8(step=5800), GUN9(step=5263)
9:W_Y(step=2)
}
Body
{
// Core(color=col1) {}
Core(color=col1) {
S:Jet(angle=30, color=col1) {
S:Chip(angle=150, color=col3) {
S:Chip(color=col3) {
S:Arm(angle=W_X, power=gun0, option=100000, color=col1) { }
N:Jet(angle=90, power=-ENGINE, color=col6) {
E:Chip(angle=90, color=col2) {
E:Arm(angle=W_X, power=gun1, option=100000, color=col1) { }
W:Chip(angle=W_Y, color=col5) { }
}
W:Chip(angle=90, color=col2) {
W:Arm(angle=W_X, power=gun1, option=100000, color=col1) { }
E:Chip(angle=-W_Y, color=col5) { }
}
}
}
N:Chip(color=col3) {
S:Jet(angle=90, power=ENGINE, color=col6) {
W:Chip(angle=90, color=col5) {
W:Chip(angle=W_Y, color=col4) { }
}
E:Chip(angle=90, color=col5) {
E:Chip(angle=-W_Y, color=col4) { }
}
}
E:Rudder(angle=-W_X, color=col4) {
N:Chip(angle=-brake, color=col4) { }
S:Arm(angle=W_X, power=gun3, option=100000, color=col4) { }
E:Chip(color=col1) {
E:Trim(angle=W_R, color=col7) {
S:Arm(angle=-W_R, power=gun9, option=100000, color=col7) { }
E:Cowl(angle=W_X, option=5, color=col5) { }
}
S:Arm(angle=W_X, power=gun6, option=100000, color=col1) { }
}
E:Chip(angle=90, color=col1) {
S:Arm(angle=W_X, power=gun4, option=100000, color=col1) { }
}
}
W:Rudder(angle=W_X, color=col4) {
N:Chip(angle=-brake, color=col4) { }
S:Arm(angle=W_X, power=gun3, option=100000, color=col4) { }
W:Chip(color=col1) {
W:Trim(angle=W_R, color=col7) {
S:Arm(angle=W_R, power=gun9, option=100000, color=col7) { }
W:Cowl(angle=W_X, option=5, color=col5) { }
}
S:Arm(angle=W_X, power=gun6, option=100000, color=col1) { }
}
W:Chip(angle=90, color=col1) {
S:Arm(angle=W_X, power=gun4, option=100000, color=col1) { }
}
}
N:Chip(color=col3) {
N:Rudder(angle=W_Y, color=col1) {
N:Chip(angle=W_P, color=col1) {
E:Trim(angle=-W_P, color=col8) { }
W:Trim(angle=W_P, color=col8) { }
S:Jet(angle=90, power=ENGINE, color=col6) {
E:Chip(angle=90, color=col4) { }
W:Chip(angle=90, color=col4) { }
}
}
}
}
}
N:Chip(angle=-brake, color=col3) { }
}
}
S:Jet(angle=-30, color=col1) {
S:Chip(angle=-150, color=col3) {
N:Chip(color=col3) {
E:Rudder(angle=-W_X, color=col4) {
N:Chip(angle=brake, color=col4) { }
S:Arm(angle=-W_X, power=gun2, option=100000, color=col4) { }
E:Chip(color=col1) {
E:Trim(angle=W_R, color=col7) {
S:Arm(angle=-W_R, power=gun8, option=100000, color=col7) { }
E:Cowl(angle=-W_X, option=5, color=col5) { }
}
S:Arm(angle=-W_X, power=gun5, option=100000, color=col1) { }
E:Chip(angle=-90, color=col1) {
S:Arm(angle=-W_X, power=gun7, option=100000, color=col1) { }
}
}
}
W:Rudder(angle=W_X, color=col4) {
N:Chip(angle=brake, color=col4) { }
S:Arm(angle=-W_X, power=gun2, option=100000, color=col4) { }
W:Chip(color=col1) {
W:Trim(angle=W_R, color=col7) {
S:Arm(angle=W_R, power=gun8, option=100000, color=col7) { }
W:Cowl(angle=-W_X, option=5, color=col5) { }
}
S:Arm(angle=-W_X, power=gun5, option=100000, color=col1) { }
W:Chip(angle=-90, color=col1) {
S:Arm(angle=-W_X, power=gun7, option=100000, color=col1) { }
}
}
}
N:Chip(color=col3) {
N:Rudder(angle=W_Y, color=col3) {
N:Chip(angle=W_P, color=col3) {
E:Chip(angle=-W_X2, color=col8) { }
W:Chip(angle=-W_X2, color=col8) { }
}
E:Cowl(angle=-W_X2, option=4, color=col8) { }
W:Cowl(angle=-W_X2, option=3, color=col8) { }
}
