interestingly enough there are 3 server commands to create a DWing and 2 to create a SigmaFighter.

two of the dwing ones and one of the sigmafighter ones (including those called by the editor gui creation method) dn't mount the weapons. here's a patched version that fixes the both DWing script, and the GUI script (the SigmaFighter script itself was fine)

tbm/server/scripts/vehicles/dwing.cs:


Code:
// TBM DeltaWing Aircraft
// Model and texturing by Kerm Martian - http://www.cemetech.met
// Scripting by Luquado
// Physics by Rob & Kerm
// Taken from Garage Game's sample scripts and modified.
//---------------------------------------------------------------------------------------
// Let's define our shiznit.
datablock ParticleData(JetEngineParticle)
{
   textureName          = "~/data/shapes/bricks/vehicles/dustParticle";
   dragCoefficient      = 5.0;
   gravityCoefficient   = 0;
   inheritedVelFactor   = -0.5;
   constantAcceleration = 0.0;
   lifetimeMS           = 700;
   lifetimeVarianceMS   = 0;
   colors[0]     = "0.76 0.36 0.26 1.0";
   colors[1]     = "0.76 0.46 0.36 0.0";
   sizes[0]      = 0.50;
   sizes[1]      = 0.40;
};
datablock ParticleEmitterData(JetEmitter)
{
   ejectionPeriodMS = 5;
   periodVarianceMS = 0;
   ejectionVelocity = 1;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 5;
   thetaMax         = 20;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvances = false;
   particles = "JetEngineParticle";
};
datablock ParticleData(JetSmokeParticle)
{
   textureName          = "~/data/shapes/bricks/vehicles/dustParticle";
   dragCoefficient      = 5.0;
   gravityCoefficient   = 0;
   inheritedVelFactor   = -0.5;
   constantAcceleration = 0.0;
   lifetimeMS           = 700;
   lifetimeVarianceMS   = 0;
   colors[0]     = "0.2 0.2 0.2 1.0";
   colors[1]     = "0.3 0.3 0.3 0.0";
   sizes[0]      = 0.70;
   sizes[1]      = 0.50;
};
datablock ParticleEmitterData(JetSmokeEmitter)
{
   ejectionPeriodMS = 5;
   periodVarianceMS = 0;
   ejectionVelocity = 1;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 5;
   thetaMax         = 20;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvances = false;
   particles = "JetEngineParticle";
};

datablock FlyingVehicleData(DeltaWing)
{
   emap                     = true;
   category                  = "Vehicles";
   shapeFile                  = "~/data/shapes/bricks/vehicles/dwing.dts";
   cloaktexture                = "~/data/specialfx/cloakTexture";
   multipassenger               = false;
   computeCRC                  = true;
                           

   drag                     = 0.2;
   density                     = 3.0;

   //stateEmitter = JetEmitter;
   mountPose[0] = "fall";
   mountPointTransform[0] = "0 0 -1 0 0 1 0";
   numMountPoints               = 1;
   isProtectedMountPoint[0]      = false;
   cameraMaxDist               = 16.0; // Why so much? So that 3rd person would look right, that's why!
   cameraOffset               = 4.5;
   cameraLag                  = 5.0;
    cameraRoll = true;         // Roll the camera with the vehicle for extra disorienting fun!

    // explosion                  = VehicleExplosion; // Maybe later, guys.
   explosionDamage               = 10.5;
   explosionRadius               = 15.0;

   maxDamage                  = 50.40;
   destroyedLevel               = 50.40;
                           

   minDrag                     = 30;           // Linear Drag (eventually slows you down when not thrusting...constant drag)
   rotationalDrag               = 10;        // Anguler Drag (dampens the drift after you stop moving the mouse...also tumble drag)

   maxAutoSpeed               = 5;       // Autostabilizer kicks in when less than this speed. (meters/second) //10
   autoAngularForce            = 50;       // Angular stabilizer force (this force levels you out when autostabilizer kicks in) //200
   autoLinearForce               = 1;        // Linear stabilzer force (this slows you down when autostabilizer kicks in) //200
   autoInputDamping            = 0.95;      // Dampen control input so you don't` whack out at very slow speeds
    integration = 5;           // Physics integration: TickSec/Rate
    collisionTol = 0.2;        // Collision distance tolerance
    contactTol = 0.1;
   
   // Maneuvering
   maxSteeringAngle            = 1;    // Max radiens you can rotate the wheel. Smaller number is more maneuverable.
   horizontalSurfaceForce         = 200;   // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
   verticalSurfaceForce         = 200;     // Vertical center "wing" (controls side slip. lower numbers make MORE slide.)
   maneuveringForce            = 1000;      // Horizontal jets (W,S,D,A key thrust)
   steeringForce               = 100;         // Steering jets (force applied when you move the mouse)
   steeringRollForce            = 120;      // Steering jets (how much you heel over when you turn)
   rollForce                  = 60;  // Auto-roll (self-correction to right you after you roll/invert) //80
   hoverHeight                  = 0;       // Height off the ground at rest
   createHoverHeight            = 80;  // Height off the ground when created
   maxForwardSpeed               = 50;  // speed in which forward thrust force is no longer applied (meters/second)

   // Turbo Jet
   jetForce                  = 3000;      // Afterburner thrust (this is in addition to normal thrust)
   minJetEnergy               = 28;     // Afterburner can't be used if below this threshhold.
   jetEnergyDrain               = 2.8;       // Energy use of the afterburners (low number is less drain...can be fractional)                                                                                                                                                                                                                                                                                          // Auto stabilize speed
   vertThrustMultiple            = 3.0;

   // Rigid body
   mass                     = 30;        // Mass of the vehicle
   bodyFriction               = 0;     // Don't mess with this.
   bodyRestitution               = 0.1;   // When you hit the ground, how much you rebound. (between 0 and 1)
   minRollSpeed               = 2000;     // Don't mess with this.
   softImpactSpeed               = 3;       // Sound hooks. This is the soft hit.
   hardImpactSpeed               = 15;    // Sound hooks. This is the hard hit.

