level.physicsSphereRadius[ "ac130_25mm_mp" ] = [COLOR="Red"]120[/COLOR];
level.physicsSphereRadius[ "ac130_40mm_mp" ] = [COLOR="Red"]1200[/COLOR];
level.physicsSphereRadius[ "ac130_105mm_mp" ] = [COLOR="Red"]2000[/COLOR];
[COLOR="Green"]## ^ I changed so the ammo is bigger, I believe[/COLOR]
level.physicsSphereForce[ "ac130_25mm_mp" ] = 0;
level.physicsSphereForce[ "ac130_40mm_mp" ] = 3.0;
level.physicsSphereForce[ "ac130_105mm_mp" ] = 6.0;
level.weaponReloadTime[ "ac130_25mm_mp" ] = [COLOR="Red"]0.1[/COLOR];
level.weaponReloadTime[ "ac130_40mm_mp" ] = [COLOR="red"]0.1[/COLOR];
level.weaponReloadTime[ "ac130_105mm_mp" ] = [COLOR="red"]0.1[/COLOR];
[COLOR="Green"]## I'm not too sure if the variable is needed to be at least a millisecond, but now the reload is very fast.[/COLOR]
level.ac130_Speed[ "move" ] = 250;
level.ac130_Speed[ "rotate" ] = 70;
.........FURTHERDOWN.......
level.ac130.planeModel.maxhealth = [COLOR="Red"]9999[/COLOR];
[COLOR="Green"]##Who isn't pissed if they get it shot down[/COLOR]
.........FURTHERDOWN.......
player _giveWeapon("ac130_105mm_mp");
player _giveWeapon("ac130_40mm_mp");
player _giveWeapon("ac130_25mm_mp");
player SwitchToWeapon("ac130_105mm_mp");
[COLOR="Green"]##I need someone to edit these to add on to it :}[/COLOR]
if ( self isEMPed() || self isNuked() )
{
return ( "[COLOR="Red"]true[/COLOR]" );
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