I love the idea and the mod works as it should BUT theres a big but. Atleast for me while testing the SAMs missed every shot they took at the Heli. It moves to fast. I have no idea if theres anything that can be done but all it did was waste rounds. I then spawned in the heli right above the SAMs and it shot at it and hit it but while it spawns in it takes no damage and once it started moving the SAMs could not hit again. What can be done?
SAM Sites missing every shot at heliFixed
Yeah that is the thing, the patrol heli is way too fast, I made a small plugin which slowed down the heli while targeting my player. I also made a plugin that allows my chinook to take damage, they are generally slower. 6 rockets took chinook out, and crate automatically drops.
I will see what I can do about the fire speed. The Sams are using the almost exact code as Rust to trigger the firing speed based on random tubes (where the missiles actually launch out of)
But I am working on something.
Chinook plugin is waiting approval from Wulf and the team though
I will see what I can do about the fire speed. The Sams are using the almost exact code as Rust to trigger the firing speed based on random tubes (where the missiles actually launch out of)
But I am working on something.
Chinook plugin is waiting approval from Wulf and the team though
awesome. Like i said i love the idea of the plugin its just not doing right now. and its just the way rust works. nothing on your end
All targeting related issues have been resolved in v2.0.0. Keep in mind that the Patrol Helicopter changes speed quickly, so the prediction might be off sometimes. To compensate, new configuration options have been added which allow you to configure the speed and damage of each Sam Site rocket.
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