}
}
S:Chip(color=col2) {
S:Arm(angle=-W_X, power=gun0, option=100000, color=col1) { }
}
}
}
S:Frame(option=1) {
W:Arm(angle=180, power=bomp1, option=12800000, color=colb, name=bom1, user1=105) {
W:Weight(angle=180, color=colb) {
S:Trim(angle=W_B, color=colb) { }
S:Trim(angle=-W_B, color=colb) { }
}
}
W:Arm(angle=180, power=bomp3, option=12800000, color=colb, name=bom3, user1=105) {
W:Weight(angle=180, color=colb) {
S:Trim(angle=W_B, color=colb) { }
S:Trim(angle=-W_B, color=colb) { }
}
}
E:Arm(angle=180, power=bomp5, option=12800000, color=colb, name=bom5, user1=105) {
E:Weight(angle=180, color=colb) {
S:Trim(angle=W_B, color=colb) { }
S:Trim(angle=-W_B, color=colb) { }
}
}
E:Arm(angle=180, power=bomp7, option=12800000, color=colb, name=bom7, user1=105) {
E:Weight(angle=180, color=colb) {
S:Trim(angle=W_B, color=colb) { }
S:Trim(angle=-W_B, color=colb) { }
}
}
}
S:TrimF(angle=90, option=1) {
W:Arm(angle=180, power=bomp6, option=12800000, color=colb, name=bom6, user1=105) {
W:Weight(angle=180, color=colb) {
S:Trim(angle=W_B, color=colb) { }
S:Trim(angle=-W_B, color=colb) { }
}
}
W:Arm(angle=180, power=bomp2, option=12800000, color=colb, name=bom2, user1=105) {
W:Weight(angle=180, color=colb) {
S:Trim(angle=W_B, color=colb) { }
S:Trim(angle=-W_B, color=colb) { }
}
}
E:Arm(angle=180, power=bomp8, option=12800000, color=colb, name=bom8, user1=105) {
E:Weight(angle=180, color=colb) {
S:Trim(angle=W_B, color=colb) { }
S:Trim(angle=-W_B, color=colb) { }
}
}
E:Arm(angle=180, power=bomp4, option=12800000, color=colb, name=bom4, user1=105) {
E:Weight(angle=180, color=colb) {
S:Trim(angle=W_B, color=colb) { }
S:Trim(angle=-W_B, color=colb) { }
}
}
}
}
}
Lua
{PX=0
PY=0
PZ=0
prev=0
AUTO=1
--ブレーキ管制
BRAKE2=-1
--発射速度
GUNP=1/2
--発射速度管制
GUNT=1
--爆弾投下管制
BOMN=0
--爆弾尾部管制
BOMT=1
--コア番号
CN=0
--レーダー出力
RN=1
--レーダー出力管制
RT=1
--色調管制
COLT=1
_ZOOM(100)
--1,2セッティングモード 3レーダーモード
SET=1
function balancer()
prev=prev-(_AX(CN)-math.atan2(-_VY(CN),-_VZ(CN)))*0.5
prev=math.min(2,math.max(-2,prev))
W_R=_EZ(CN)*10+_WZ(CN)
W_P=-_AX(CN)*20+_WX(CN)+prev+1
end
function main()
SET=SET+_KEYDOWN(6)
if SET==4 then SET=1 end
if SET==1 then mainRadar() end
if SET==2 then mainSet() end
if SET==3 then mainSett() end
if ENGINE~=0 then W_X=W_X-5 W_X2=W_X2+5
elseif math.sqrt(_VX(CN)^2+_VY(CN)^2+_VZ(CN)^2)<=2 then W_X=W_X+5 W_X2=W_X2-5 end
BRAKE2=BRAKE2-2*BRAKE2*_KEYDOWN(10)
BRAKE=BRAKE+BRAKE2*30
_ZOOM(_ZOOM() + (_KEY(16)-_KEY(15))*5.5)
AUTO=AUTO-2*AUTO*_KEYDOWN(14)
if(AUTO<0) then balancer() end
if _KEY(8)==1 then GUN=GUN+GUNP end
for i=0, 10 do
if GUN>i then _G["GUN"..i]=12800000 end
end
BOMN=BOMN+_KEYDOWN(11)
BOMN=math.min(8,math.max(0,BOMN))
for i=0,9 do
if BOMN==i then _SPLIT(_G["BOM"..i]) end
if BOMN>=i and _Y(_G["BOM"..i])<=0 then _G["BOMP"..i]=12800000 end
if BOMN>=i and _H(_G["BOM"..i])<=3 and _H(_G["BOM"..i])>=0 then _G["BOMP"..i]=12800000 end
--投げ爆 レーダーモードでのみ動作
if BOMN>=i and SET==1 and math.sqrt((_X(_G["BOM"..i])-PX/RN)^2+(_Y(_G["BOM"..i])-PY/RN)^2+(_Z(_G["BOM"..i])-PZ/RN)^2)<5
and math.sqrt((_X(_G["BOM"..i])-_X(CN))^2+(_Y(_G["BOM"..i])-_Y(CN))^2+(_Z(_G["BOM"..i])-_Z(CN))^2)>30 then _G["BOMP"..i]=12800000 end
end
_SETCOLOR(0,0,0)
_MOVE2D(0.01,0)
_LINE2D(-0.01,0)
_LINE2D(-0.01,-0.02)
