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Airships Engine - AMXX

This set of plugins will make it possible to spawn airships. They can be controlled with basic controls, shoot laser beams and even do barrel rolls!

The core (airships_core.amxx) will manage the physics. It does nothing by itself! Instead, provides an API for using the airships in any mod.

Controls

  • W, A, S, D for moving forward / sidewards / backwards.
  • +Use (E) can be used to elevate, and +Duck (CTRL) for descending.
  • +Jump (Space) shoots a laser beam.
  • +Reload (R) twice for a barrel roll!

Provided plugins

  • airships_core.amxx - Physics box. Also handles damage and camera.
  • airships_explosion.amxx - Explosion animation add-on. Will animate an explosion when an airship is killed.
  • airships_test.amxx - For testing purposes: type 'airship' in chat to spawn an airship.
  • cs_hide_hud.amxx - For using with Counter-Strike. Hides the unnecessary huds (radar, health and crosshair).

Installation

  • Place airships.inc in your /include folder, then compile each plugin locally.
  • It has been tested with AMXX 1.8.2 and 1.9.0.
  • It doesn't require any modules other than the default ones. It doesn't even require ReHLDS, but it is suggested to use it.

API

  • See airships.inc for information.

Cvar list

  • Max speed an airship should be able to move forward

    as_max_speed 700.0

  • Max speed an airship should be able to move upwards

    as_max_up_speed 200.0

  • Max speed an airship should be able to fall

    as_max_fall_speed 150.0

  • Acceleration value for moving forward / backwards

    as_acceleration 70.0

  • Deceleration speed when not pressing the gas buttons

    as_deceleration 30.0

  • Vertical acceleration (when pressing +DUCK / +USE)

    as_up_acceleration 15.0

  • Absolute gravity of airships

    as_gravity 20.0

  • Minimum angle of roll required to start turning sidewards

    as_min_turning_angle 0.0

  • Maximum angle an airship is permitted to roll if not in freemode

    as_max_rotating_angle 50.0

  • Maximum vertical angle (pitch) an airship is permitted to rotate (+DUCK / +USE)

    as_max_pitch_angle 50.0

  • Kind of an angular acceleration, for roll. Used when turning (IN_MOVELEFT / IN_MOVERIGHT)

    as_angle_roll_mul 15.0

  • Kind of an angular acceleration, for yaw. Used when turning (IN_MOVELEFT / IN_MOVERIGHT).

    The final acceleration is calculated based on this value and the current roll angle.

    as_angle_yaw_mul 80.0

  • Kind of an angular acceleration, for pitch. Used when elevating/descending (+DUCK / +USE)

    as_angle_pitch_mul 10.0

  • Maximum angular speed an airship can rotate (pitch, when +DUCK / +USE)

    as_max_pitch_speed 50.0

  • Maximum angular speed an airship can rotate (roll, when IN_MOVELEFT / IN_MOVERIGHT)

    as_max_roll_speed 30.0

  • Time interval in seconds an airship is allowed to fire

    as_fire_interval 0.4

  • Default damage a laser shoot inflicts to an airship. Can be overrided with the parameter fAttack in spawn native

    as_default_attack 100.0

  • Maximum damage a crash inflicts to an airship (a colision is considered a crash if speed is greater than half the max speed)

    as_crash_damage 200.0

  • Time interval (in seconds) between crashes (to prevent the same crash to inflict damage more than once)

    as_crash_interval 4.0

  • Default airship HP. Can be overrided with the parameter fHealth in the creation native

    as_default_hp 500.0

  • Distance (in game units) the camera should stay behind their airship. It may move a bit from that distance depending on the speed of the airship

    as_camera_min_distance 400.0

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