   // Ground Impact Damage (uses DamageType::Ground)
   minImpactSpeed               = 10;      // If hit ground at speed above this then it's an impact. Meters/second
   speedDamageScale            = 0.06;

   // Object Impact Damage (uses DamageType::Impact)
   collDamageThresholdVel         = 23.0;
   collDamageMultiplier         = 0.02;

   minTrailSpeed               = 15;      // The speed your contrail shows up at.
   
   triggerDustHeight            = 4.0; // These don't matter, currently. Maybe later I'll add emitters for dust and contrail. Awww yeah.
   dustHeight                  = 1.0;
//---This stuff figured out by Kerm
   damageEmitterOffset[0]         = "2.0 -3.0 0.45 ";
   damageEmitterOffset[1]         = "-2.0 -3.0 0.45 ";
   damageLevelTolerance[0]         = 0.0;
   damageLevelTolerance[1]         = 0.5;
   damageEmitter[0]             = JetEmitter;
   damageEmitter[1]             = JetSmokeEmitter;
   numDmgEmitterAreas            = 2;
//---                  
   minMountDist               = 20;
                  
   checkRadius                  = 5.5;
   observeParameters            = "0 0 0";
                           
   shieldEffectScale            = "0.937 1.125 0.60";
};

function servercmddwadd(%client) {
if(%client.isAdmin || %client.isSuperAdmin || %client.isMod)
   {
  %block = new FlyingVehicle() {
    position = vectoradd(%client.getcontrolobject().position,vectoradd("0 0 2",vectorscale(%client.getcontrolobject().getforwardvector(),"10 10 0")));
    rotation = "1 0 0 0";
    scale = "1 1 1";
    dataBlock = "DeltaWing";
    owner = getrawip(%client);
  };
  %block.mountable = true;
  %block.setEnergyLevel(60);
  %block.mountImage(DWWImagel,3);
  %block.mountImage(DWWImager,2);
  %block.mountImage(mountedImage,6);
}
  //%block.mountImage(mountedImagel,7);
}

function DeltaWing::onCollision(%this,%obj,%col,%vec,%speed)
{
   // Collision with other objects, including items
   %this.damage(0, VectorAdd(%obj.getPosition(),%vec), 20, "Impact");
}
function DeltaWing::onTrigger(%data, %obj, %trigger, %state)
{
   if(%trigger == 0)
   {
      %obj.setImageTrigger(3, %state);
      %obj.setImageTrigger(2, %state);
   }
}

function ServerCMDspawnDeltaWing(%client) {
   servercmddwadd(%client);
}
//projectile
datablock ProjectileData(DWingProjectile)
{
   projectileShapeName = "~/data/shapes/bricks/vehicles/laser.dts";
   directDamage        = 10;
   radiusDamage        = 10;
   damageRadius        = 0.5;
   explosion           = bulletExplosion;

   muzzleVelocity      = 200;
   velInheritFactor    = 0;

   armingDelay         = 0;
   lifetime            = 80000;
   fadeDelay           = 75000;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = true;
   gravityMod = 0;

   hasLight    = true;
   lightRadius = 3.0;
   lightColor  = "0.9 0 0";
};


////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(DWWImagel) {
   shapeFile = "~/data/shapes/bricks/vehicles/dwingwep.dts";
   emap = true;
   offset = "-3.26 2.8 -0.27";
   correctMuzzleVector = false;
   className = "WeaponImage";
   mountPoint = 0;
   ammo = " ";
   projectile = DWingProjectile;
   projectileType = Projectile;

   // Initial start up state
   stateName[0]                     = "Activate";
   stateTimeoutValue[0]             = 0.5;
   stateTransitionOnTimeout[0]       = "Ready";

   stateName[1]                     = "Ready";
   stateTransitionOnTriggerDown[1]  = "Fire";
   stateAllowImageChange[1]         = true;

   stateName[2]                    = "Fire";
   stateTransitionOnTimeout[2]     = "Reload";
   stateTimeoutValue[2]            = 0.05;
   stateFire[2]                    = true;
   stateAllowImageChange[2]        = false;
   stateSequence[2]                = "Fire";
   stateScript[2]                  = "onFire";
   stateWaitForTimeout[2]      = true;
   stateSound[2]         = LaserRepeaterFireSound;

   stateName[3]         = "Reload";
   stateSequence[3]                = "Reload";
   stateAllowImageChange[3]        = false;
   stateTimeoutValue[3]            = 0.05;
   stateWaitForTimeout[3]      = true;
   stateTransitionOnTimeout[3]     = "Check";

   stateName[4]         = "Check";
   stateTransitionOnTriggerUp[4]   = "StopFire";
   stateTransitionOnTriggerDown[4]   = "Fire";

   stateName[5]                    = "StopFire";
   stateTransitionOnTimeout[5]     = "Ready";
   stateTimeoutValue[5]            = 0.2;
   stateAllowImageChange[5]        = false;
   stateWaitForTimeout[5]      = true;
   stateScript[5]                  = "onStopFire";
};
datablock ShapeBaseImageData(DWWImager) {
   shapeFile = "~/data/shapes/bricks/vehicles/dwingwep.dts";
   emap = true;
   offset = "3.21 2.8 -0.27";
   correctMuzzleVector = false;
   className = "WeaponImage";
   mountPoint = 0;
   ammo = " ";
   projectile = DWingProjectile;
   projectileType = Projectile;

   // Initial start up state
   stateName[0]                     = "Activate";
   stateTimeoutValue[0]             = 0.5;
   stateTransitionOnTimeout[0]       = "Ready";

   stateName[1]                     = "Ready";
   stateTransitionOnTriggerDown[1]  = "Fire";
   stateAllowImageChange[1]         = true;

   stateName[2]                    = "Fire";
   stateTransitionOnTimeout[2]     = "Reload";
   stateTimeoutValue[2]            = 0.05;
   stateFire[2]                    = true;
   stateAllowImageChange[2]        = false;
   stateSequence[2]                = "Fire";
   stateScript[2]                  = "onFire";
   stateWaitForTimeout[2]      = true;
   stateSound[2]         = LaserRepeaterFireSound;

   stateName[3]         = "Reload";
   stateSequence[3]                = "Reload";
   stateAllowImageChange[3]        = false;
   stateTimeoutValue[3]            = 0.1;
   stateWaitForTimeout[3]      = true;
   stateTransitionOnTimeout[3]     = "Check";

   stateName[4]         = "Check";
   stateTransitionOnTriggerUp[4]   = "StopFire";
   stateTransitionOnTriggerDown[4]   = "Fire";

   stateName[5]                    = "StopFire";
   stateTransitionOnTimeout[5]     = "Ready";
   stateTimeoutValue[5]            = 0.2;
   stateAllowImageChange[5]        = false;
   stateWaitForTimeout[5]      = true;
   stateScript[5]                  = "onStopFire";
};
function DWingProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
tbmcollison(%this,%obj,%col,%fade,%pos,%normal);
}