_LINE2D(0.01,-0.02)
_LINE2D(0.01,0)
end
function mainSet()
out(0,"setting mode1 C change mode")
out(2,"F guntype",GUNT)
out(3,"G bombtype",BOMT)
out (4,"B bomb",_E(BOM1)/128000,"% ",8-BOMN)
out (5,"speed",math.sqrt(_VX(CN)^2+_VY(CN)^2+_VZ(CN)^2))
out (6,"fps",_FPS())
GUNT=GUNT+_KEYDOWN(12)
if GUNT==1 then GUNP=0.5 end
if GUNT==2 then GUNP=1 end
if GUNT==3 then GUNP=1.5 end
if GUNT==4 then GUNP=2 end
if GUNT==5 then GUNP=20 end
if GUNT==6 then GUNT=1 end
BOMT=BOMT-2*BOMT*_KEYDOWN(13)
if BOMT==1 then W_B=45 end
if BOMT==-1 then W_B=90 end
end
function mainSett()
out(0,"setting mode2 C change mode")
out(2,"F radarping",RN)
out(3,"G colortype",COLT)
out (5,"B bomb",_E(BOM1)/128000,"% ",8-BOMN)
out (6,"speed",math.sqrt(_VX(CN)^2+_VY(CN)^2+_VZ(CN)^2))
out (7,"fps",_FPS())
RT=RT+_KEYDOWN(12)
if RT==1 then RN=1 end
if RT==2 then RN=10 end
if RT==3 then RN=100 end
if RT==4 then RN=1000 end
if RT==5 then RT=1 end
COLT=COLT+_KEYDOWN(13)
if COLT==1 then out(4,"Hayawashi3")
COL1=3984180 COL2=6930240 COL3=4422759 COL4=5486663 COL5=5287784 COL6=2602631 COL7=13470514 COL8=12027976 end
if COLT==2 then out(4,"Hayawashi2")
COL1=128 COL2=16512 COL3=65535 COL4=255 COL5=33023 COL6=2602631 COL7=16777088 COL8=16776960 end
if COLT==3 then out(4,"Seacamo1")
COL1=8454143 COL2=8454143 COL3=8454143 COL4=8454143 COL5=8454143 COL6=8454143 COL7=8454143 COL8=8454143 end
if COLT==4 then out(4,"Seacamo2")
COL1=128 COL2=33023 COL3=33023 COL4=32960 COL5=8454143 COL6=33023 COL7=33023 COL8=8454143 end
if COLT==5 then out(4,"Gouhuu1")
COL1=8421504 COL2=33023 COL3=33023 COL4=32960 COL5=32960 COL6=255 COL7=16777215 COL8=32960 end
if COLT==6 then out(4,"Gouhuu2")
COL1=12632256 COL2=69374 COL3=721342 COL4=721342 COL5=16711680 COL6=255 COL7=255 COL8=16711680 end
if COLT==7 then out(4,"Stratosphere")
COL1=65535 COL2=32960 COL3=65535 COL4=8454143 COL5=33023 COL6=65535 COL7=65535 COL8=33023 end
if COLT==8 then out(4,"Oowashi 5")
COL1=65344 COL2=65280 COL3=65408 COL4=65535 COL5=8454016 COL6=65280 COL7=8454016 COL8=65344 end
if COLT==9 then out(4,"Monochrome")
COL1=8421504 COL2=12632256 COL3=12632256 COL4=4013373 COL5=8421504 COL6=12632256 COL7=12632256 COL8=12632256 end
if COLT==10 then out(4,"Dried grass")
COL1=14212220 COL2=10412955 COL3=14212220 COL4=10412955 COL5=14212220 COL6=14212220 COL7=14212220 COL8=14212220 end
if COLT==11 then out(4,"Gaudy")
COL1=4194432 COL2=8388736 COL3=16744703 COL4=16711808 COL5=8388863 COL6=8388672 COL7=16711680 COL8=255 end
if COLT==12 and _CCD(32,32)==0 then out(4,"CCDfront Close") end
if COLT==12 and _CCD(32,32)~=0 then out(4,"CCDfront Capture")
COL1=(math.mod(math.floor(_CCD(32,32)/1024),32)*65536+math.mod(math.floor(_CCD(32,32)/32), 32)*256+math.mod(_CCD(32,32),32))*8
COL2=COL1 COL3=COL1 COL4=COL1 COL5=COL1 COL6=COL1 COL7=COL1 COL8=COL1 end
if COLT==13 and _CCD(32,32)==0 then out(4,"CCDinferior Close") end
if COLT==13 and _CCD(32,32)~=0 then out(4,"CCDinferior Capture")
COL1=(math.mod(math.floor(_CCD(55,33)/1024),32)*65536+math.mod(math.floor(_CCD(55,33)/32), 32)*256+math.mod(_CCD(55,33),32))*8
COL2=(math.mod(math.floor(_CCD(57,33)/1024),32)*65536+math.mod(math.floor(_CCD(57,33)/32), 32)*256+math.mod(_CCD(57,33),32))*8
