features:
Spoiler 

multiple weapon system(missile,bomb,self destruct) 
missile destination(click to define)
key system:
W = up
S = down
A = decrease/increase speed
D = increase/decrease speed
Space = Attack
weapon amount system
weapon:
missile
bomb
self destruct
weapon attack delay system

missile destination(click to define)

key system:
W = up

S = down
A = decrease/increase speed
D = increase/decrease speed
Space = Attack
weapon amount system

weapon:
missile
bomb
self destruct

weapon attack delay system

system:
the objective is fix/correct the
script, create me the
script, and complete the script. i don't have enough time because i need ti write Point System v0.4 and im not smart in CarnageContest lua system. ok, here the script:Plane by Idlers 

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-- Plane by Idlers
if cc==nil then cc={} end
cc.plane={}
cc.plane.object={}
cc.plane.missile={}
cc.plane.bomb={}
cc.plane.missile.delay=627
-- Load & Prepare Ressources
-- Missile, Bomb, Self Destruct
cc.plane.ammo={40,20,1)
cc.plane.weapon=loadgfx("weapons/f117.bmp")
setmidhandle(cc.plane.weapon)
cc.plane.homingmissile=loadgfx("weapons/homingmissile.bmp")
setmidhandle(cc.plane.homingmissile)
cc.plane.airbomb=loadgfx("weapons/fraggrenade.bmp")
setmidhandle(cc.plane.airbomb)
cc.plane.airbombcluster=loadgfx("weapons/cluster.bmp")
setmidhandle(cc.plane.airbombcluster)
cc.plane.sound=loadsfx("planerun.wav")
-- Weapon: Plane
cc.plane.id=addweapon("cc.plane","Plane",cc.plane.weapon,1,4)			-- 1 uses, used at round 4
function cc.plane.draw()
	hudtimer(1,1,3)		-- 1. Missile(click to define target) 2. bomb 3. Self destruct(end turn)
	hudmsgbox("Weapon: 1. Missile 2. bomb 3. Self destruct. Click to define plane height")
	if weapon_shots==0 then
		hudpositioning(pos_normal)
	end
	if weapon_position==1 then
		if getplayerdirection(0)==1 then
			hudinfo("Hit [Space] to launch Plane in the west end of the map!")
		else
			hudinfo("Hit [Space] to launch Plane in the east end of the map!")
		end
	end
end
function cc.plane.attack(attack)
	if weapon_shots==0 and attack==1 and weapon_position==1 then
		-- No more weapon switching!
		useweapons(0)
		-- Disable player control
		playercontrol(0)
		-- Only one time usable
		weapon_shots=weapon_shots+1
		-- Starting Plane sound
		playsound(cc.plane.sound,1)
		-- Creating Plane
		id=createprojectile(cc.plane.object.id)
		-- No weapon_position. delete this, will cause bug
		weapon_position=0
		plane[id]={}
		plane[id].sx=2
		plane[id].sy=0
		plane[id].player=playercurrent()
		plane[id].sound=3*50
	end
end
-- Projectile: Plane
cc.plane.object.id=addobject("cc.plane.object",cc.plane.weapon)
function cc.plane.object.draw(id,x,y)
	setblend(blend_alpha)
	setalpha(1)
	setcolor(255,255,255)
	drawimage(cc.plane.weapon,x,y)
	outofscreenarrow(x,y)
end
function cc.plane.object.update(id)
	hudinfo("Missile: "..cc.plane.ammo[1].." Bomb: "..cc.plane.ammo[2])
	if plane[id].health<=0 then
		-- Cause damage
		arealdamage(x,y,250,100)
		-- Destroy terrain
		terrainexplosion(x,y,100,1)
		-- Crater
		grey=math.random(0,40)
		if math.random(0,1)==1 then
			terrainalphaimage(gfx_crater150,x,y,math.random(6,9)*0.1,grey,grey,grey)
		else
			terrainalphaimage(gfx_crater200,x,y,math.random(6,9)*0.1,grey,grey,grey)
		end
		stopchannel(1)
		removeobject(id)
	end
	-- Key system
	if keydown(key_up)==1 then
		plane[id].sy=-0.20
	elseif keydown(key_down)==1 then
		plane[id].sy=0.20
	elseif keydown(key_left)==1 then
		if getplayerdirection(0)==1 then
			plane[id].sx=plane[id].sx-1
			if plane[id].sx==1.2 then
				-- no decrease speed
				plane[id].sx=1.2
			end
		else
			plane[id].sx=plane[id].sx+0.50
			if plane[id].sx==12 then
				plane[id].sx=12
			end
		end
	elseif keydown(key_right)==1 then
		if getplayerdirection(0)==-1 then
			plane[id].sx=plane[id].sx+1
			if plane[id].sx==-1.2 then
				-- no decrease speed
				plane[id].sx=-1.2
			end
		end
	end
	if keydown(key_attack)==1 then
		if weapon_timer==1 then
			missiles=4
			delays=0
			-- Missile
			hudpositioning(pos_normal)
