never mind, i fixed it myself, maybe want to have the fix, its the damage.scr file, if you have this one, the mod works the same, only the bugs are away

( dat smiley in de code you have to fix with ' and ) )
[grey]// file for, shooting. being shot, and wepaons
main local.action:
switch(local.action)
{
case "BOMB":
self zoomoff
self waitthread bomb
break
case "SHOOT":
self thread shoot
self.shooting=1
wait self.shootdelay
self.shooting=0
break
case "CHANGE_WEAPON":
self.canchange = 0
self thread change_weapon
wait self.changedelay
self.canchange = 1
break
}
end
shoot:
local.fwd_vec = angles_toforward self.viewangles
local.start = self gettagposition "eyes bone"
local.hit = trace (local.start + local.fwd_vec * 64 ) (local.start + local.fwd_vec * 22000 ) 0
switch(self.planeweap)
{
case 1: //mg
self.plane playsound mg42_gun_snd_fire
self thread checkhit local.hit
break
case 2: //30 call
self.plane playsound jeep_snd_fire
self thread checkhit local.hit
break
case 3:
self thread rocket local.hit
break
default:
self thread checkhit local.hit
}
/*
self.plane light 1 1 0 10
waitframe
self.plane light 0 0 0 0
local.dirtleft = spawn script_model
local.dirtleft model "models/fx/corona_red.tik"
local.dirtleft.origin = local.hit
local.dirtleft.scale = .5
local.dirtleft notsolid
local.dirtleft commanddelay 1.0 remove
*/
end
checkhit local.place:
self thread mgeffect local.place
for(local.i = 1; local.i <= $player.size; local.i++)
{
local.player= $player[local.i]
if(local.player!=self)
{
local.end_or_not = waitthread team_check local.player self
if(local.end_or_not==1)
{
end //end if same team and team team killing is not on
}
if(local.player.flying==1)
{
if(local.player.plane.scale == .75)
{
local.hitvec = local.place - local.player.plane.origin
local.hitvec_fwd = local.hitvec * local.player.plane.forwardvector
local.hitvec_lf = local.hitvec * local.player.plane.leftvector
local.hitvec_up = local.hitvec * local.player.plane.upvector
local.is_hit_fwd = (abs local.hitvec_fwd) <= 200.0
local.is_hit_lf = (abs local.hitvec_lf) <= 200.0
local.is_hit_up = local.hitvec_up >= 0.0 && local.hitvec_up <= 35.0
local.damage = 20
}
else
{
local.hitvec = local.place - local.player.plane.origin
local.hitvec_fwd = local.hitvec * local.player.plane.forwardvector
local.hitvec_lf = local.hitvec * local.player.plane.leftvector
local.hitvec_up = local.hitvec * local.player.plane.upvector
local.is_hit_fwd = (abs local.hitvec_fwd) <= 120.0
local.is_hit_lf = (abs local.hitvec_lf) <= 120.0
local.is_hit_up = local.hitvec_up >= 0.0 && local.hitvec_up <= 15.0
local.damage = 30
}
}
else
{
local.hitvec = local.place - local.player.origin
local.hitvec_fwd = local.hitvec * local.player.forwardvector
local.hitvec_lf = local.hitvec * local.player.leftvector
local.hitvec_up = local.hitvec * local.player.upvector
local.is_hit_fwd = (abs local.hitvec_fwd) <= 32.0
local.is_hit_lf = (abs local.hitvec_lf) <= 32.0
local.is_hit_up = local.hitvec_up >= 0.0 && local.hitvec_up <= 92.0
local.damage = 45
}
if(local.is_hit_fwd && local.is_hit_lf && local.is_hit_up)
{
local.player damage self local.damage self.plane local.player.origin self.forwardvector (0 0 0) 10 1 18 -1
}
}
}
end
team_check local.player local.shooter:
local.gametype = getcvar "g_gametype"
if(local.gametype=="1")
{
end 0
}
local.ff = getcvar "g_teamdamage"
if(local.ff!="0")
{
if(local.player.dmteam == local.shooter.dmteam)
{
end 1
}
}
end 0
mgeffect local.place:
if(self.spawnedmg==0)
{
self.spawnedmg=1
local.left = ( self.plane gettagposition "tag_barrel01")
self.plane.gunleft = spawn statweapons/mg42_gun_fake.tik "targetname" ("planesmgleft" + self.entnum) spawnflags 1
self.plane.gunleft.angles = self.plane.angles
self.plane.gunleft.origin = local.left
self.plane.gunleft attach self.plane "tag_barrel01"
self.plane.gunleft setPlayerUsable 0
if(self.dmteam=="axis")
{
local.right = ( self.plane gettagposition "tag_barrel02")
self.plane.gunright = spawn statweapons/mg42_gun_fake.tik targetname ("planesmgright" + self.entnum) spawnflags 1