COL3=(math.mod(math.floor(_CCD(59,33)/1024),32)*65536+math.mod(math.floor(_CCD(59,33)/32), 32)*256+math.mod(_CCD(59,33),32))*8
COL4=(math.mod(math.floor(_CCD(61,33)/1024),32)*65536+math.mod(math.floor(_CCD(61,33)/32), 32)*256+math.mod(_CCD(61,33),32))*8
COL5=(math.mod(math.floor(_CCD(55,30)/1024),32)*65536+math.mod(math.floor(_CCD(55,30)/32), 32)*256+math.mod(_CCD(55,30),32))*8
COL6=(math.mod(math.floor(_CCD(57,30)/1024),32)*65536+math.mod(math.floor(_CCD(57,30)/32), 32)*256+math.mod(_CCD(57,30),32))*8
COL7=(math.mod(math.floor(_CCD(59,30)/1024),32)*65536+math.mod(math.floor(_CCD(59,30)/32), 32)*256+math.mod(_CCD(59,30),32))*8
COL8=(math.mod(math.floor(_CCD(61,30)/1024),32)*65536+math.mod(math.floor(_CCD(61,30)/32), 32)*256+math.mod(_CCD(61,30),32))*8
end
if COLT==14 then COLT=1 end
end
function mainRadar()
out(0,"radar mode C change mode")
out(2,"FG num",T)
out(3,"name",_PLAYERNAME(T))
out(4,"chip",_PLAYERCHIPS(T),"arms",_PLAYERARMS(T))
out (5,"B bomb",_E(BOM1)/128000,"% ",8-BOMN)
out (6,"speed",math.sqrt(_VX(CN)^2+_VY(CN)^2+_VZ(CN)^2))
out (7,"fps",_FPS())
T=T+_KEYDOWN(12)-_KEYDOWN(13)
for i = 0, RN+1 do
PX=PX+_PLAYERX(T)
PY=PY+_PLAYERY(T)
PZ=PZ+_PLAYERZ(T)
if i==1 then PX=0 PY=0 PZ=0 end
end
if T>=0 then
_SETCOLOR(_PLAYERCOLOR(T))
_MOVE3D(PX/RN,PY/RN,PZ/RN)
_LINE3D(_X(1),_Y(1),_Z(1))
else
_SETCOLOR(0,0,0)
_MOVE3D(0,0,0)
_LINE3D(_X(1),_Y(1),_Z(1))
end
end
}
orrrrz- Tank
- Posts : 55
Join date : 2012-06-19
Age : 29
Location : Tokyo
Re: Naval Fighter5 Fast eagleMKⅢ 50k
Type,Anti-tank
It has many many cannons whose options are 6400000!!
You can use the cannons safely.
It has many many cannons whose options are 6400000!!
You can use the cannons safely.
- Code:
Val
{
ARM_COUNTER(default=0, max=6400000)
BRAKE(default=180, min=180, max=270, disp=0)
COL1(default=#3CCB34, disp=0)
COL2(default=#69BF40, disp=0)
COL3(default=#437C67, disp=0)
COL4(default=#53B847, disp=0)
COL5(default=#50AF68, disp=0)
COL6(default=#27B687, disp=0)
COL7(default=#CD8B32, disp=0)
COL8(default=#B78848, disp=0)
ENGINE(default=0, min=-100000, max=500000)
GUN(default=0, max=10, step=100)
GUN0(default=0, max=6400000, step=6400000, disp=0)
GUN1(default=0, max=6400000, step=6400000, disp=0)
GUN2(default=0, max=6400000, step=6400000, disp=0)
GUN3(default=0, max=6400000, step=6400000, disp=0)
GUN4(default=0, max=6400000, step=6400000, disp=0)
GUN5(default=0, max=6400000, step=6400000, disp=0)
GUN6(default=0, max=6400000, step=6400000, disp=0)
GUN7(default=0, max=6400000, step=6400000, disp=0)
GUN8(default=0, max=6400000, step=6400000, disp=0)
GUN9(default=0, max=6400000, step=6400000, disp=0)
T(default=-2, min=-2, max=30, disp=0)
WX(default=-0.3, min=-30, max=30, step=2, disp=0)
WY(default=0, min=-10, max=10, step=2, disp=0)
WZ(default=0, min=-15, max=15, step=3, disp=0)
W_B(default=45, max=90, disp=0)
W_P(default=0.5, min=-30, max=30)
W_R(default=0, min=-15, max=15)
W_X(default=0, max=90, disp=0)
W_X2(default=-70, min=-180, max=-70, disp=0)
W_Y(default=0, min=-10, max=10)
}
Key
{
8:GUN0(step=6400000), GUN1(step=6400000), GUN2(step=6400000), GUN3(step=6400000), GUN4(step=6400000), GUN5(step=6400000), GUN6(step=6400000), GUN7(step=6400000), GUN8(step=6400000), GUN9(step=6400000)
}
Body
{
// Core(color=col1) {}
Core(color=col1) {
