Battle Hovercraft
2 posters
RigidChips :: Rigid-Chips :: Files :: Watercraft
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Battle Hovercraft
Manual
arrow:jet-engine
Z/X/C/S:turn turret
A:fire
D:on/off fun-engine
V/B:change the turning speed of turret
F/G:change the target of radar
Q/W:zoom
Description
It's fun-engine enables it to run on the surface of the water,and reduce friction force when it drives ground.
But be careful not to use this function near complex terrains.It may will be sunken in a wall because of a bug.
And when you want to snipe something you should turn off the fun-engine.
It is useful on landing operation,and scouting enemies.
And it is good at fighting against ships,and infantries.
arrow:jet-engine
Z/X/C/S:turn turret
A:fire
D:on/off fun-engine
V/B:change the turning speed of turret
F/G:change the target of radar
Q/W:zoom
- Code:
// [RCD]
Val
{
COL1(default=#48A9B7, disp=0)
COL2(default=#579392, disp=0)
COL3(default=#64839B, disp=0)
COL4(default=#808080, disp=0)
ENG(default=0, min=-120000, max=120000, step=30000)
GUN1(default=0, max=1000000, step=1000000, disp=0)
GUN2(default=0, max=1000000, step=1000000, disp=0)
GUN3(default=0, max=1000000, step=1000000, disp=0)
GUN4(default=0, max=1000000, step=1000000, disp=0)
HAND(default=0, min=-40000, max=40000, step=120000, disp=0)
HOV(default=50000, max=50000, disp=0)
T(default=-1, min=-1, max=30)
TS(default=2, min=0.2, max=15)
TURN(default=180, min=-3600, max=3600)
UD(default=0, min=-3600, max=3600)
}
Key
{
0:eng(step=120000)
1:eng(step=-120000)
2:hand(step=120000)
3:hand(step=-120000)
4:c_ang2(step=-2)
5:c_ang(step=0.5)
6:c_ang2(step=2)
7:GUN1(step=1000000), gun2(step=12500), gun3(step=7200), gun4(step=5000)
8:c_ang(step=-0.5)
}
Body
{
Core(color=col2) {
S:Jet(angle=170, power=100, option=2, color=col2) { }
N:Frame(angle=-ud, color=col1, name=cn) {
N:Frame(color=col1) {
N:Frame(color=col1) {
N:Arm(color=col1, power=gun1, option=50000) { }
N:Frame(angle=-90, option=1) {
N:Arm(color=col1, angle=90, power=gun3, option=50000) {
S:Cowl(color=col1, effect=0) {
S:Cowl(color=col2, effect=0) {
S:Cowl(color=col3, effect=0) {
S:Cowl(color=col1, effect=0) {
E:Cowl(angle=30, color=col3, effect=0) {
E:Cowl(angle=120, color=col1, effect=0) {
N:Cowl(angle=30, option=3, color=col3, effect=0) { }
}
S:Cowl(angle=60, option=5, color=col3, effect=0) { }
N:Cowl(angle=50, option=4, color=col3, effect=0) { }
}
W:Cowl(angle=30, color=col3, effect=0) {
W:Cowl(angle=120, color=col1, effect=0) {
N:Cowl(angle=30, option=4, color=col3, effect=0) { }
}
S:Cowl(angle=60, option=5, color=col3, effect=0) { }
N:Cowl(angle=50, option=3, color=col3, effect=0) { }
}
S:Cowl(angle=30, color=col3, effect=0) {
S:Cowl(angle=120, color=col1, effect=0) { }
W:Cowl(angle=60, option=5, color=col3, effect=0) { }
E:Cowl(angle=60, option=5, color=col3, effect=0) { }
}
N:Cowl(angle=30, color=col4, effect=#8000) {
