At the moment im using waypoint paths, with invisable floors or even clouds, it would be nice to still use way points but with no floor segments,
or even a whole new aproach, i have seen a helicopter script that has been done before, but its some what confusing as it was setup as a character, and it would only work if you stayed within 10 squares of it,
But with my idea it works ok at even 20 ish squares and at a height moving from layer 19 down to 0 and vise versa at the same time as moving along waypoint,
And so i would like it if you could be able to make things more easy, like maybe have sound, as i have failed to work that bit out, and to have the plane disapear after a certain time, And mainly to control the height as i use the floatrate.
Example 5 seconds at layer 7 and then move up or down for another set seconds and so on throughout a duration untill i need it to disapear.
Or maybe you can get some info from this heli script
;Helicopter AI script Kirill A. Atroshkin "tornado" & RSTUDIO
desc = Helicopter Follow and Slash
;Triggers
;Animation handling
:state=0,animate=0
:state=1,animate=2
:state=2,animate=2
:state=8,animate=11
:state=9,animate=13
;Gravity debug and auto-takeoff
:state=0,shotdamage=5:rotatetoplr,timerstart,floorlogic=1,state=1
:state=1,shotdamage=5:moveup=5
:state=2,shotdamage=5:moveup=5
;Sound handling
:noraycastup=-100:loopsound=audiobank\helicopter\heli.wav
;Spawn and take off if player is 1000q near (You may ajust this parameter manually as plrdistwithin=[your value], 1 map editor segment=100q, be sure You changed value twice at state=0 statement).
:state=0,plrdistfurther=1000:state=0
:state=0,plrdistwithin=1000:rotatetoplr,timerstart,floorlogic=1,state=1
:state=1:moveup=1
;Timer value represents helicopter height. Value of 500 means nearly 250q height. You may ajust this parameter manually as timergreater=[your value].
:state=1,timergreater=500:state=2
:state=2:movefore=300
;If player is within fire range, then fire! You may ajust fire range manually as plrdistwithin=[your value]. NOTE: when height value>fire range value, helicopter will not be able to shoot.
:state=2,plrdistwithin=700:movefore=300,shootplr
;At all, moving script makes heli to fly above the player and shoot then fly away and back again to finish him (the player I mean :)! You may ajust this parameter manually as plrdistfurther=[your value]. NOTE: helicopter glues to level borders, be sure that You have positioned it right or change this parameter to lower value.
:state=2,plrdistfurther=1500:rotatetoplr,movefore=300
;Additional functions
;If healh is below 50 (done to prevent running internal FPSC death script), helicrash script runs
:state=0,healthless=50:rundecal=0,state=7
:state=1,healthless=50:rundecal=0,state=7
:state=2,healthless=50:rundecal=0,state=7
:state=3,healthless=50:rundecal=0,state=7
:state=7:animate=11,floorlogic=0,shapedecal=2,rundecal=0,state=8
;Falls using smoke decal
:state=8:animate=11,coloff,moveup=-4,rotateiy=25,rundecal=0
:state=8,raycastup=-50:shapedecal=2,animate=13,alttexture=1,timerstart,rundecal=0,sound=audiobank\helicopter\helic.wav,state=9
:state=9:rotateiy=0
:state=9,timergreater=1500:suspend,stopsound
i would be most greatfull for any help
I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, So its nice to give!