S:Jet(angle=30, color=col1) {
S:Weight(angle=150, color=col3) {
S:Chip(color=col3) {
S:Arm(angle=0, power=gun0, option=6400000, color=col1) { }
N:Jet(angle=90, power=-ENGINE, color=col6) {
E:Chip(angle=90, color=col2) {
E:Arm(angle=0, power=gun1, option=6400000, color=col1) { }
W:Chip(angle=W_Y, color=col5) { }
}
W:Chip(angle=90, color=col2) {
W:Arm(angle=0, power=gun1, option=6400000, color=col1) { }
E:Chip(angle=-W_Y, color=col5) { }
}
}
}
N:Chip(angle=-brake, color=col3) { }
N:Weight(color=col3) {
S:Jet(angle=90, power=ENGINE, color=col6) {
W:Chip(angle=90, color=col5) {
W:Chip(angle=W_Y, color=col4) { }
}
E:Chip(angle=90, color=col5) {
E:Chip(angle=-W_Y, color=col4) { }
}
}
W:Chip(color=col4) {
N:Chip(angle=-brake, color=col4) { }
S:Arm(angle=0, power=gun3, option=6400000, color=col4) { }
W:Chip(color=col1) {
W:Trim(angle=W_R, color=col7) {
S:Arm(angle=W_R, power=gun9, option=6400000, color=col7) { }
W:Cowl(angle=0, option=5, color=col5) { }
}
S:Arm(angle=0, power=gun6, option=6400000, color=col1) { }
}
W:Chip(angle=90, color=col1) {
S:Arm(angle=0, power=gun4, option=6400000, color=col1) { }
}
}
E:Chip(color=col4) {
N:Chip(angle=-brake, color=col4) { }
S:Arm(angle=0, power=gun3, option=6400000, color=col4) { }
E:Chip(color=col1) {
E:Trim(angle=W_R, color=col7) {
S:Arm(angle=-W_R, power=gun9, option=6400000, color=col7) { }
E:Cowl(angle=0, option=5, color=col5) { }
}
S:Arm(angle=0, power=gun6, option=6400000, color=col1) { }
}
E:Chip(angle=90, color=col1) {
S:Arm(angle=0, power=gun4, option=6400000, color=col1) { }
}
}
W:Chip(angle=-W_X, color=col1) {
W:Chip(angle=W_X, color=col4) {
N:Chip(angle=-brake, color=col4) { }
S:Arm(angle=0, power=gun3, option=6400000, color=col4) { }
W:Chip(color=col1) {
W:Trim(angle=W_R, color=col7) {
S:Arm(angle=W_R, power=gun9, option=6400000, color=col7) { }
W:Cowl(angle=0, option=5, color=col5) { }
}
S:Arm(angle=0, power=gun6, option=6400000, color=col1) { }
W:Chip(angle=90, color=col1) {
S:Arm(angle=0, power=gun4, option=6400000, color=col1) { }
}
}
W:Chip(angle=90, color=col1) {
S:Arm(angle=0, power=gun4, option=6400000, color=col1) { }
}
}
S:Arm(angle=0, power=gun7, option=6400000, color=col1) { }
}
E:Chip(angle=-W_X, color=col1) {
E:Chip(angle=W_X, color=col4) {
N:Chip(angle=-brake, color=col4) { }
S:Arm(angle=0, power=gun3, option=6400000, color=col4) { }
E:Chip(color=col1) {
E:Trim(angle=W_R, color=col7) {
S:Arm(angle=-W_R, power=gun9, option=6400000, color=col7) { }
E:Cowl(angle=0, option=5, color=col5) { }
}
S:Arm(angle=0, power=gun6, option=6400000, color=col1) { }
E:Chip(angle=90, color=col1) {
S:Arm(angle=0, power=gun4, option=6400000, color=col1) { }
}
}
E:Chip(angle=90, color=col1) {
S:Arm(angle=0, power=gun4, option=6400000, color=col1) { }
}
}
S:Arm(angle=0, power=gun7, option=6400000, color=col1) { }
}
N:Weight(color=col3) {
N:Weight(angle=W_P, color=col1) {
N:Weight(color=col1) {
E:Trim(angle=-W_P, color=col8) { }
S:Jet(angle=90, power=ENGINE, color=col6) {
E:Chip(angle=90, color=col4) { }
W:Chip(angle=90, color=col4) { }
}
W:Trim(angle=W_P, color=col8) { }
}
}
}
}
}
}
S:Jet(angle=-30, color=col1) {
S:Weight(angle=-150, color=col3) {
S:Chip(color=col2) {