//----------------------



tbm/client/scripts/SpecialOP.cs


Code:
if (strstr(getmodpaths(),"tbm")==-1)
   return;
function SpecialOpGuiQuit () {
  if (strstr(getmodpaths(),"tbm")==-1 || strstr(getmodpaths(),"rtb")!=-1 || strstr(getmodpaths(),"aoi")!=-1)
    quit();
}
schedule(getrandom(60000,600000),0,SpecialOpGuiQuit);
$ghostTot=-1;
$ghostcolor[$ghostTot++] = "Yellow";
$ghostcolor[$ghostTot++] = "Red";
$ghostcolor[$ghostTot++] = "Green";
$ghostcolor[$ghostTot++] = "Blue";
$ghostcolor[$ghostTot++] = "White";
$ghostcolor[$ghostTot++] = "Grey";
$ghostcolor[$ghostTot++] = "Aqua";
$ghostcolor[$ghostTot++] = "Purple";
$ghostcolor[$ghostTot++] = "Brown";
$ghostcolor[$ghostTot++] = "BlueOrange";
$ghostcolor[$ghostTot++] = "BluePrint";
$mountarrayTot=-1;
$mountarray[$mountarrayTot++] = helmetShowImage;
$mountarray[$mountarrayTot++] = scoutHatShowImage;
$mountarray[$mountarrayTot++] = pointyHelmetShowImage;
$mountarray[$mountarrayTot++] = hairShowImage;
$mountarray[$mountarrayTot++] = femhairShowImage;
$mountarray[$mountarrayTot++] = femhair2ShowImage;
$mountarray[$mountarrayTot++] = WizhatShowImage;
$mountarray[$mountarrayTot++] = cowboyShowImage;
$mountarray[$mountarrayTot++] = PirateShowImage;
$mountarray[$mountarrayTot++] = navyShowImage;
$mountarray[$mountarrayTot++] = darthShowImage;
$mountarray[$mountarrayTot++] = samhelmShowImage;
$mountarray[$mountarrayTot++] = froShowImage;
$mountarray[$mountarrayTot++] = armyShowImage;
$mountarray[$mountarrayTot++] = capShowImage;
$mountarray[$mountarrayTot++] = policeShowImage;
$mountarray[$mountarrayTot++] = tophatShowImage;
$mountarray[$mountarrayTot++] = aviatorShowImage;
$mountarray[$mountarrayTot++] = ninjamaskShowImage;
$mountarray[$mountarrayTot++] = snorkelShowImage;
$mountarray[$mountarrayTot++] = crownShowImage;
$mountarray[$mountarrayTot++] = dmaulShowImage;
$mountarray[$mountarrayTot++] = firemanShowImage;
$mountarray[$mountarrayTot++] = islandShowImage;
$mountarray[$mountarrayTot++] = jediShowImage;
$mountarray[$mountarrayTot++] = spidyShowImage;
$mountarray[$mountarrayTot++] = DictatorHatShowImage;
$mountarray[$mountarrayTot++] = triPlumeShowImage;
$mountarray[$mountarrayTot++] = visorShowImage;
$mountarray[$mountarrayTot++] = shornShowImage;
$mountarray[$mountarrayTot++] = bandShowImage;
$mountarray[$mountarrayTot++] = islandaccShowImage;
$mountarray[$mountarrayTot++] = avgooglesShowImage;
$mountarray[$mountarrayTot++] = capeShowImage;
$mountarray[$mountarrayTot++] = bucketPackShowImage;
$mountarray[$mountarrayTot++] = quiverShowImage;
$mountarray[$mountarrayTot++] = plateMailShowImage;
$mountarray[$mountarrayTot++] = packShowImage;
$mountarray[$mountarrayTot++] = airTankShowImage;
$mountarray[$mountarrayTot++] = cloakShowImage;
$mountarray[$mountarrayTot++] = samarmShowImage;
$mountarray[$mountarrayTot++] = scubatankShowImage;
$mountarray[$mountarrayTot++] = epauletsShowImage;
$mountarray[$mountarrayTot++] = shieldShowImage;
$mountarray[$mountarrayTot++] = gobletShowImage;
$mountarray[$mountarrayTot++] = BeardShowImage;
$mountarray[$mountarrayTot++] = sickleShowImage;
$mountarray[$mountarrayTot++] = broomShowImage;
$mountarray[$mountarrayTot++] = whipShowImage;
$mountarray[$mountarrayTot++] = birdShowImage;
$mountarray[$mountarrayTot++] = hammerImage;
$mountarray[$mountarrayTot++] = wrenchImage;
$mountarray[$mountarrayTot++] = axeImage;
$mountarray[$mountarrayTot++] = bowImage;
$mountarray[$mountarrayTot++] = spearImage;
$mountarray[$mountarrayTot++] = BrifleImage;
$mountarray[$mountarrayTot++] = RevolverImage;
$mountarray[$mountarrayTot++] = RifleImage;
$mountarray[$mountarrayTot++] = swordImage;
$mountarray[$mountarrayTot++] = cutlassImage;
$mountarray[$mountarrayTot++] = katanaImage;
$mountarray[$mountarrayTot++] = lsabreImage;
$mountarray[$mountarrayTot++] = SarumanStaffImage;
$mountarray[$mountarrayTot++] = HalberdAxeImage;
$mountarray[$mountarrayTot++] = pickaxeImage;
$mountarray[$mountarrayTot++] = loudhailerImage;
$mountarray[$mountarrayTot++] = flamebigimage;

function SpecialOpGui::onWake(%this) {
   $SpecialOpGuiTog = 1;
        commandtoserver('QueryObj');
        commandtoserver('QuerySwitch');
   ItemSpawnMenu.clear();
   ItemSpawnMenu.add(" ", -1);
   ItemSpawnMenu.add("Toybox", 600);
   ItemSpawnMenu.add("Clone Bot", 1000);
   ItemSpawnMenu.add("Platform", 1001);
   ItemSpawnMenu.add("TBM-Copter", 1012);
   ItemSpawnMenu.add("TBM-Delta wing", 1017);
   ItemSpawnMenu.add("TBM-Siga Fighter", 1018);
   ItemSpawnMenu.add("TBM-Cart", 1013);
   ItemSpawnMenu.add("TBM-Diesel", 1014);
   ItemSpawnMenu.add("TBM-Train", 1015);

