branchrust_reboot/main/Attack Helicoptercancel
436 Commits over 1,308 Days - 0.01cph!
Fixed brief mouse wheel input often being missed
Increase mouse wheel zoom speed
Changed attack heli from Attack3 bind, to mouse wheel control instead
Merge Main -> Attack Helicopter
Merge Main -> Attack Helicopter
Additional null checks for heli seat owner
Removed team interactions from attack heli and minocopter mounted players. Fixes "promote to leader" obscuring the pilot's view, if a team-member gunner is seated in front of them.
Improved attack heli gibs, updated the model, no more jitter
Fixed gunner's head moving with the gun when they're in turret view
Don't load a monument by default in MonumentIsland_Oilrigs
Improved Attack Heli detailed colliders
Improved attack heli world colliders
Merge Main -> Attack Helicopter
Added a functional hit marker to the attack heli UI dialog
Rocket heat seeker damage changes and large_helicopter_protection changes - Helicopters now take two hits to destory, scrap transport helicopter remains at 4.
Merge Main -> Attack Helicopter
Added a game tip for pilot controls
Fixed attack3 not being tokenised
GameTips now show for longer if there is a lot of text to read
Show the gunner tooltip when mounting the gunner seat rather than when using the monitor. I think it's too blurry on the monitor unfortunately.
Fixed Launcher lock on sounds staying on if the player was looking at something while they disconnected
OnHeldChanged doesn't actually get called in this case so the targeting invoke was still running forever, this cancels the invoke
Also fixed the lock on bar staying visible after reocnnecting if disconnecting while locked onto a target
Additional NRE checks in HideUntilMobile
Patrol helicopter now fires flares whenever a homing missile is launched at it
It has unlimited flares
Refactored valid homing target calculation. Fixes patrol heli no longer being homing-targetable
Merge Main -> Attack Helicopter
Merge attackhelicopter_emissive_uv1 -> Attack Helicopter
Since normal rockets are no longer allowed, fixcars 3 now loads incendiary rockets instead of basic
Minor wording change to the attack heli storage loot UI
Can no longer load normal rockets into attack heli - only HV or incendiary
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New rocket/flare storage UI design and setup
Scraptransportheli v homing rocket damage changes
Disable active loot panels in loot panel scene
Merge Main -> Attack Helicopter
Attack Helicopter menu background video
fix missing sounds on chinook (copied sound behavior from pre-refactor BaseHelicopterVehicle.cs to CH47Helicopter.cs)
attack heli flare sounds, rocket dryfire sound, rocket launch sound tweaks, and damaged fire sound position update
Added sound for failed gun fire attempts
Only play the out of rockets sound if there's no ammo left at all, some other refactoring
Fixed rocket ammo including flares in ammo count
Added placeholder sounds and RPCs for trying to fire rockets with no rockets left, and the same (with a different sound) for flares
Set up and added a placeholder sound for attack heli firing flares
Made attack heli headlight much brighter and longer range
Attack Helicopter gunner can now press reload key to reload gun and rockets early
Disable emission on gib materials. Fixes attack heli gibs having headlights on
Protect turret interaction when there's a driver
Merge Main -> Attack Helicopter
If either player fires any weapon on the helicopter, both players are now marked hostile regardless of whether the weapon hurts anyone