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Cinematic aircraft AI. 1.7: dogfights galore
2017-08-14, 03:20 PM
Post: #141
RE: Cinematic aircraft AI. 1.7: dogfights galore
(2017-08-13 07:03 PM)LoSboccacc Wrote:  you can tweak maneuverDistanceFactor

It just makes craft do bigger runs, but not force it to break significantly earlier. What i need, its to craft go back right after it release payload on max range set in LWC.
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2017-08-29, 05:27 AM
Post: #142
RE: Cinematic aircraft AI. 1.7: dogfights galore
hey can someone pls help I've been trying to use this script to control my stealth bomber but it seems to fly in the completely wrong direction a majority of the time I can never get it to point at the enemy it flies for tilted slightly up (which annoys me to no end.) I'm just hoping somebody see's this and helps me fix this thing cause quite frankly I'm running out of options here thank you if you indeed decide to help


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.blueprint  ANPIF PHANTOM BOMBER.blueprint (Size: 206.33 KB / Downloads: 3)
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2017-09-07, 07:00 PM
Post: #143
RE: Cinematic aircraft AI. 1.7: dogfights galore
I could use some help with this script. When my plane attempts to attack the target, the bullets don't come out. When I manually fire the guns, the bullets do come out.

I'm thinking that there is something wrong with my plane. Can you take a look?


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.blueprint  Solar Flare.blueprint (Size: 67.17 KB / Downloads: 3)
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