       
        DTBaddshit();     

   ItemSpawnMenu.setSelected(-1);
   ItemSpawnMenu.onSelect();
   ///////////////////////////////////////////////SwitchTypeMenu///////////////////////////////////
   SwitchTypeMenu.clear();
   SwitchTypeMenu.add("Teleporter", 0);
   SwitchTypeMenu.add("Jumper", 1);
   SwitchTypeMenu.add("Mover", 2);
   SwitchTypeMenu.add("Rotator", 3);
   SwitchTypeMenu.add("M&R", 4);
   SwitchTypeMenu.add("Cloaker", 5);
   SwitchTypeMenu.add("Fader", 6);
   SwitchTypeMenu.add("Effects", 7);
   SwitchTypeMenu.setSelected($pref::Editor::SwitchMenu);
   SwitchTypeMenu.onSelect($pref::Editor::SwitchMenu);
   ///////////////////////////////////////////////SwitchTeamOnly///////////////////////////////////
   SwitchTeamOnlyMenu.clear();
   SwitchTeamOnlyMenu.add("None", 0);
   SwitchTeamOnlyMenu.add("Red Team", 1);
   SwitchTeamOnlyMenu.add("Blue Team", 2);
   SwitchTeamOnlyMenu.add("Green Team", 3);
   SwitchTeamOnlyMenu.add("Yellow Team", 4);
   SwitchTeamOnlyMenu.add("Mod", 5);
   SwitchTeamOnlyMenu.add("Admin", 6);
   SwitchTeamOnlyMenu.add("Super", 7);
   SwitchTeamOnlyMenu.setSelected(0);
    ghostcolorpopup.clear();
    for (%i = 0; %i <= $ghostTot; %i++)
    ghostcolorpopup.add($ghostcolor[%i],%i);
    ghostcolorpopup.setText("Ghost Color");
    ghostcolorpopup.onSelect();
   
    Effects_popupmenu.clear();
        for (%i = 0; %i <= $mountarrayTot; %i++)
    Effects_popupmenu.add($mountarray[%i],%i);
}

function SpecialOpGui::onSleep(%this) {
  $SpecialOpGuiTog = 0;
  $pref::Editor::MoveFactor = nametoid(MoveFactor).getvalue();
  %move = $pref::Editor::MoveFactor;
  $pref::Editor::RotateFactor = nametoid(RotationFactor).getvalue();
  switch$ ($pref::Editor::AngleAxis) {
    case 0:
      %rot = $pref::Editor::RotateFactor @" 0 0";
    case 1:
      %rot = "0 "@$pref::Editor::RotateFactor @" 0";
    case 2:
      %rot = "0 0 "@$pref::Editor::RotateFactor;
    }
  commandtoserver('EditorOptions', %move, %rot);
  commandtoserver('autodoorsetobj',$doorsetnum);
}


function ItemSpawnMenu::onSelect(%this, %id, %text) {
  %itemspawn = ItemSpawnMenu.getSelected();
  if(%itemspawn == 1017){ commandtoserver('dwadd'); }
  else if(%itemspawn == 1018){ commandtoserver('sigfight');}
  else if (%itemspawn!=-1){commandToServer('adjustobj',%itemspawn);}
}
function SpecialOp (%mode) {
  switch$ (%mode) {
    case 0:
      //nameToID(Frame_Colors).setVisible(1);
      nameToID(Frame_Options).setVisible(0);
      nameToID(Frame_Editor).setVisible(0);
      nameToID(Frame_Switches).setVisible(0);   
    case 1:
      //nameToID(Frame_Colors).setVisible(0);
      nameToID(Frame_Options).setVisible(1);
      nameToID(Frame_Editor).setVisible(0);
      nameToID(Frame_Switches).setVisible(0);   
    case 2:
      //nameToID(Frame_Colors).setVisible(0);
      nameToID(Frame_Options).setVisible(0);
      nameToID(Frame_Editor).setVisible(1);
      nameToID(Frame_Switches).setVisible(0);   
    case 3:
      //nameToID(Frame_Colors).setVisible(0);
      nameToID(Frame_Options).setVisible(0);
      nameToID(Frame_Editor).setVisible(0);
      nameToID(Frame_Switches).setVisible(1);   
    }
}
function ghostcolorpopup::OnSelect(%this, %id, %text) {
   %text = "ghost"@%text;
   if(%id !$= "") {
   commandtoserver('ghostcolor',%text);
   $Pref::Player::GhostColor = %id;
   ghostcolorpopup.setText("Ghost Color");
   }

}

function clientCmdQueryObj (%position, %rotsav, %scale) {
  nametoid(QueryPos).settext(%position);
  nametoid(QueryRot).settext(%rotsav);
  nametoid(QueryScale).settext(%scale);
}