N:Cowl(angle=120, color=col4, effect=#8000) { }
}
}
W:Cowl(angle=60, option=5, color=col2, effect=0) { }
E:Cowl(angle=60, option=5, color=col1, effect=0) { }
}
E:Cowl(angle=70, option=5, color=col3, effect=0) { }
W:Cowl(angle=70, option=5, color=col1, effect=0) { }
}
E:Cowl(angle=80, option=5, color=col2, effect=0) { }
W:Cowl(angle=80, option=5, color=col3, effect=0) { }
}
}
W:Arm(color=col1, angle=90, power=gun2, option=50000) { }
E:Arm(color=col1, angle=90, power=gun4, option=50000) { }
E:Cowl(angle=180, option=1, color=col1, effect=0) { }
}
}
}
S:Cowl(angle=-90, option=1, color=col1, effect=0) { }
}
N:Chip(angle=180, color=col2) {
S:Rudder(angle=turn, damper=1, color=col1, spring=1) {
N:Chip(color=col1, angle=-30) {
N:Chip(color=col2, angle=-150) {
E:TrimF(angle=90, option=1) {
E:Jet(angle=180, power=-eng) { }
}
W:TrimF(angle=90, option=1) {
W:Jet(angle=180, power=eng) { }
}
}
}
S:Chip(color=col1, angle=-30) {
S:Chip(angle=-150, color=col1) {
S:Chip(color=col1) {
W:Rudder(color=col2, angle=-90) {
N:Chip(color=col2, angle=-15) {
W:Chip(color=col2) {
W:Jet(power=200, option=2, color=col3) {
N:RLW(angle=90, power=hov, color=col4) {
N:Chip(color=col1, angle=90) { }
S:Chip(color=col1, angle=90) { }
}
W:Jet(power=200, option=2, color=col1) {
N:RLW(angle=90, power=-hov, color=col4) {
N:Chip(color=col1, angle=90) { }
S:Chip(color=col1, angle=90) { }
}
}
}
}
E:Jet(power=200, option=2, color=col3) {
N:RLW(angle=90, power=-hov, color=col4) {
N:Chip(color=col1, angle=90) { }
S:Chip(color=col1, angle=90) { }
}
E:Jet(power=200, option=2, color=col1) {
N:RLW(angle=90, power=hov, color=col4) {
N:Chip(color=col1, angle=90) { }
S:Chip(color=col1, angle=90) { }
}
}
}
}
N:TrimF(angle=90, option=1) {
N:Jet(angle=180, power=hand) { }
}
W:Cowl(color=col1, effect=0) {
W:Cowl(angle=-20, color=col1, effect=0) {
W:Cowl(angle=-150, color=col2, effect=0) {
W:Cowl(angle=-10, color=col3, effect=0) {
W:Cowl(color=col3, effect=0) {
N:Cowl(angle=-20, color=col2, effect=0) {
E:Cowl(color=col3, effect=0) {
E:Cowl(angle=-60, option=5, color=col3, effect=0) { }
}
W:Cowl(option=5, color=col3, effect=0) { }
N:Cowl(angle=-90, color=col2, effect=0) {
E:Cowl(color=col3, effect=0) { }
W:Cowl(color=col3, effect=0) { }
}
}
E:Cowl(angle=10, color=col3, effect=0) {
E:Cowl(angle=-100, color=col4, effect=0) { }
N:Cowl(angle=-90, color=col3, effect=0) { }
}
}
}
E:Cowl(color=col1, effect=0) {
E:Cowl(angle=-90, color=col2, effect=0) {
N:Cowl(angle=-90, color=col1, effect=0) { }
E:Cowl(angle=-80, color=col1, effect=0) {
N:Cowl(angle=-10, option=3, color=col3, effect=0) { }
E:Cowl(color=col3, effect=0) {
E:Cowl(color=col3, effect=0) {
N:Cowl(angle=-45, option=5, color=col3, effect=0) { }
}
N:Cowl(angle=-45, option=5, color=col3, effect=0) { }
}
}
}
}
N:Cowl(angle=-90, color=col1, effect=0) { }
}
}
}
E:Cowl(color=col1, effect=0) {
E:Cowl(angle=20, color=col1, effect=#F000) {
E:Cowl(angle=-160, color=col1, effect=0) {