self.plane.gunright.angles = self.plane.angles
self.plane.gunright.origin = local.right
self.plane.gunright attach self.plane "tag_barrel02"
self.plane.gunright setPlayerUsable 0
}
else
{
local.right = ( self.plane gettagposition "tag_barrel04")
self.plane.gunright = spawn statweapons/mg42_gun_fake.tik "targetname" ("planesmgright" + self.entnum) spawnflags 1
self.plane.gunright.angles = self.plane.angles
self.plane.gunright.origin = local.right
self.plane.gunright attach self.plane "tag_barrel04"
self.plane.gunright setPlayerUsable 0
}
self.plane.gunright hide
self.plane.gunleft hide
self.plane.gunright notsolid
self.plane.gunleft notsolid
}
local.org = spawn script_origin
local.org.origin = local.place
self.plane.gunright.angles = self.viewangles
self.plane.gunleft.angles = self.viewangles
self.plane.gunright setaimtarget local.org
self.plane.gunleft setaimtarget local.org
self.plane.gunleft anim fire
self.plane.gunright anim fire
local.org remove
//self.plane anim blast
end
////////////shot down////////////
shotdown_setup:
local.shoot = spawn trigger_multiple "spawnflags" "128" "targetname" ("planehit" + self.entnum)
if(self.plane.scale == .75)
{
local.shoot setsize ( -100 -100 -5 ) ( 100 100 30 )
}
else if(self.plane.scale == .2)
{
local.shoot setsize ( -60 -60 -5 ) ( 60 60 10 )
}
local.shoot.origin = self.plane.origin
local.shoot setthread shotdown
self.shottrig = local.shoot
local.shoot bind self.plane
end
shotdown:
if(self != parm.other.shottrig && parm.other != $("world"))
{
local.player= parm.other
if(local.player!=NULL || isalive local.player)
{
for(local.i = 1; local.i <= $player.size; local.i++)
{
if($player[local.i].shottrig == self)
{
local.end_or_not = waitthread team_check $player[local.i] local.player
if(local.end_or_not==1)
{
end //end if same team and team team killing is not on
}
$player[local.i] damage local.player level.plane_hit_damage local.player $player[local.i].origin local.player.forwardvector (0 0 0) 10 1 0 -1
end
}
}
}
}
end
////////////^^shot down////////////
/*
rocket local.origin:
self.rocketside++
if(self.rocketside>2)
{
self.rocketside=1
}
if(self.rocket_ammo==0)
{
self iprint "0 Rockets"
self playsound bazooka_snd_noammo
end
}
local.org = spawn script_origin "origin" local.origin
self.rocket_ammo--
self iprint ("Fired Rocket " + self.rocket_ammo)
self playsound bazooka_snd_fire
if(self.rocketside==1)
{
local.place = ( self.plane gettagposition "tag_barrel01")
}
else
{
if(self.dmteam=="axis")
{
local.place = ( self.plane gettagposition "tag_barrel02")
}
else
{
local.place = ( self.plane gettagposition "tag_barrel04")
}
}
local.place += self.plane.forwardvector * 200
local.place += self.plane.upvector * -5
local.shell = spawn script_model "model" "projectiles/bazookashell_dm.tik" "targetanme "rocket" //"milkshape/missile/missile.tik" //
local.shell.origin = local.place
// local.shell notsolid //if they are solid when they hit things like tanks or anyhting that gets in the way it makes bashes it out the way
local.shell scale .2
local.shell light 1 0 0 300
local.shell.gravity = 0
local.shell.angles = self.viewangles
thread whit local.shell
local.shell physics_on
local.speed = self.speed
while(local.shell.hit != 1)
{
waitframe
local.velocity = local.shell.forwardvector * ( local.speed + 100 ) //local.shell.forwardvector * ( self.speed + 5000 )
//local.velocity = ( local.velocity[0] local.velocity[1] 0.00)
local.shell.velocity = local.velocity
}
self.firingshell=0
local.shell waittill touch
local.origin = local.shell.origin
self waitthread explode local.origin
local.shell remove
end
whit local.shell:
local.shell waittill touch
local.shell.hit = 1
end
*/
rocket local.pos:
self.rocketside++
if(self.rocketside>2)
{
self.rocketside=1
}
if(self.rocket_ammo==0)
{
self iprint "0 Rockets"
self playsound bazooka_snd_noammo
end
}
self.rocket_ammo--
self iprint ("Fired Rocket " + self.rocket_ammo)
self playsound bazooka_snd_fire
if(self.rocketside==1)
{