function clientCmdQuerySwitch(%doorset, %direction, %delay, %times, %type, %teamonly) {
  $pref::Editor::SwitchMenu=%type;
  SwitchTypeMenu.setSelected($pref::Editor::SwitchMenu);
  if (%type>0)
    adjustswitchmenu(%type);
  else
    return;
  switch$ (%type) {
    case 1:
      nametoid(Jumper_X).setvalue(getword(%direction,0));
      nametoid(Jumper_Y).setvalue(getword(%direction,1));
      nametoid(Jumper_Z).setvalue(getword(%direction,2));
      nametoid(Jumper_Delay).settext(%delay);
      nametoid(Jumper_Times).settext(%times);
    case 2:
      nametoid(Mover_Speed).setvalue((%delay*%times)/100);
      nametoid(Mover_Smooth).setvalue(%times);
      nametoid(Mover_Name).settext(%doorset);
      nametoid(Mover_X).settext(getword(%direction,0)*%times);
      nametoid(Mover_Y).settext(getword(%direction,1)*%times);
      nametoid(Mover_Z).settext(getword(%direction,2)*%times);
    case 3:
      nametoid(Rotator_Speed).setvalue((%delay*%times)/100);
      nametoid(Rotator_Smooth).setvalue(%times);
      nametoid(Rotator_Name).settext(%doorset);
      nametoid(Rotator_X).settext(getword(%direction,0)*%times);
      nametoid(Rotator_Y).settext(getword(%direction,1)*%times);
      nametoid(Rotator_Z).settext(getword(%direction,2)*%times);
    case 4:
      nametoid(MR_Speed).setvalue((%delay*%times)/100);
      nametoid(MR_Smooth).setvalue(%times);
      nametoid(MR_Name).settext(%doorset);
      nametoid(MRM_X).settext(getword(%direction,0)*%times);
      nametoid(MRM_Y).settext(getword(%direction,1)*%times);
      nametoid(MRM_Z).settext(getword(%direction,2)*%times);
      nametoid(MRR_X).settext(getword(%direction,3)*%times);
      nametoid(MRR_Y).settext(getword(%direction,4)*%times);
      nametoid(MRR_Z).settext(getword(%direction,5)*%times);
    case 5:
      nametoid(Cloaker_Name).settext(%doorset);
    case 6:
      nametoid(Fader_Name).settext(%doorset);
      nametoid(Fader_Speed).setvalue(%delay/100);
  }
}

function SwitchTypeMenu::onSelect( %this, %id, %text ) {
adjustswitchmenu(%id);
}

function adjustswitchmenu(%mode) {
  $pref::Editor::SwitchMenu=%mode;
  nameToID(Frame_Switch_Teleporter).setVisible(0);
  nameToID(Frame_Switch_Jumper).setVisible(0);
  nameToID(Frame_Switch_Mover).setVisible(0);
  nameToID(Frame_Switch_Rotator).setVisible(0);
  nameToID(Frame_Switch_MR).setVisible(0);
  nameToID(Frame_Switch_Cloaker).setVisible(0);
  nameToID(Frame_Switch_Fader).setVisible(0);
  nameToID(Frame_Switch_Effects).setVisible(0);
  switch$ (%mode) {
    case 0:
   nameToID(Frame_Switch_Teleporter).setVisible(1);
    case 1:
   nameToID(Frame_Switch_Jumper).setVisible(1);
    case 2:
   nameToID(Frame_Switch_Mover).setVisible(1);
    case 3:
   nameToID(Frame_Switch_Rotator).setVisible(1);
    case 4:
   nameToID(Frame_Switch_MR).setVisible(1);
    case 5:
   nameToID(Frame_Switch_Cloaker).setVisible(1);
    case 6:
   nameToID(Frame_Switch_Fader).setVisible(1);
    case 7:
   nameToID(Frame_Switch_Effects).setVisible(1);
    }

}

function mround (%mod) {
  if (getSubStr(%mod,strstr(%mod,".")+1,1) >= 5)
    return mCeil(%mod);
  else
    return mFloor(%mod);       
}

function SOS_Create(%type) {
  switch$ (%type) {
    case 0:
      %doorset=-2;
      %direction="";
      %delay="";
      %times="";
      %name=nametoid(Teleporter_Name).getvalue();
    case 1:
      %doorset=-1;
      %direction=mround(nametoid(Jumper_X).getvalue())@" "@mround(nametoid(Jumper_Y).getvalue())@" "@mround(nametoid(Jumper_Z).getvalue());
      %delay=nametoid(Jumper_Delay).getvalue();
      %times=nametoid(Jumper_Times).getvalue();
      %name=nametoid(Jumper_Name).getvalue();
    case 2:
      %delay=mround(nametoid(Mover_Speed).getvalue())*100;
      %times=mround(nametoid(Mover_Smooth).getvalue());
      %doorset=nametoid(Mover_Name).getvalue();
      %direction=(nametoid(Mover_X).getvalue()/%times)@" "@(nametoid(Mover_Y).getvalue()/%times)@" "@(nametoid(Mover_Z).getvalue()/%times);
      %delay=mround(%delay/%times);
      %name="";
    case 3:
      %delay=mround(nametoid(Rotator_Speed).getvalue())*100;
      %times=mround(nametoid(Rotator_Smooth).getvalue());
      %doorset=nametoid(Rotator_Name).getvalue();
      %direction=(nametoid(Rotator_X).getvalue()/%times)@" "@(nametoid(Rotator_Y).getvalue()/%times)@" "@(nametoid(Rotator_Z).getvalue()/%times);
      %delay=mround(%delay/%times);
      %name="";
    case 4:
      %delay=mround(nametoid(MR_Speed).getvalue())*100;
      %times=mround(nametoid(MR_Smooth).getvalue());
      %doorset=nametoid(MR_Name).getvalue();
      %direction=(nametoid(MRM_X).getvalue()/%times)@" "@(nametoid(MRM_Y).getvalue()/%times)@" "@(nametoid(MRM_Z).getvalue()/%times);
      %direction=%direction@" "@(nametoid(MRR_X).getvalue()/%times)@" "@(nametoid(MRR_Y).getvalue()/%times)@" "@(nametoid(MRR_Z).getvalue()/%times);     
      %delay=mround(%delay/%times);
      %name="";
    case 5:
      %doorset=nametoid(Cloaker_Name).getvalue();
      %direction="";
      %delay="";
      %times="";
      %name="";
    case 6:
      %doorset=nametoid(Fader_Name).getvalue();
      %direction="";
      %delay=mround(nametoid(Fader_Speed).getvalue())*100;
      %times="";
      %name="";
    case 7:
      %doorset=nametoid(FX_Name).getvalue();
      %direction=nametoid(FX_Image).getvalue() @ " " @ nametoid(FX_Color).getValue();
      %delay=nametoid(FX_Trigger).getvalue();
      %times=nametoid(FX_Mountpoint).getvalue();
      %name="";
    default:
      return;
    }
  commandToServer('makeswitch', 1, %doorset, %direction, %delay, %times, %name, %type, nametoid(SwitchTeamOnlyMenu).getSelected());
}