			if missiles>0 and cc.plane.ammo[1]>0 then
				mid=createprojectile(cc.plane.homingmissile.id)
				if weapon_positioning==1 then
					missile[mid]={}
					-- Set initial position of projectile
					missile[mid].x=plane[id].x+(6*getplayerdirection(0))+math.sin(math.rad(getplayerrotation(0)))*10.0
					missile[mid].y=plane[id].y+3-math.cos(math.rad(getplayerrotation(0)))*10.0
					-- Set Timer (time until homing, 1 sec)
					missile[mid].timer=1
					-- Initial movement
					missile[mid].sx=math.sin(math.rad(getplayerrotation(0)))*20
					missile[mid].sy=-math.cos(math.rad(getplayerrotation(0)))*20
					missile[mid].x=missile[mid].x-missile[mid].sx
					missile[mid].y=missile[mid].y-missile[mid].sy
					cc.homing.missile.move(id,0)
					-- Set speed of projectile
					missile[mid].sx=math.sin(math.rad(getplayerrotation(0)))*(100/100.0)*10.0
					missile[mid].sy=-math.cos(math.rad(getplayerrotation(0)))*(100/100.0)*10.0
					-- Effects
					recoil(2)
				elseif weapon_position==0 then
					missile[mid]={}
					-- Set initial position of projectile
					missile[mid].x=getplayerx(0)+(6*getplayerdirection(0))+math.sin(math.rad(getplayerrotation(0)))*10.0
					missile[mid].y=getplayery(0)+3-math.cos(math.rad(getplayerrotation(0)))*10.0
					-- Set Timer (time until homing, 1 sec)
					missile[mid].timer=0
					-- Initial movement
					missile[mid].sx=math.sin(math.rad(getplayerrotation(0)))*20
					missile[mid].sy=-math.cos(math.rad(getplayerrotation(0)))*20
					missile[mid].x=missile[mid].x-missile[mid].sx
					missile[mid].y=missile[mid].y-missile[mid].sy
					cc.homing.missile.move(id,0)
					-- Set speed of projectile
					missile[mid].sx=math.sin(math.rad(getplayerrotation(0)))*(100/100.0)*10.0
					missile[mid].sy=-math.cos(math.rad(getplayerrotation(0)))*(100/100.0)*10.0
					-- Effects
					recoil(2)
				end
				if delays>0 and missiles>0 then missiles=missiles-1 end
				if missiles==0 then delays=50 end
				delays=delays-1
			end
			if delays==0 then missiles=4 end
		elseif weapon_timer==2 then
			-- Bomb
			delays=0
			bombs=5
			if bombs>0 and cc.plane.ammo[2]>0 then
				bid=createprojectile(cc.plane.bomb.id)
				bomb[bid]={}
				-- Ignore collision with current player at beginning
				bomb[bid].ignore=playercurrent()
				-- Set initial position of projectile
				bomb[bid].x=getplayerx(0)+(4*getplayerdirection(0))
				bomb[bid].y=getplayery(0)+3
				-- Initial collision check (avoid throwing into other objects)
				for i=0,10,1 do
					if collision(col5x5,bomb[id].x+math.sin(math.rad(getplayerrotation(0)))*i,bomb[bid].y-math.cos(math.rad(getplayerrotation(0)))*i)==1 then
						if terraincollision()==1 or objectcollision()>0 or playercollision()~=bomb[bid].ignore then
							if (i==0) then
								bomb[bid].x=getplayerx(0)
								bomb[bid].y=getplayery(0)+3
								break
							else
								bomb[bid].x=getplayerx(0)+(4*getplayerdirection(0))+math.sin(math.rad(getplayerrotation(0)))*(i-1)
								bomb[bid].y=getplayery(0)+3-math.cos(math.rad(getplayerrotation(0)))*(i-1)
								break
							end
						end
					end
				end
				-- Set speed of projectile
				bomb[bid].sx=math.sin(math.rad(getplayerrotation(0)))*(20/100.0)*10.0
				bomb[bid].sy=-math.cos(math.rad(getplayerrotation(0)))*(20/100.0)*10.0
				-- Set timer
				bomb[bid].timer=10
				-- Effects
				recoil(2)
				bombs=bombs-1
			end
			if bombs==0 then delays=50 end
			if delays>0 then delays=delays-1
			if delays==0 then bombs=5 end
		elseif weapon_timer==3 then
			-- Self destruct
			if cc.plane.
end
-- Projectile: Homing Misile
cc.plane.homingmissile.id=addprojectile("cc.plane.homingmissile")				-- Add Projectile
function cc.plane.homingmissile.draw()
	setcolor(255,255,255)
	setblend(blend_alpha)
	setalpha(1)
	setscale(plane[id].dir,1)
	
function cc.plane.homingmissile.update(id)
	cc.plane.homingmissile.exp={}
	cc.plane.homingmissile.exp[id]=250
	if cc.plane.homingmissile.exp[id]>0 then
		cc.plane.homingmissile.exp[id]=cc.plane.homingmissile.exp[id]-50
	else
		freeprojectile(id)
Plane script
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