local.place = ( self.plane gettagposition "tag_barrel01")
}
else
{
if(self.dmteam=="axis")
{
local.place = ( self.plane gettagposition "tag_barrel02")
}
else
{
local.place = ( self.plane gettagposition "tag_barrel04")
}
}
local.shell = spawn script_model "model" "projectiles/bazookashell_dm.tik" //"milkshape/missile/missile.tik" //
local.shell.angles = self.angles
local.shell.origin = local.place
local.shell notsolid //if they are solid when they hit things like tanks or anyhting that gets in the way it makes bashes it out the way
local.shell scale .5
local.shell speed 2000
local.shell moveto local.pos
local.shell waitmove
self thread explode local.shell.origin
local.shell remove
end
change_weapon:
self.planeweap++
if(self.planeweap > 3)
{
self.planeweap=1
}
switch(self.planeweap)
{
case 1: //mg
self iprint ("Using MG") 1
break
case 2:
self iprint ("Using 30 Cal") 1
break
case 3:
self iprint ("Using Rockets") 1
break
default:
self iprint ("Using MG") 1
}
end
explode local.explosionplace:
thread bang local.explosionplace
local.radius = 300.00 * 300.00
for(local.i = 1; local.i <= $player.size; local.i++)
{
local.player= $player[local.i]
local.distance = local.player.origin - local.explosionplace
local.distance = local.distance * local.distance
if(local.distance <= local.radius)
{
if(local.player != self)
{
local.end_or_not = waitthread team_check local.player self
if(local.end_or_not==1)
{
end //end if same team and team team killing is not on
}
local.dmg_fact = 1 - local.distance / local.radius
local.dmg = 150 * local.dmg_fact + 30
local.player damage self local.dmg self (0 0 0) (0 0 0) (0 0 0) 0 1 15 -1
}
}
}
end
bang local.place:
local.Exp3 = spawn "fx/scriptbazookaexplosion.tik"
local.Exp4 = spawn "animate/fx_mortar_dirt.tik"
local.Exp3 radiusdamage 0
local.Exp3.origin = local.place
local.Exp4.origin = local.place
local.Exp3 anim start
local.Exp4 anim start
wait 1
local.Exp3 remove
local.Exp4 remove
end
bomb:
if(self.candrop==0)
{
self iprint "No bombs"
self playsound bazooka_snd_noammo
end
}
self iprint ("Bomb :" + self.candrop)
self.candrop--
local.bomb = spawn script_model "targetname" "planebomb"
local.bomb model "ammo/us_bomb.tik"
local.bomb.origin = self.plane.origin - ( 0 0 50 )
local.bomb.angles = ( self.plane.angles + ( 0 90 0 ) )
local.bomb notsolid
thread bombtwist local.bomb
local.bomb physics_on
local.bomb.velocity = self.plane.velocity
local.bomb playsound leadinmp2
local.didnt=1
while(local.didnt==1)
{
local.bomb waittill touch
if!(parm.other==self || parm.other == self.plane)
{
local.didnt=0
}
}
self thread explode local.bomb.origin
local.bomb remove
end
bombtwist local.bomb:
for(local.i=0;local.i<=90 ;local.i+=5)
{
waitframe
if(local.bomb==NULL || local.bomb==NIL)
{
end
}
else
{
local.bomb.angles = ( local.bomb.angles[0] local.bomb.angles[1] local.i )
}
}
end
[/grey]
ty, but what error? i cant see when u paste the code and u didnt point out the difference?
use [code] and [ / code] when pasting code.
Also in game i have not a single error?
also lag is v.minimal to my suprise
its very diffecult to find, the lag attacks come when a plane shots, not sure, maybe a rocket, bomb dropping makes no lag attack, normal shooting at people but maybe lag comes if you crash yourself to a plane when flying in a wrong position.....:con
All I can see changed is that he added single quotes at the end, which doesn't make any sense at all anyway. :o_o
I have the same problem. but that script didnt fix it. after a while of playing and when the server gets about half full the whole axis team pings out and all of them have 999 ping. never happened before until I added the planes and now it happens alot. is there a fix for this?
im not running any other mods. its not always just axis but most of the time it is. but not everyone gets pinged out, only a few.
Is there a way to make the plane bombs and rockets do damage to a tank? I am running King Tiger 2 map with planes added from the Admin Pro mod, but you can't do damage to the tanks with the plane ammo.