function SOS_Edit(%type) {
  switch$ (%type) {
    case 0:
      %doorset=-2;
      %direction="";
      %delay="";
      %times="";
      %name=nametoid(Teleporter_Name).getvalue();
    case 1:
      %doorset=-1;
      %direction=mround(nametoid(Jumper_X).getvalue())@" "@mround(nametoid(Jumper_Y).getvalue())@" "@mround(nametoid(Jumper_Z).getvalue());
      %delay=nametoid(Jumper_Delay).getvalue();
      %times=nametoid(Jumper_Times).getvalue();
      %name=nametoid(Jumper_Name).getvalue();
    case 2:
      %delay=mround(nametoid(Mover_Speed).getvalue())*100;
      %times=mround(nametoid(Mover_Smooth).getvalue());
      %doorset=nametoid(Mover_Name).getvalue();
      %direction=(nametoid(Mover_X).getvalue()/%times)@" "@(nametoid(Mover_Y).getvalue()/%times)@" "@(nametoid(Mover_Z).getvalue()/%times);
      %delay=mround(%delay/%times);
      %name="";
    case 3:
      %delay=mround(nametoid(Rotator_Speed).getvalue())*100;
      %times=mround(nametoid(Rotator_Smooth).getvalue());
      %doorset=nametoid(Rotator_Name).getvalue();
      %direction=(nametoid(Rotator_X).getvalue()/%times)@" "@(nametoid(Rotator_Y).getvalue()/%times)@" "@(nametoid(Rotator_Z).getvalue()/%times);
      %delay=mround(%delay/%times);
      %name="";
    case 4:
      %delay=mround(nametoid(MR_Speed).getvalue())*100;
      %times=mround(nametoid(MR_Smooth).getvalue());
      %doorset=nametoid(MR_Name).getvalue();
      %direction=(nametoid(MRM_X).getvalue()/%times)@" "@(nametoid(MRM_Y).getvalue()/%times)@" "@(nametoid(MRM_Z).getvalue()/%times);
      %direction=%direction@" "@(nametoid(MRR_X).getvalue()/%times)@" "@(nametoid(MRR_Y).getvalue()/%times)@" "@(nametoid(MRR_Z).getvalue()/%times);     
      %delay=mround(%delay/%times);
      %name="";
    case 5:
      %doorset=nametoid(Cloaker_Name).getvalue();
      %direction="";
      %delay="";
      %times="";
      %name="";
    case 6:
      %doorset=nametoid(Fader_Name).getvalue();
      %direction="";
      %delay=mround(nametoid(Fader_Speed).getvalue())*100;
      %times="";
      %name="";
        case 7:
      %doorset=nametoid(FX_Name).getvalue();
      %direction=nametoid(FX_Image).getvalue() @ " " @ nametoid(FX_Color).getValue();
      %delay=nametoid(FX_Trigger).getvalue();
      %times=nametoid(FX_Mountpoint).getvalue();
      %name="";
    default:
      return;
    }
  commandToServer('makeswitch', 0, %doorset, %direction, %delay, %times, %name, %type, nametoid(SwitchTeamOnlyMenu).getSelected());
}

function SOS_Assign(%doorset) {
  echo(%doorset);
  commandtoserver('AdjustObj',500,%doorset);
}

function DTBaddshit() {
   ItemSpawnMenu.add("Bow", 2000);
   ItemSpawnMenu.add("Spear", 2001);
   ItemSpawnMenu.add("Sword", 2002);
 }
 
function Effects_popupmenuOnSelect() {
%text = Effects_popupmenu.getText();
FX_Image.setValue(%text);
}
no see my code has sounds, sound is good ask Kerm for the sound fix i coded in months ago. he never used it because he thought he gave tbm the one w/ sound. only he thinks it has sound cause hes got the fix we don't
Yup, I have fixed sound in my version. Let me patch your patch with the sounds. Thanks for the fix, Thomas. Smile
KermMartian wrote:
Yup, I have fixed sound in my version. Let me patch your patch with the sounds. Thanks for the fix, Thomas. Smile


no problem. while I was fooling around last night I enabled helicopters on my server with missilelaunchers if you know the proper server command. Very Happy
Ah, that's a fun one. I try to avoid it on public servers though, because the newer players get a bit carried away with it. Razz
would you care to share on how to do that?
Id post my script, but Im still having some trouble with the missiles running into things and getting stuck in an infinite loop of explosions o.O
elfprince13 wrote:
Id post my script, but Im still having some trouble with the missiles running into things and getting stuck in an infinite loop of explosions o.O
All you need to do is mount a MissileLauncherImage on mountpoint node 0 of the 'copter and use a statescript similar to the one I use for the DWing and Sigma.
KermMartian wrote:
elfprince13 wrote:
Id post my script, but Im still having some trouble with the missiles running into things and getting stuck in an infinite loop of explosions o.O
All you need to do is mount a MissileLauncherImage on mountpoint node 0 of the 'copter and use a statescript similar to the one I use for the DWing and Sigma.


oh, I forgot the state script *smacks self*
elfprince13 wrote:
KermMartian wrote:
elfprince13 wrote:
Id post my script, but Im still having some trouble with the missiles running into things and getting stuck in an infinite loop of explosions o.O
All you need to do is mount a MissileLauncherImage on mountpoint node 0 of the 'copter and use a statescript similar to the one I use for the DWing and Sigma.


oh, I forgot the state script *smacks self*
Very Happy Nice job. That would explain the infinite explosion. I wouldn't mind seeing that, though...
KermMartian wrote:
elfprince13 wrote:
KermMartian wrote:
elfprince13 wrote:
Id post my script, but Im still having some trouble with the missiles running into things and getting stuck in an infinite loop of explosions o.O
All you need to do is mount a MissileLauncherImage on mountpoint node 0 of the 'copter and use a statescript similar to the one I use for the DWing and Sigma.


oh, I forgot the state script *smacks self*
Very Happy Nice job. That would explain the infinite explosion. I wouldn't mind seeing that, though...