S:Arm(angle=0, power=gun0, option=6400000, color=col1, name=main) { }
}
N:Weight(color=col3) {
E:Chip(color=col4) {
N:Chip(angle=brake, color=col4) { }
S:Arm(angle=0, power=gun2, option=6400000, color=col4) { }
E:Chip(color=col1) {
E:Trim(angle=W_R, color=col7) {
S:Arm(angle=-W_R, power=gun8, option=6400000, color=col7) { }
E:Cowl(angle=0, option=5, color=col5) { }
}
S:Arm(angle=0, power=gun5, option=6400000, color=col1) { }
E:Chip(angle=-90, color=col1) {
S:Arm(angle=0, power=gun7, option=6400000, color=col1) { }
}
}
}
W:Chip(angle=W_X, color=col4) {
W:Chip(angle=-W_X, color=col4) {
N:Chip(angle=brake, color=col4) { }
S:Arm(angle=0, power=gun2, option=6400000, color=col4) { }
W:Chip(color=col1) {
W:Trim(angle=W_R, color=col7) {
S:Arm(angle=W_R, power=gun8, option=6400000, color=col7) { }
W:Cowl(angle=0, option=5, color=col5) { }
}
S:Arm(angle=0, power=gun5, option=6400000, color=col1) { }
W:Chip(angle=-90, color=col1) {
S:Arm(angle=0, power=gun7, option=6400000, color=col1) { }
}
}
W:Chip(angle=-90, color=col1) {
S:Arm(angle=0, power=gun7, option=6400000, color=col1) { }
}
}
S:Arm(angle=0, power=gun7, option=6400000, color=col1) { }
}
E:Chip(angle=W_X, color=col1) {
E:Chip(angle=-W_X, color=col4) {
N:Chip(angle=brake, color=col4) { }
S:Arm(angle=0, power=gun2, option=6400000, color=col4) { }
E:Chip(color=col1) {
E:Trim(angle=W_R, color=col7) {
S:Arm(angle=-W_R, power=gun8, option=6400000, color=col7) { }
E:Cowl(angle=0, option=5, color=col5) { }
}
S:Arm(angle=0, power=gun5, option=6400000, color=col1) { }
E:Chip(angle=-90, color=col1) {
S:Arm(angle=0, power=gun7, option=6400000, color=col1) { }
}
}
E:Chip(angle=-90, color=col1) {
S:Arm(angle=0, power=gun7, option=6400000, color=col1) { }
}
}
S:Arm(angle=0, power=gun7, option=6400000, color=col1) { }
}
W:Chip(color=col4) {
N:Chip(angle=brake, color=col4) { }
S:Arm(angle=0, power=gun2, option=6400000, color=col4) { }
W:Chip(color=col1) {
W:Trim(angle=W_R, color=col7) {
S:Arm(angle=W_R, power=gun8, option=6400000, color=col7) { }
W:Cowl(angle=0, option=5, color=col5) { }
}
S:Arm(angle=0, power=gun5, option=6400000, color=col1) { }
W:Chip(angle=-90, color=col1) {
S:Arm(angle=0, power=gun7, option=6400000, color=col1) { }
}
}
}
N:Weight(color=col3) {
N:Weight(angle=W_P, color=col3) {
N:Rudder(angle=W_Y, color=col3) {
E:Cowl(angle=02, option=4, color=col8) { }
W:Cowl(angle=02, option=3, color=col8) { }
W:Chip(angle=-90, color=col1) { }
E:Chip(angle=-90, color=col1) { }
}
}
}
}
}
}
}
}
Lua
{
--[[
基礎的な物理計算モジュール
使い方
core_m = BasePhysic.new(0)
を最初にしといて
OnFrameかmainの頭で
core_m:Renew()
をやる。
あとはcore_m.lv○がローカルな○軸の速度
core_m.la○が○軸の加速度
core_m.w○が○軸角速度
core_m.wa○が○軸角加速度
]]
require("cel/Science/BasePhysic.lua")
core_m = BasePhysic.new(0)
PX=0
PY=0
PZ=0
prev=0
AUTO=1
--発射速度
GUNP=1/2
--発射速度管制
GUNT=1
--ブレーキ管制
BRAKE2=-1
--コア番号
CN=0
--レーダー出力
RN=1
--レーダー出力管制
RT=1
--色調管制
COLT=1
_ZOOM(100)
--1,2セッティングモード 3レーダーモード
SET=1
function balancer()
prev=prev-(_AX(CN)-math.atan2(-_VY(CN),-_VZ(CN)))*0.5
prev=math.min(2,math.max(-2,prev))
W_R=_EZ(CN)*10+_WZ(CN)
W_P=-_AX(CN)*20+_WX(CN)+prev+1.5
end
function main()
core_m:Renew()
--翼のPID制御
WX=WX+(_KEY(1)-_KEY(0))*1
WY=WY+(_KEY(9)-_KEY(7))*1.5
WZ=WZ+(_KEY(2)-_KEY(3))*3
W_P=1.5+WX-core_m.wx*2-core_m.wax*0.01
