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Thanks for this @Ampersand, it's a great addition.
Just a small suggestion....
Wouldn't it be better if the "perSecond" function would be called / terminated upon the "Engine" 'CBA_fnc_addClassEventHandler`, conditioned to it's args value, instead of "Init" one?
I've already read some good solutions here.
Perhaps adding a filter so the climb effect doesn't happen if the current Waypoint type is LAND, GET IN, GET OUT, LIFT, etc. That should allow the helicopter to climb over hills in "normal" mode....
But it's much better than vanilla. Regards
BRAVO!
@ßlitžen All helicopters
#flyInHeight
@Green.Vicky✙ Interesting question. If the helicopter is nose-down accelerating while climbing, this script will not activate, so I don't think that would be a conflict.
Now if someone could do something against helis and planes going "50m dive bomber" when the weapons could really be used from 1km high and 5km away...
Good job.
Also you never want onframehandlers, its completely unnecesary. For best performance, you want scheduled loops with sleep timers on it
@Virtus it should not affect any thing flying slower than 80 kph
@Phenosi there is a single per second handler that checks speeds. When conditions are met, those helicopters are sent to the single per frame handler, which will exit when all helicopters are done decelerating. Thus performance impact should be minimal.