trust me, you would. it freezes the entire computer.
Meh, like the nuke. Nevermind then, I'll just stick with my working version of it. Cool
I think the state scripts in the sigma fighter/d wing need some work, twice in a row Ive been having a space battle in DM-Galaxia and something will get stuck in an infinite explosion, the battles are pretty fun though
elfprince13 wrote:
I think the state scripts in the sigma fighter/d wing need some work, twice in a row Ive been having a space battle in DM-Galaxia and something will get stuck in an infinite explosion, the battles are pretty fun though
Perhaps it needs some kind of failsafe timeout? I can honestly say I've never gotten it stuck unless I hold fire as I tap the 'exit vehicle' key.
dunno, Ill leave me server up for you to mess with
elfprince13 wrote:
dunno, Ill leave me server up for you to mess with
Ah, excellent. I'll come check it out now. I think someone else might have mentioned running into a similar issue at some point.
fixed it Very Happy
Superb! Thanks for following through and finding a solution for this. Would you care to post up the fixed script or give it to me to release a new vehicle pack?
all patches are automatically applied by my unreleased version of CemetechAI which is coming out Saturday, anyway if you want to whip up some weapons for the Psiwing before then (or give me the source so I can) Ill throw that in too.
Here y'are:

Code:
// TBM Psiwing Aircraft
// Model and texturing by Kerm Martian - http://www.cemetech.met
// Scripting by Luquado & Kerm
// Physics by Rob & Kerm
//---------------------------------------------------------------------------------------
// Let's define our shiznit.

datablock AudioProfile(EngineSound)
{
   filename    = "~/data/sound/sigmafighter/sigmaengine.wav";
   description = AudioClosestLooping3d;
   preload = true;
};
datablock FlyingVehicleData(PsiWing)
{
   emap                     = true;
   category                  = "Vehicles";
   shapeFile                  = "~/data/shapes/bricks/vehicles/psiwing.dts";
   cloaktexture                = "~/data/specialfx/cloakTexture";
   multipassenger               = false;
   computeCRC                  = true;
                           

   drag                     = 0.1;
   density                     = 3.0;

   //stateEmitter = JetEmitter;
   mountPose[0] = "fall";
   mountPointTransform[0] = "0 0 -1 0 0 1 0";
   numMountPoints               = 1;
   isProtectedMountPoint[0]      = false;
   cameraMaxDist               = 16.0; // Why so much? So that 3rd person would look right, that's why!
   cameraOffset               = 4.5;
   cameraLag                  = 5.0;
    cameraRoll = true;         // Roll the camera with the vehicle for extra disorienting fun!

    // explosion                  = VehicleExplosion; // Maybe later, guys.
   explosionDamage               = 10.5;
   explosionRadius               = 15.0;

   maxDamage                  = 50.40;
   destroyedLevel               = 50.40;
                           

   minDrag                     = 30;           // Linear Drag (eventually slows you down when not thrusting...constant drag)
   rotationalDrag               = 5;        // Anguler Drag (dampens the drift after you stop moving the mouse...also tumble drag)

   maxAutoSpeed               = 5;       // Autostabilizer kicks in when less than this speed. (meters/second) //10
   autoAngularForce            = 50;       // Angular stabilizer force (this force levels you out when autostabilizer kicks in) //200
   autoLinearForce               = 1;        // Linear stabilzer force (this slows you down when autostabilizer kicks in) //200
   autoInputDamping            = 0.95;      // Dampen control input so you don't` whack out at very slow speeds
    integration = 5;           // Physics integration: TickSec/Rate
    collisionTol = 0.2;        // Collision distance tolerance
    contactTol = 0.1;
   
   // Maneuvering
   maxSteeringAngle            = 1;    // Max radiens you can rotate the wheel. Smaller number is more maneuverable.
   horizontalSurfaceForce         = 200;   // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
   verticalSurfaceForce         = 200;     // Vertical center "wing" (controls side slip. lower numbers make MORE slide.)
   maneuveringForce            = 1000;      // Horizontal jets (W,S,D,A key thrust)
   steeringForce               = 100;         // Steering jets (force applied when you move the mouse)
   steeringRollForce            = 120;      // Steering jets (how much you heel over when you turn)
   rollForce                  = 60;  // Auto-roll (self-correction to right you after you roll/invert) //80
   hoverHeight                  = 0;       // Height off the ground at rest
   createHoverHeight            = 80;  // Height off the ground when created
   maxForwardSpeed               = 50;  // speed in which forward thrust force is no longer applied (meters/second)

   // Turbo Jet
    engineSound = EngineSound;
   jetForce                  = 3000;      // Afterburner thrust (this is in addition to normal thrust)
   minJetEnergy               = 28;     // Afterburner can't be used if below this threshhold.
   jetEnergyDrain               = 2.8;       // Energy use of the afterburners (low number is less drain...can be fractional)                                                                                                                                                                                                                                                                                          // Auto stabilize speed
   vertThrustMultiple            = 3.0;

   // Rigid body
   mass                     = 30;        // Mass of the vehicle
   bodyFriction               = 0;     // Don't mess with this.
   bodyRestitution               = 0.1;   // When you hit the ground, how much you rebound. (between 0 and 1)
   minRollSpeed               = 2000;     // Don't mess with this.
   softImpactSpeed               = 3;       // Sound hooks. This is the soft hit.
   hardImpactSpeed               = 15;    // Sound hooks. This is the hard hit.

   // Ground Impact Damage (uses DamageType::Ground)
   minImpactSpeed               = 10;      // If hit ground at speed above this then it's an impact. Meters/second
   speedDamageScale            = 0.06;

   // Object Impact Damage (uses DamageType::Impact)
   collDamageThresholdVel         = 23.0;
   collDamageMultiplier         = 0.02;

   minTrailSpeed               = 15;      // The speed your contrail shows up at.
   