E:Cowl(angle=-25, color=col2, effect=0) {
E:Cowl(angle=-20, color=col3, effect=0) { }
}
W:Cowl(angle=-120, color=col3, effect=0) {
W:Cowl(angle=-20, color=col3, effect=0) {
N:Cowl(angle=-45, option=5, color=col3, effect=0) { }
W:Cowl(angle=15, color=col3, effect=0) {
N:Cowl(angle=-45, option=5, color=col3, effect=0) { }
W:Cowl(angle=-45, option=5, color=col3, effect=0) { }
}
}
}
N:Cowl(angle=-90, option=5, color=col3, effect=0) { }
}
}
}
}
E:Rudder(color=col2, angle=90) {
N:Chip(color=col2, angle=-15) {
E:Chip(color=col2) {
E:Jet(power=200, option=2, color=col3) {
N:RLW(angle=90, power=-hov, color=col4) {
N:Chip(color=col1, angle=90) { }
S:Chip(color=col1, angle=90) { }
}
E:Jet(power=200, option=2, color=col1) {
N:RLW(angle=90, power=hov, color=col4) {
N:Chip(color=col1, angle=90) { }
S:Chip(color=col1, angle=90) { }
}
}
}
}
W:Jet(power=200, option=2, color=col3) {
N:RLW(angle=90, power=hov, color=col4) {
N:Chip(color=col1, angle=90) { }
S:Chip(color=col1, angle=90) { }
}
W:Jet(power=200, option=2, color=col1) {
N:RLW(angle=90, power=-hov, color=col4) {
N:Chip(color=col1, angle=90) { }
S:Chip(color=col1, angle=90) { }
}
}
}
}
N:TrimF(angle=90, option=1) {
N:Jet(angle=180, power=hand) { }
}
E:Cowl(color=col1, effect=0) {
E:Cowl(angle=-20, color=col1, effect=0) {
E:Cowl(angle=-150, color=col1, effect=0) {
E:Cowl(angle=-10, color=col3, effect=0) {
E:Cowl(color=col3, effect=0) {
N:Cowl(angle=-20, color=col2, effect=0) {
E:Cowl(option=5, color=col3, effect=0) { }
W:Cowl(color=col3, effect=0) {
W:Cowl(angle=-60, option=5, color=col3, effect=0) { }
}
N:Cowl(angle=-90, color=col2, effect=0) {
E:Cowl(color=col3, effect=0) { }
W:Cowl(color=col3, effect=0) { }
}
}
W:Cowl(angle=10, color=col3, effect=0) {
W:Cowl(angle=-100, color=col4, effect=0) { }
N:Cowl(angle=-90, color=col3, effect=0) { }
}
}
}
W:Cowl(color=col2, effect=0) {
W:Cowl(angle=-90, color=col3, effect=0) {
N:Cowl(angle=-90, color=col1, effect=0) { }
W:Cowl(angle=-80, color=col1, effect=0) {
N:Cowl(angle=-10, option=4, color=col3, effect=0) { }
W:Cowl(color=col3, effect=0) {
W:Cowl(color=col3, effect=0) {
N:Cowl(angle=-45, option=5, color=col3, effect=0) { }
}
N:Cowl(angle=-45, option=5, color=col3, effect=0) { }
}
}
}
}
N:Cowl(angle=-90, color=col1, effect=0) { }
}
}
}
W:Cowl(color=col2, effect=0) {
W:Cowl(angle=20, color=col1, effect=#F000) {
W:Cowl(angle=-160, color=col3, effect=0) {
W:Cowl(angle=-25, color=col1, effect=0) {
W:Cowl(angle=-20, color=col3, effect=0) { }
}
E:Cowl(angle=-120, color=col3, effect=0) {
E:Cowl(angle=-20, color=col3, effect=0) {
N:Cowl(angle=-45, option=5, color=col3, effect=0) { }
E:Cowl(angle=15, color=col3, effect=0) {
N:Cowl(angle=-45, option=5, color=col3, effect=0) { }
E:Cowl(angle=-45, option=5, color=col3, effect=0) { }
}
}
S:Cowl(angle=-90, option=5, color=col3, effect=0) { }
}
N:Cowl(angle=-90, option=5, color=col3, effect=0) { }
S:Cowl(angle=-90, option=5, color=col1, effect=0) { }