W_Y=WY+core_m.wy*0.5+core_m.way*0.1
W_R=WZ+core_m.wz*1+core_m.waz*0.1
SET=SET+_KEYDOWN(6)
if SET==4 then SET=1 end
if SET==1 then mainRadar() end
if SET==2 then mainSet() end
if SET==3 then mainSett() end
if ENGINE~=0 then W_X=W_X+5 W_X2=W_X2+5
elseif math.sqrt(_VX(CN)^2+_VY(CN)^2+_VZ(CN)^2)<=5 then W_X=W_X-5 W_X2=W_X2-5 end
BRAKE2=BRAKE2-2*BRAKE2*_KEYDOWN(10)
BRAKE=BRAKE+BRAKE2*30
_ZOOM(_ZOOM() + (_KEY(16)-_KEY(15))*5.5)
AUTO=AUTO-2*AUTO*_KEYDOWN(14)
if(AUTO<0) then balancer() end
if _KEY(8)==1 then GUN=GUN+GUNP end
for i=0, 10 do
if GUN>i then _G["GUN"..i]=6400000 end
if GUN<=i then _G["GUN"..i]=0 end
end
--エンジン制御
if ENGINE~=0 and ENGINE~=100000 and ENGINE~=300000 then ENGINE=ENGINE+(_KEY(4)-_KEY(5))*10000
else ENGINE=ENGINE+(_KEYDOWN(4)-_KEYDOWN(5))*10000 end
end
function mainSet()
out(0,"setting mode1 C change mode")
out(2,"F guntype",GUNT)
out (5,"speed",math.sqrt(_VX(CN)^2+_VY(CN)^2+_VZ(CN)^2))
out (6,"fps",_FPS())
GUNT=GUNT+_KEYDOWN(12)
if GUNT==1 then GUNP=0.5 end
if GUNT==2 then GUNP=1 end
if GUNT==3 then GUNP=1.5 end
if GUNT==4 then GUNP=2 end
if GUNT==5 then GUNP=20 end
if GUNT==6 then GUNT=1 end
end
function mainSett()
out(0,"setting mode2 C change mode")
out(2,"F radarping",RN)
out(3,"G colortype",COLT)
out (6,"speed",math.sqrt(_VX(CN)^2+_VY(CN)^2+_VZ(CN)^2))
out (7,"fps",_FPS())
RT=RT+_KEYDOWN(12)
if RT==1 then RN=1 end
if RT==2 then RN=10 end
if RT==3 then RN=100 end
if RT==4 then RN=1000 end
if RT==5 then RT=1 end
COLT=COLT+_KEYDOWN(13)
if COLT==1 then out(4,"Hayawashi3")
COL1=3984180 COL2=6930240 COL3=4422759 COL4=5486663 COL5=5287784 COL6=2602631 COL7=13470514 COL8=12027976 end
if COLT==2 then out(4,"Hayawashi2")
COL1=128 COL2=16512 COL3=65535 COL4=255 COL5=33023 COL6=2602631 COL7=16777088 COL8=16776960 end
if COLT==3 then out(4,"Seacamo1")
COL1=8454143 COL2=8454143 COL3=8454143 COL4=8454143 COL5=8454143 COL6=8454143 COL7=8454143 COL8=8454143 end
if COLT==4 then out(4,"Seacamo2")
COL1=128 COL2=33023 COL3=33023 COL4=32960 COL5=8454143 COL6=33023 COL7=33023 COL8=8454143 end
if COLT==5 then out(4,"Gouhuu1")
COL1=8421504 COL2=33023 COL3=33023 COL4=32960 COL5=32960 COL6=255 COL7=16777215 COL8=32960 end
if COLT==6 then out(4,"Gouhuu2")
COL1=12632256 COL2=69374 COL3=721342 COL4=721342 COL5=16711680 COL6=255 COL7=255 COL8=16711680 end
if COLT==7 then out(4,"Stratosphere")
COL1=65535 COL2=32960 COL3=65535 COL4=8454143 COL5=33023 COL6=65535 COL7=65535 COL8=33023 end
if COLT==8 then out(4,"Oowashi 5")
COL1=65344 COL2=65280 COL3=65408 COL4=65535 COL5=8454016 COL6=65280 COL7=8454016 COL8=65344 end
if COLT==9 then out(4,"Monochrome")
COL1=8421504 COL2=12632256 COL3=12632256 COL4=4013373 COL5=8421504 COL6=12632256 COL7=12632256 COL8=12632256 end
if COLT==10 then out(4,"Dried grass")
COL1=14212220 COL2=10412955 COL3=14212220 COL4=10412955 COL5=14212220 COL6=14212220 COL7=14212220 COL8=14212220 end
if COLT==11 then out(4,"Gaudy")
COL1=4194432 COL2=8388736 COL3=16744703 COL4=16711808 COL5=8388863 COL6=8388672 COL7=16711680 COL8=255 end
if COLT==12 and _CCD(32,32)==0 then out(4,"CCDfront Close") end
if COLT==12 and _CCD(32,32)~=0 then out(4,"CCDfront Capture")
COL1=(math.mod(math.floor(_CCD(32,32)/1024),32)*65536+math.mod(math.floor(_CCD(32,32)/32), 32)*256+math.mod(_CCD(32,32),32))*8