   triggerDustHeight            = 4.0; // These don't matter, currently. Maybe later I'll add emitters for dust and contrail. Awww yeah.
   dustHeight                  = 1.0;
//---This stuff figured out by Kerm
   damageEmitterOffset[0]         = "2.0 -4.4 1.75 ";
   damageEmitterOffset[1]         = "-2.0 -4.4 1.75 ";
   damageLevelTolerance[0]         = 0.0;
   damageLevelTolerance[1]         = 0.5;
   damageEmitter[0]             = JetEmitter;
   damageEmitter[1]             = JetSmokeEmitter;
   numDmgEmitterAreas            = 2;
//---                  
   minMountDist               = 20;
                  
   checkRadius                  = 5.5;
   observeParameters            = "0 0 0";
                           
   shieldEffectScale            = "0.937 1.125 0.60";
};

function servercmdpsiadd(%client) {
  %block = new FlyingVehicle() {
    position = vectoradd(%client.getcontrolobject().position,vectoradd("0 0 2",vectorscale(%client.getcontrolobject().getforwardvector(),"10 10 0")));
    rotation = "1 0 0 0";
    scale = "1 1 1";
    dataBlock = "PsiWing";
    owner = getrawip(%client);
  };
  %block.mountable = true;
  %block.setEnergyLevel(60);
  //%block.mountImage(mountedImagel,7);
}

function servercmdpsiaddm(%client) {
  %block = new FlyingVehicle() {
    position = vectoradd(%client.getcontrolobject().position,vectoradd("0 0 2",vectorscale(%client.getcontrolobject().getforwardvector(),"10 10 0")));
    rotation = "1 0 0 0";
    scale = "1 1 1";
    dataBlock = "PsiWing";
    owner = getrawip(%client);
  };
  %block.mountable = true;
  %block.setEnergyLevel(60);
  %block.mountImage(DWWImagel,3);
  %block.mountImage(DWWImager,2);
  %block.mountImage(mountedImage,6);
  //%block.mountImage(mountedImagel,7);
  messageAll('msgwhatever', %client.namebase@" has spawned PsiWing ID# "@%block@".");
  schedule((5000),0,dwingechospeed,%block,%client);
}
function PsiWing::onCollision(%this,%obj,%col,%vec,%speed)
{
   // Collision with other objects, including items
   %this.damage(0, VectorAdd(%obj.getPosition(),%vec), 20, "Impact");
}
function DeltaWing::onTrigger(%data, %obj, %trigger, %state)
{
echo("trigger" SPC %trigger);
   if(%trigger == 0)
   {
      %obj.setImageTrigger(3, %state);
      %obj.setImageTrigger(2, %state);
   }
}
//projectile
datablock ProjectileData(DWingProjectile)
{
   projectileShapeName = "~/data/shapes/bricks/vehicles/laser.dts";
   directDamage        = 10;
   radiusDamage        = 10;
   damageRadius        = 0.5;
   explosion           = bulletExplosion;

   muzzleVelocity      = 200;
   velInheritFactor    = 0;

   armingDelay         = 0;
   lifetime            = 80000;
   fadeDelay           = 75000;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = true;
   gravityMod = 0;

   hasLight    = true;
   lightRadius = 3.0;
   lightColor  = "0.9 0 0";
};


////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(DWWImagel) {
   shapeFile = "~/data/shapes/bricks/vehicles/dwingwep.dts";
   emap = true;
   offset = "-3.26 2.8 -0.27";
   correctMuzzleVector = false;
   className = "WeaponImage";
   mountPoint = 0;
   ammo = " ";
   projectile = DWingProjectile;
   projectileType = Projectile;

   // Initial start up state
   stateName[0]                     = "Activate";
   stateTimeoutValue[0]             = 0.5;
   stateTransitionOnTimeout[0]       = "Ready";

   stateName[1]                     = "Ready";
   stateTransitionOnTriggerDown[1]  = "Fire";
   stateAllowImageChange[1]         = true;

   stateName[2]                    = "Fire";
   stateTransitionOnTimeout[2]     = "Reload";
   stateTimeoutValue[2]            = 0.05;
   stateFire[2]                    = true;
   stateAllowImageChange[2]        = false;
   stateSequence[2]                = "Fire";
   stateScript[2]                  = "onFire";
   stateWaitForTimeout[2]      = true;
   stateSound[2]         = LaserRepeaterFireSound;

   stateName[3]         = "Reload";
   stateSequence[3]                = "Reload";
   stateAllowImageChange[3]        = false;
   stateTimeoutValue[3]            = 0.05;
   stateWaitForTimeout[3]      = true;
   stateTransitionOnTimeout[3]     = "Check";

   stateName[4]         = "Check";
   stateTransitionOnTriggerUp[4]   = "StopFire";
   stateTransitionOnTriggerDown[4]   = "Fire";

   stateName[5]                    = "StopFire";
   stateTransitionOnTimeout[5]     = "Ready";
   stateTimeoutValue[5]            = 0.2;
   stateAllowImageChange[5]        = false;
   stateWaitForTimeout[5]      = true;
   stateScript[5]                  = "onStopFire";
};
datablock ShapeBaseImageData(DWWImager) {
   shapeFile = "~/data/shapes/bricks/vehicles/dwingwep.dts";
   emap = true;
   offset = "3.21 2.8 -0.27";
   correctMuzzleVector = false;
   className = "WeaponImage";
   mountPoint = 0;
   ammo = " ";
   projectile = DWingProjectile;
   projectileType = Projectile;

   // Initial start up state
   stateName[0]                     = "Activate";
   stateTimeoutValue[0]             = 0.5;
   stateTransitionOnTimeout[0]       = "Ready";

   stateName[1]                     = "Ready";
   stateTransitionOnTriggerDown[1]  = "Fire";
   stateAllowImageChange[1]         = true;

   stateName[2]                    = "Fire";
   stateTransitionOnTimeout[2]     = "Reload";
   stateTimeoutValue[2]            = 0.05;
   stateFire[2]                    = true;
   stateAllowImageChange[2]        = false;
   stateSequence[2]                = "Fire";
   stateScript[2]                  = "onFire";
   stateWaitForTimeout[2]      = true;
   stateSound[2]         = LaserRepeaterFireSound;

   stateName[3]         = "Reload";
   stateSequence[3]                = "Reload";
   stateAllowImageChange[3]        = false;
   stateTimeoutValue[3]            = 0.1;
   stateWaitForTimeout[3]      = true;
   stateTransitionOnTimeout[3]     = "Check";

   stateName[4]         = "Check";
   stateTransitionOnTriggerUp[4]   = "StopFire";
   stateTransitionOnTriggerDown[4]   = "Fire";

   stateName[5]                    = "StopFire";
   stateTransitionOnTimeout[5]     = "Ready";
   stateTimeoutValue[5]            = 0.2;
   stateAllowImageChange[5]        = false;
   stateWaitForTimeout[5]      = true;
   stateScript[5]                  = "onStopFire";
};
function DWingProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
tbmcollison(%this,%obj,%col,%fade,%pos,%normal);
}
//----------------------
  
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