}
}
}
}
}
}
}
}
}
}
}
Lua
{hovs=1
_ZOOM(100)
function main ()
HOV=hovs*1000000
hovs=hovs-2*hovs*_KEYDOWN(9)
_SETCOLOR(0)
_MOVE3D(_X(CN),_Y(CN),_Z(CN))
_LINE3D(_X(CN)-_ZX(CN)*1180,_Y(CN)-_ZY(CN)*1180,_Z(CN)-_ZZ(CN)*1180)
out(4,"FPS",_FPS())
TS=TS+(_KEY(11)-_KEY(10))*0.2
TURN=TURN+(_KEY(6)-_KEY(4))*TS
if TURN<=180 then TURN=TURN+360 end
if TURN>=180 then TURN=TURN-360 end
UD=UD+(_KEY(5)-_KEY(8))*TS
if UD<=180 then UD=UD+360 end
if UD>=180 then UD=UD-360 end
_ZOOM(_ZOOM() + (_KEY(14)-_KEY(15))*5.5)
T=T+_KEYDOWN(12)-_KEYDOWN(13)
out(0,"num",T)
if T>=0 then
out(1,"name",_PLAYERNAME(T))
out(2,"chip",_PLAYERCHIPS(T),"arms",_PLAYERARMS(T))
_SETCOLOR(0)
_MOVE3D(_X(CORE1),_Y(CORE1),_Z(CORE1))
_LINE3D(_PLAYERX(T),_PLAYERY(T),_PLAYERZ(T))
end
end
}
Description
It's fun-engine enables it to run on the surface of the water,and reduce friction force when it drives ground.
But be careful not to use this function near complex terrains.It may will be sunken in a wall because of a bug.
And when you want to snipe something you should turn off the fun-engine.
It is useful on landing operation,and scouting enemies.
And it is good at fighting against ships,and infantries.
orrrrz- Tank
- Posts : 55
Join date : 2012-06-19
Age : 29
Location : Tokyo
Re: Battle Hovercraft
Here is "Wheel version".
It can run quickly than "Hover version"and can snipe more effectively.
But,of course it cannot run on surface of the water.
It can run quickly than "Hover version"and can snipe more effectively.
But,of course it cannot run on surface of the water.
- Code:
// [RCD]
Val
{
BRAKE_L(default=1000, max=1000, step=1000)
BRAKE_R(default=1000, max=1000, step=1000)
COL1(default=#6D6B12, disp=0)
COL2(default=#2C6D12, disp=0)
COL3(default=#4B5C23, disp=0)
COL4(default=#808080, disp=0)
ENG(default=0, min=-120000, max=120000, step=30000)
GUN1(default=0, max=1000000, step=1000000, disp=0)
GUN2(default=0, max=1000000, step=1000000, disp=0)
GUN3(default=0, max=1000000, step=1000000, disp=0)
GUN4(default=0, max=1000000, step=1000000, disp=0)
HAND(default=0, min=-40000, max=40000, step=120000)
HOV(default=50000, max=50000, disp=0)
T(default=-1, min=-1, max=30)
TS(default=2, min=0.2, max=15)
TURN(default=180, min=-3600, max=3600)
UD(default=0, min=-3600, max=3600)
WHEEL_L(default=0, min=-10000, max=10000, step=2000)
WHEEL_R(default=0, min=-10000, max=10000, step=2000)
WS(default=60, min=60, max=210)
}
Key
{
0:Wheel_L(step=2000), Wheel_r(step=-2000), BrAke_L(step=-100), BrAke_r(step=-100)
1:Wheel_r(step=2000), Wheel_l(step=-2000), BrAke_L(step=-100), BrAke_r(step=-100)
2:Wheel_r(step=-3000), Wheel_l(step=-3000), BrAke_L(step=-100), BrAke_r(step=-100)
3:Wheel_l(step=3000), Wheel_r(step=3000), BrAke_L(step=-100), BrAke_r(step=-100)
4:c_ang2(step=-2)
5:c_ang(step=0.5)
6:c_ang2(step=2)
7:GUN1(step=1000000), gun2(step=12500), gun3(step=7200), gun4(step=5000)
8:c_ang(step=-0.5)
}
Body
