Val{ ANGLE_Y(default=30,min=-36000) ANGLE_Z(default=150) ARM_ANGLE_1(default=90,max=90,step=45,disp=0) ARM_ANGLE_2(default=90,max=90,step=45,disp=0) ARM_ANGLE_3(default=90,max=90,step=45,disp=0) ARM_ANGLE_4(default=90,max=90,step=45,disp=0) ARM_ANGLE_5(default=90,max=90,step=45,disp=0) ARM_ANGLE_6(default=90,max=90,step=45,disp=0) ARM_ANGLE_7(default=90,max=90,step=45,disp=0) ARM_ANGLE_8(default=90,max=90,step=45,disp=0) ARM_ANGLE_9(default=90,max=90,step=45,disp=0) ARM_ANGLE_10(default=90,max=90,step=45,disp=0) ARM_ANGLE_11(default=90,max=90,step=45,disp=0) ARM_ANGLE_12(default=90,max=90,step=45,disp=0) ARM_ANGLE_13(default=90,max=90,step=45,disp=0) ARM_ANGLE_14(default=90,max=90,step=45,disp=0) ARM_ANGLE_15(default=90,max=90,step=45,disp=0) ARM_ANGLE_16(default=90,max=90,step=45,disp=0) ARM_ANGLE_17(default=90,max=90,step=45,disp=0) ARM_ANGLE_18(default=90,max=90,step=45,disp=0) ARM_ANGLE_19(default=90,max=90,step=45,disp=0) ARM_ANGLE_20(default=90,max=90,step=45,disp=0) ARM_ANGLE_21(default=90,max=90,step=45,disp=0) ARM_POWER_1(max=400000,step=400000,disp=0) ARM_POWER_2(max=400000,step=400000,disp=0) ARM_POWER_3(max=400000,step=400000,disp=0) ARM_POWER_4(max=400000,step=400000,disp=0) ARM_POWER_5(max=400000,step=400000,disp=0) ARM_POWER_6(max=400000,step=400000,disp=0) ARM_POWER_7(max=400000,step=400000,disp=0) ARM_POWER_8(max=400000,step=400000,disp=0) ARM_POWER_9(max=400000,step=400000,disp=0) ARM_POWER_10(max=400000,step=400000,disp=0) ARM_POWER_11(max=400000,step=400000,disp=0) ARM_POWER_12(max=400000,step=400000,disp=0) ARM_POWER_13(max=400000,step=400000,disp=0) ARM_POWER_14(max=400000,step=400000,disp=0) ARM_POWER_15(max=400000,step=400000,disp=0) ARM_POWER_16(max=400000,step=400000,disp=0) ARM_POWER_17(max=400000,step=400000,disp=0) ARM_POWER_18(max=400000,step=400000,disp=0) ARM_POWER_19(max=400000,step=400000,disp=0) ARM_POWER_20(max=400000,step=400000,disp=0) ARM_POWER_21(max=400000,step=400000,disp=0) JET_POWER(max=400000,step=400000,disp=0) COLOR() } Key{ } Body{ Core(color=COLOR){ N:Weight(color=COLOR,color=COLOR,Name=WEIGHT, Angle=120, User2=333666){ N:Weight(color=COLOR,Angle=ANGLE_Z){ E:Weight(color=COLOR,Angle=-120){ E:Weight(color=COLOR,Angle=-150){ E:Weight(color=COLOR,Angle=ANGLE_Y){ W:Weight(color=COLOR){ W:Weight(color=COLOR,Angle=-130){} E:Weight(color=COLOR,Angle=-135){ E:Weight(color=COLOR,Angle=130){} S:Weight(color=COLOR,Angle=80){} S:Weight(color=COLOR,Angle=80){} } S:Weight(color=COLOR,Angle=-80){} S:Weight(color=COLOR,Angle=-80){} } W:Weight(color=COLOR,Angle=90){ W:Weight(color=COLOR,Angle=-130){} E:Weight(color=COLOR,Angle=-135){ E:Weight(color=COLOR,Angle=130){} S:Weight(color=COLOR,Angle=80){} S:Weight(color=COLOR,Angle=80){} } S:Weight(color=COLOR,Angle=-80){} S:Weight(color=COLOR,Angle=-80){} } W:Weight(color=COLOR,Angle=-90){ W:Weight(color=COLOR,Angle=-130){} E:Weight(color=COLOR,Angle=-135){ E:Weight(color=COLOR,Angle=130){} S:Weight(color=COLOR,Angle=80){} S:Weight(color=COLOR,Angle=80){} } S:Weight(color=COLOR,Angle=-80){} S:Weight(color=COLOR,Angle=-80){} } E:Weight(color=COLOR,Angle=130){} W:Weight(color=COLOR,Angle=135){ W:Weight(color=COLOR,Angle=-130){} S:Weight(color=COLOR,Angle=-80){} S:Weight(color=COLOR,Angle=-80){} } S:Weight(color=COLOR,Angle=80){} S:Weight(color=COLOR,Angle=80){} } } } } } N:Weight(color=COLOR,Angle=90){ W:Jet(Angle=180, Power=-JET_POWER){} } N:Weight(color=COLOR,Angle=125){ N:Weight(color=COLOR,Angle=-125){ N:Arm(color=COLOR,Name=ARM_NAME_1, Angle=-ARM_ANGLE_1, Power=ARM_POWER_1, Option=200000,spring=0.3,dumper=0.3){} N:Arm(color=COLOR,Name=ARM_NAME_2, Angle=-ARM_ANGLE_2, Power=ARM_POWER_2, Option=200000,spring=0.3,dumper=0.3){} N:Arm(color=COLOR,Name=ARM_NAME_3, Angle=-ARM_ANGLE_3, Power=ARM_POWER_3, Option=200000,spring=0.3,dumper=0.3){} N:Arm(color=COLOR,Name=ARM_NAME_4, Angle=-ARM_ANGLE_4, Power=ARM_POWER_4, Option=200000,spring=0.3,dumper=0.3){} N:Arm(color=COLOR,Name=ARM_NAME_5, Angle=-ARM_ANGLE_5, Power=ARM_POWER_5, Option=200000,spring=0.3,dumper=0.3){} } N:Weight(color=COLOR,Angle=-125){ N:Arm(color=COLOR,Name=ARM_NAME_6, Angle=-ARM_ANGLE_6, Power=ARM_POWER_6, Option=200000,spring=0.3,dumper=0.3){} N:Arm(color=COLOR,Name=ARM_NAME_7, Angle=-ARM_ANGLE_7, Power=ARM_POWER_7, Option=200000,spring=0.3,dumper=0.3){} N:Arm(color=COLOR,Name=ARM_NAME_8, Angle=-ARM_ANGLE_8, Power=ARM_POWER_8, Option=200000,spring=0.3,dumper=0.3){} N:Arm(color=COLOR,Name=ARM_NAME_9, Angle=-ARM_ANGLE_9, Power=ARM_POWER_9, Option=200000,spring=0.3,dumper=0.3){} N:Arm(color=COLOR,Name=ARM_NAME_10, Angle=-ARM_ANGLE_10, Power=ARM_POWER_10, Option=200000,spring=0.3,dumper=0.3){} } N:Weight(color=COLOR,Angle=-125){ N:Arm(color=COLOR,Name=ARM_NAME_11, Angle=-ARM_ANGLE_11, Power=ARM_POWER_11, Option=200000,spring=0.3,dumper=0.3){} N:Arm(color=COLOR,Name=ARM_NAME_12, Angle=-ARM_ANGLE_12, Power=ARM_POWER_12, Option=200000,spring=0.3,dumper=0.3){} N:Arm(color=COLOR,Name=ARM_NAME_13, Angle=-ARM_ANGLE_13, Power=ARM_POWER_13, Option=200000,spring=0.3,dumper=0.3){} N:Arm(color=COLOR,Name=ARM_NAME_14, Angle=-ARM_ANGLE_14, Power=ARM_POWER_14, Option=200000,spring=0.3,dumper=0.3){} N:Arm(color=COLOR,Name=ARM_NAME_15, Angle=-ARM_ANGLE_15, Power=ARM_POWER_15, Option=200000,spring=0.3,dumper=0.3){} } N:Weight(color=COLOR,Angle=-125){ N:Arm(color=COLOR,Name=ARM_NAME_16, Angle=-ARM_ANGLE_16, Power=ARM_POWER_16, Option=200000,spring=0.3,dumper=0.3){} N:Arm(color=COLOR,Name=ARM_NAME_17, Angle=-ARM_ANGLE_17, Power=ARM_POWER_17, Option=200000,spring=0.3,dumper=0.3){} N:Arm(color=COLOR,Name=ARM_NAME_18, Angle=-ARM_ANGLE_18, Power=ARM_POWER_18, Option=200000,spring=0.3,dumper=0.3){} N:Arm(color=COLOR,Name=ARM_NAME_19, Angle=-ARM_ANGLE_19, Power=ARM_POWER_19, Option=200000,spring=0.3,dumper=0.3){} N:Arm(color=COLOR,Name=ARM_NAME_20, Angle=-ARM_ANGLE_20, Power=ARM_POWER_20, Option=200000,spring=0.3,dumper=0.3){} N:Arm(color=COLOR,Name=ARM_NAME_21, Angle=-ARM_ANGLE_21, Power=ARM_POWER_21, Option=200000,spring=0.3,dumper=0.3){} } } S:Weight(color=COLOR,Angle=-170){} N:Weight(color=COLOR,Angle=-170){} W:Weight(color=COLOR,Angle=-170){} E:Weight(color=COLOR,Angle=-170){} } } Lua{ Count = 1 ticks = 0 function Fire () if _KEY(4)==1 and _G["ARM_ANGLE_"..Count]==0 and Ammo~=0 then _G["ARM_POWER_"..Count]=200000 JET_POWER = 200000 end for i = 1 , 21 do if _E(_G["ARM_NAME_"..i])==0 then Ammo = math.max(0,Ammo - 1) end end if flag then if math.mod(_TICKS(),5)==0 then Count = Count + 1 end else if math.mod(_TICKS(),2)==0 then Count = Count + 1 end end if Count == 22 then Count = 1 end _G["ARM_ANGLE_"..Count]=_G["ARM_ANGLE_"..Count]-45 if flag then _G["ARM_ANGLE_"..Count]=_G["ARM_ANGLE_"..Count]+15 end end OldT = 0 for i = 0 , _CHIPS()-1 do OldT = OldT + _T(i) end Move_z = 0 Move_y = 0 Ammo = 100 function main () MyNo=0 for i = 0 , _PLAYERS()-1 do if _PLAYERID(i)==_PLAYERMYID() then MyNo = i break end end opf=false flag = _PLAYERNAME(MyNo)=="Player" if _KEY(4)==1 then Fire() elseif not flag then Ammo = math.min(100,Ammo + 0.1) end Ammo = Ammo * math.min(1,Ammo) Wgts = 0 Arms = 0 for i = 0 , _CHIPS()-1 do if _TYPE(i)==10 and _TOP(i)==0 then Arms = Arms + 1 end if _TYPE(i)==8 and _TOP(i)==0 then Wgts = Wgts + 1 opf=_OPTION(i)>1 end end if opf then ticks=ticks+1 if _FPS()>29 then ticks = ticks+10 end for a = 0,ticks do for b = 0,ticks do end end end for x = 32-5 , 32+5 do for y = 32-5 , 32+5 do if math.floor(_GREEN(x,y)*16*16)*_KEY(4)>240 then Ammo=0 end end end local t = 0 for i = 0 , _CHIPS()-1 do t = t + _T(i) end if t~=OldT then OldT = t Ammo = math.max(0,Ammo-10) end if Ammo==0 then for i = 1 , _CHIPS()-1 do _BYE(i) end end out(0,string.format("%.3d FPS ------- %d%%",_FPS(),_FPS()/_BASE()*100)) out(1,string.format("%.3d Arms ----- %d%%" ,Arms,Arms/21*100)) out(2,string.format("%.3d Weights - %d%%",Wgts,Wgts/46*100)) out(3,string.format("%.3d Ammo",Ammo)) Move_z = _KEY(1)-_KEY(0) Move_y = _KEY(3)-_KEY(2) ANGLE_Y = math.mod(ANGLE_Y+Move_y-0.05,360) ANGLE_Z = math.max(140,math.min(ANGLE_Z+Move_z,165)) if _TICKS()>150 then COLOR = 16777215 end end }