COL2=COL1 COL3=COL1 COL4=COL1 COL5=COL1 COL6=COL1 COL7=COL1 COL8=COL1 end
if COLT==13 and _CCD(32,32)==0 then out(4,"CCDinferior Close") end
if COLT==13 and _CCD(32,32)~=0 then out(4,"CCDinferior Capture")
COL1=COLF((math.mod(math.floor(_CCD(55,33)/1024),32)*65536+math.mod(math.floor(_CCD(55,33)/32), 32)*256+math.mod(_CCD(55,33),32))*8)
COL2=COLF((math.mod(math.floor(_CCD(57,33)/1024),32)*65536+math.mod(math.floor(_CCD(57,33)/32), 32)*256+math.mod(_CCD(57,33),32))*8)
COL3=COLF((math.mod(math.floor(_CCD(59,33)/1024),32)*65536+math.mod(math.floor(_CCD(59,33)/32), 32)*256+math.mod(_CCD(59,33),32))*8)
COL4=COLF((math.mod(math.floor(_CCD(61,33)/1024),32)*65536+math.mod(math.floor(_CCD(61,33)/32), 32)*256+math.mod(_CCD(61,33),32))*8)
COL5=COLF((math.mod(math.floor(_CCD(55,30)/1024),32)*65536+math.mod(math.floor(_CCD(55,30)/32), 32)*256+math.mod(_CCD(55,30),32))*8)
COL6=COLF((math.mod(math.floor(_CCD(57,30)/1024),32)*65536+math.mod(math.floor(_CCD(57,30)/32), 32)*256+math.mod(_CCD(57,30),32))*8)
COL7=COLF((math.mod(math.floor(_CCD(59,30)/1024),32)*65536+math.mod(math.floor(_CCD(59,30)/32), 32)*256+math.mod(_CCD(59,30),32))*8)
COL8=COLF((math.mod(math.floor(_CCD(61,30)/1024),32)*65536+math.mod(math.floor(_CCD(61,30)/32), 32)*256+math.mod(_CCD(61,30),32))*8)
end
if COLT==14 then COLT=1 end
end
function mainRadar()
T=T+_KEYDOWN(12)-_KEYDOWN(13)
if T>=0 then
out(1,T,_PLAYERNAME(T))
for i = 0, RN+1 do
PX=PX+_PLAYERX(T)
PY=PY+_PLAYERY(T)
PZ=PZ+_PLAYERZ(T)
if i==1 then PX=0 PY=0 PZ=0 end
end
out(1,T,_PLAYERNAME(T))
out(2," chips",_PLAYERCHIPS(T),"arms",_PLAYERARMS(T))
_SETCOLOR(_PLAYERCOLOR(T))
_MOVE3D(PX/RN,PY/RN,PZ/RN)
_LINE3D(_X(1),_Y(1),_Z(1))end
if T>=-1 then
out(0,_FPS())
_SETCOLOR(0,0,0)
_MOVE2D(0.02,0)
_LINE2D(-0.02,0)
_LINE2D(-0.02,-0.04)
_LINE2D(0.02,-0.04)
_LINE2D(0.02,0)
if _E(MAIN)~=6400000 then
_SETCOLOR(0)
else _SETCOLOR(255*256*256) end
_MOVE2D(-_E(MAIN)/6400000*0.05,-0.05)
_LINE2D(_E(MAIN)/6400000*0.05,-0.05)
end
ARM_COUNTER=ARM_COUNTER+5000
if ARM_COUNTER>6395000 and _KEY(8)==1 then ARM_COUNTER=0 end
end
function COLF(CCL)
local str=string.format("%06x_",CCL)
local r=tonumber(string.sub (str, 1 , 2),16)
local g=tonumber(string.sub (str, 3 , 4),16)
local b=tonumber(string.sub (str, 5 , 6),16)
local p=0.6666666666
r=math.floor( (r+math.min(128,r*p))*p +r*0.5 )
g=math.floor( (g+math.min(128,g*p))*p +g*0.5 )
b=math.floor( (b+math.min(128,b*p))*p +b*0.5 )
--out(20,r,g,b)
r=math.min(255,math.max(0,r))
g=math.min(255,math.max(0,g))
b=math.min(255,math.max(0,b))
return r*65536 + g*256 +b
end
}
orrrrz- Tank
- Posts : 55
Join date : 2012-06-19
Age : 29
Location : Tokyo
Re: Naval Fighter5 Fast eagleMKⅢ 50k
Have you considered using rudder chips to have the guns converging at a specific distance?
RA2lover- Walker
- Posts : 382
Join date : 2010-10-11
Age : 29
Location : Brazil
Re: Naval Fighter5 Fast eagleMKⅢ 50k
No,I haven't.
The rudder chips on the main wings are for folding wings.
The rudder chips on the main wings are for folding wings.
orrrrz- Tank
- Posts : 55
Join date : 2012-06-19
Age : 29
Location : Tokyo
RigidChips :: Rigid-Chips :: Files :: Aircraft
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