{
Core(color=col2) {
N:Chip(angle=180, color=col2) {
S:Rudder(angle=turn, damper=1, color=col1, spring=1) {
N:Chip(color=col1, angle=-30) {
N:Chip(color=col2, angle=-150) {
E:Chip(angle=-90, color=col1) { }
W:Chip(angle=-90, color=col1) { }
}
}
S:Chip(color=col1, angle=-30) {
S:Chip(angle=-150, color=col1) {
S:Chip(color=col1) {
W:Rudder(color=col2, angle=-90) {
N:Chip(color=col2, angle=15) {
E:Chip(color=col1) {
E:Jet(power=200, option=2, color=col3) {
E:Jet(power=200, option=2, color=col2) {
N:RLW(angle=ws, power=-wheel_r, brake=brake_r, color=col4) { }
}
N:RLW(angle=ws, power=-wheel_r, brake=brake_r, color=col4) { }
}
}
W:Jet(power=200, option=2, color=col3) {
W:Jet(power=200, option=2, color=col1) {
N:RLW(angle=ws, power=-wheel_r, brake=brake_r, color=col4) { }
}
N:RLW(angle=ws, power=-wheel_r, brake=brake_r, color=col4) { }
}
}
W:Cowl(angle=-20, color=col1, effect=0) {
W:Cowl(angle=-150, color=col2, effect=0) {
W:Cowl(angle=-10, color=col3, effect=0) {
W:Cowl(color=col3, effect=0) {
N:Cowl(angle=-20, color=col2, effect=0) {
E:Cowl(color=col3, effect=0) {
E:Cowl(angle=-60, option=5, color=col3, effect=0) { }
}
W:Cowl(option=5, color=col3, effect=0) { }
N:Cowl(angle=-90, color=col2, effect=0) {
E:Cowl(color=col3, effect=0) { }
W:Cowl(color=col3, effect=0) { }
}
}
E:Cowl(angle=10, color=col3, effect=0) {
E:Cowl(angle=-100, color=col4, effect=0) { }
N:Cowl(angle=-90, color=col3, effect=0) { }
}
}
}
E:Cowl(color=col1, effect=0) {
E:Cowl(angle=-90, color=col2, effect=0) {
N:Cowl(angle=-90, color=col1, effect=0) { }
E:Cowl(angle=-80, color=col1, effect=0) {
N:Cowl(angle=-10, option=3, color=col3, effect=0) { }
E:Cowl(color=col3, effect=0) {
E:Cowl(color=col3, effect=0) {
N:Cowl(angle=-45, option=5, color=col3, effect=0) { }
}
N:Cowl(angle=-45, option=5, color=col3, effect=0) { }
}
}
}
}
N:Cowl(angle=-90, color=col1, effect=0) { }
}
}
E:Cowl(color=col2, effect=0) {
E:Cowl(color=col2, effect=0) {
E:Cowl(angle=20, color=col1, effect=#F000) {
E:Cowl(angle=-160, color=col1, effect=0) {
E:Cowl(angle=-25, color=col2, effect=0) {
E:Cowl(angle=-20, color=col3, effect=0) { }
}
W:Cowl(angle=-120, color=col3, effect=0) {
W:Cowl(angle=-20, color=col3, effect=0) {
N:Cowl(angle=-45, option=5, color=col3, effect=0) { }
W:Cowl(angle=15, color=col3, effect=0) {
N:Cowl(angle=-45, option=5, color=col3, effect=0) { }
W:Cowl(angle=-45, option=5, color=col3, effect=0) { }
}
}
}
N:Cowl(angle=-90, option=5, color=col3, effect=0) { }
}
}
}
}
}
E:Rudder(color=col2, angle=90) {
N:Chip(color=col2, angle=15) {
W:Chip(color=col1) {
W:Jet(power=200, option=2, color=col3) {
W:Jet(power=200, option=2, color=col2) {
N:RLW(angle=ws, power=-wheel_l, brake=brake_l, color=col4) { }
}
N:RLW(angle=ws, power=-wheel_l, brake=brake_l, color=col4) { }
}
}
E:Jet(power=200, option=2, color=col2) {
E:Jet(power=200, option=2, color=col1) {
N:RLW(angle=ws, power=-wheel_l, brake=brake_l, color=col4) { }
