HelicopterRevival


Adds a fully animated attack helicopter to the game. Ideal for getting from A to B quickly, exploring the map, building islands and nuking biters from the sky. Originally forked from Kumpu with fixes for Factorio 0.18.2+, but adding some enhancements of my own as well.

Content
25 days ago
0.18 - 2.0
78.7K
Transportation

b Biters damage the helicopter in flight

1 year, 9 months ago

Good afternoon! I found that biters can damage your helicopters in flight. Which is very unrealistic

Could you make the helicopter in-flight invulnerable to biters, and leave only vulnerable to worms and spitters?

Thank you!

1 year, 9 months ago

I'll second this but as a configurable option, the chopper is OP enough and I do like dancing with the biters.

8 months ago

Created a pull-request: https://github.com/wolfhowlmedia/factorio-helicopters/pull/13

This change adds these configurable options:

Disable damage from biters (in flight) - default: on
Disable damage from acid puddles (in flight) - default: on
Disable damage from spitter projectiles (in flight) - default: off

Let's wait for mod author to integrate the change

7 months ago

Looking into it. I have a few other changes pending.

And I swear that some of the stuff that shouldn't land in "spam" does... :|

2 months ago

It seems in the latest version the options added aren't affecting anything.
I still get damaged by biters and acid pools when flying.

2 months ago
(updated 2 months ago)

It seems in the latest version the options added aren't affecting anything.
I still get damaged by biters and acid pools when flying.

Hm.
From the looks of it, you CAN be damaged, but you should be healed instantly afterwards.

if damage_type == "acid" then
  -- attacked by a spitter direct projectile (the spitter is already destroyed)
  if settings.global["heli-disable-direct-spitter-damage"].value then
    cancelDamage = true
  end
else
  ...

--

if cancelDamage then
  -- restore health
  if self.baseEnt and self.baseEnt.valid then
    self.baseEnt.health = self.baseEnt.health + damage_amount
  end
else
  ...

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