}
N:RLW(angle=ws, power=-wheel_l, brake=brake_l, color=col4) { }
}
}
E:Cowl(angle=-20, color=col1, effect=0) {
E:Cowl(angle=-150, color=col1, effect=0) {
E:Cowl(angle=-10, color=col3, effect=0) {
E:Cowl(color=col3, effect=0) {
N:Cowl(angle=-20, color=col2, effect=0) {
E:Cowl(option=5, color=col3, effect=0) { }
W:Cowl(color=col3, effect=0) {
W:Cowl(angle=-60, option=5, color=col3, effect=0) { }
}
N:Cowl(angle=-90, color=col2, effect=0) {
E:Cowl(color=col3, effect=0) { }
W:Cowl(color=col3, effect=0) { }
}
}
W:Cowl(angle=10, color=col3, effect=0) {
W:Cowl(angle=-100, color=col4, effect=0) { }
N:Cowl(angle=-90, color=col3, effect=0) { }
}
}
}
W:Cowl(color=col2, effect=0) {
W:Cowl(angle=-90, color=col3, effect=0) {
N:Cowl(angle=-90, color=col1, effect=0) { }
W:Cowl(angle=-80, color=col1, effect=0) {
N:Cowl(angle=-10, option=4, color=col3, effect=0) { }
W:Cowl(color=col3, effect=0) {
W:Cowl(color=col3, effect=0) {
N:Cowl(angle=-45, option=5, color=col3, effect=0) { }
}
N:Cowl(angle=-45, option=5, color=col3, effect=0) { }
}
}
}
}
N:Cowl(angle=-90, color=col1, effect=0) { }
}
}
W:Cowl(color=col2, effect=0) {
W:Cowl(color=col2, effect=0) {
W:Cowl(angle=20, color=col1, effect=#F000) {
W:Cowl(angle=-160, color=col3, effect=0) {
W:Cowl(angle=-25, color=col1, effect=0) {
W:Cowl(angle=-20, color=col3, effect=0) { }
}
E:Cowl(angle=-120, color=col3, effect=0) {
E:Cowl(angle=-20, color=col3, effect=0) {
N:Cowl(angle=-45, option=5, color=col3, effect=0) { }
E:Cowl(angle=15, color=col3, effect=0) {
N:Cowl(angle=-45, option=5, color=col3, effect=0) { }
E:Cowl(angle=-45, option=5, color=col3, effect=0) { }
}
}
S:Cowl(angle=-90, option=5, color=col3, effect=0) { }
}
N:Cowl(angle=-90, option=5, color=col3, effect=0) { }
S:Cowl(angle=-90, option=5, color=col1, effect=0) { }
}
}
}
}
}
}
E:Chip(angle=-90, color=col1) { }
W:Chip(angle=-90, color=col1) { }
}
}
}
}
N:Chip(angle=-ud, color=col1, name=cn) {
S:Cowl(angle=-90, option=1, color=col1, effect=0) { }
N:Chip(color=col1) {
N:Chip(color=col1) {
N:Arm(color=col1, power=gun1, option=50000) { }
N:Frame(angle=-90, option=1) {
N:Arm(color=col1, angle=90, power=gun3, option=50000) {
S:Cowl(color=col2, effect=0) {
S:Cowl(color=col1, effect=0) {
S:Cowl(color=col1, effect=0) {
E:Cowl(angle=30, color=col2, effect=0) {
E:Cowl(angle=120, color=col1, effect=0) {
N:Cowl(angle=30, option=3, color=col3, effect=0) { }
}
S:Cowl(angle=60, option=5, color=col3, effect=0) { }
N:Cowl(angle=50, option=4, color=col3, effect=0) { }
}
W:Cowl(angle=30, color=col2, effect=0) {
W:Cowl(angle=120, color=col1, effect=0) {
N:Cowl(angle=30, option=4, color=col3, effect=0) { }
}
S:Cowl(angle=60, option=5, color=col3, effect=0) { }
N:Cowl(angle=50, option=3, color=col3, effect=0) { }
}
S:Cowl(angle=30, color=col3, effect=0) {
S:Cowl(angle=120, color=col1, effect=0) { }
W:Cowl(angle=60, option=5, color=col3, effect=0) { }
E:Cowl(angle=60, option=5, color=col3, effect=0) { }
}
N:Cowl(angle=30, color=col4, effect=#8000) {
N:Cowl(angle=120, color=col4, effect=#8000) { }
}
}
W:Cowl(angle=90, color=col1, effect=0) { }
E:Cowl(angle=90, color=col1, effect=0) { }
}
W:Cowl(angle=90, color=col2, effect=0) { }
E:Cowl(angle=90, color=col2, effect=0) { }
}
}
W:Arm(color=col1, angle=90, power=gun2, option=50000) { }
E:Arm(color=col1, angle=90, power=gun4, option=50000) { }
E:Cowl(angle=180, option=1, color=col1, effect=0) { }
}
}
}
}
}
}
Lua
{ws=1
_ZOOM(100)
function main ()
WS=WS-ws*10
ws=ws-2*ws*_KEYDOWN(9)
_SETCOLOR(0)
_MOVE3D(_X(CN),_Y(CN),_Z(CN))
_LINE3D(_X(CN)-_ZX(CN)*1180,_Y(CN)-_ZY(CN)*1180,_Z(CN)-_ZZ(CN)*1180)
out(4,"FPS",_FPS())
TS=TS+(_KEY(11)-_KEY(10))*0.2
TURN=TURN+(_KEY(6)-_KEY(4))*TS
if TURN<=180 then TURN=TURN+360 end
if TURN>=180 then TURN=TURN-360 end
UD=UD+(_KEY(5)-_KEY(8))*TS
if UD<=180 then UD=UD+360 end
if UD>=180 then UD=UD-360 end
_ZOOM(_ZOOM() + (_KEY(14)-_KEY(15))*5.5)
T=T+_KEYDOWN(12)-_KEYDOWN(13)
out(0,"num",T)
if T>=0 then
out(1,"name",_PLAYERNAME(T))
out(2,"chip",_PLAYERCHIPS(T),"arms",_PLAYERARMS(T))
_SETCOLOR(0)
_MOVE3D(_X(CORE1),_Y(CORE1),_Z(CORE1))
_LINE3D(_PLAYERX(T),_PLAYERY(T),_PLAYERZ(T))
end
end
}
orrrrz- Tank
- Posts : 55
Join date : 2012-06-19
Age : 29
Location : Tokyo
Re: Battle Hovercraft
Nice model, I have two "boats" (I use that term lightly because they have limited amphibious capabilities) that operate off of a similar principle, I posted one of them, my prototype reconnaissance cruiser (link, if you're interested). They both use propllers to create their "hovering" effect.
Maurice- Hover
- Posts : 153
Join date : 2011-10-07
Age : 28
Location : The early 1970's
Re: Battle Hovercraft
Type 2
It is over three times as quick as type 1,
and has more stability when it runs on surface of the water.
But,be careful not to point its turret at under the water when it runs rapidly.
It is over three times as quick as type 1,
and has more stability when it runs on surface of the water.
But,be careful not to point its turret at under the water when it runs rapidly.
- Code:
COL1(default=#48A9B7, disp=0)
COL2(default=#579392, disp=0)
COL3(default=#64839B, disp=0)
COL4(default=#808080, disp=0)
ENG(default=0, min=-200000, max=200000, step=50000)
GUN1(default=0, max=1000000, step=1000000, disp=0)
GUN2(default=0, max=1000000, step=1000000, disp=0)
GUN3(default=0, max=1000000, step=1000000, disp=0)
GUN4(default=0, max=1000000, step=1000000, disp=0)
HAND(default=0, min=-50000, max=50000, step=120000)
HOV(default=300000, max=300000, disp=0)
T(default=-2, min=-2, max=30)
TS(default=2, min=0.2, max=15)
TURN(default=180, min=-3600, max=3600)
UD(default=14, min=-3600, max=3600)
orrrrz- Tank
- Posts : 55
Join date : 2012-06-19
Age : 29
Location : Tokyo
Similar topics
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» Raceing Hovercraft
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