Scripted with an Advanced version of GS
Mesh so less lag
Scripted Weapons

Animated Propeller

Realistic Fuel, Gravity and Stalling Physics
Quick and easy to set up

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var spector;
var captureOnLoad = false;
var captureOffScreen = false;
window.__SPECTOR_Canvases = [];

(function() {
var __SPECTOR_Origin_EXTENSION_GetContext = HTMLCanvasElement.prototype.getContext;
HTMLCanvasElement.prototype.__SPECTOR_Origin_EXTENSION_GetContext = __SPECTOR_Origin_EXTENSION_GetContext;

if (typeof OffscreenCanvas !== ‘undefined’) {
var __SPECTOR_Origin_EXTENSION_OffscreenGetContext = OffscreenCanvas.prototype.getContext;
OffscreenCanvas.prototype.__SPECTOR_Origin_EXTENSION_OffscreenGetContext = __SPECTOR_Origin_EXTENSION_OffscreenGetContext;

OffscreenCanvas.prototype.getContext = function () {
var context = null;
if (!arguments.length) {
return context;
}

if (arguments.length === 1) {
context = this.__SPECTOR_Origin_EXTENSION_OffscreenGetContext(arguments[0]);
if (context === null) {
return context;
}
}
else if (arguments.length === 2) {
context = this.__SPECTOR_Origin_EXTENSION_OffscreenGetContext(arguments[0], arguments[1]);
if (context === null) {
return context;
}
}

var contextNames = [“webgl”, “experimental-webgl”, “webgl2”, “experimental-webgl2”];
if (contextNames.indexOf(arguments[0]) !== -1) {
// context.canvas.setAttribute(“__spector_context_type”, arguments[0]);
// Notify the page a canvas is available.
var myEvent = new CustomEvent(“SpectorWebGLCanvasAvailableEvent”);
document.dispatchEvent(myEvent);
this.id = “Offscreen”;
window.__SPECTOR_Canvases.push(this);

if (captureOnLoad) {
// Ensures canvas is in the dom to capture the one we are currently tracking.
if (false) {
spector.captureContext(context, 500, false, false);
captureOnLoad = false;
}
}
}

return context;
}
}

HTMLCanvasElement.prototype.getContext = function () {
var context = null;
if (!arguments.length) {
return context;
}

if (arguments.length === 1) {
context = this.__SPECTOR_Origin_EXTENSION_GetContext(arguments[0]);
if (context === null) {
return context;
}
}
else if (arguments.length === 2) {
context = this.__SPECTOR_Origin_EXTENSION_GetContext(arguments[0], arguments[1]);
if (context === null) {
return context;
}
}

var contextNames = [“webgl”, “experimental-webgl”, “webgl2”, “experimental-webgl2”];
if (contextNames.indexOf(arguments[0]) !== -1) {
context.canvas.setAttribute(“__spector_context_type”, arguments[0]);
// Notify the page a canvas is available.
var myEvent = new CustomEvent(“SpectorWebGLCanvasAvailableEvent”);
document.dispatchEvent(myEvent);

if (captureOffScreen) {
var found = false;
for (var i = 0; i < window.__SPECTOR_Canvases.length; i++) {
if (window.__SPECTOR_Canvases[i] === this) {
found = true;
break;
}
}
if (!found) {
window.__SPECTOR_Canvases.push(this);
}
}

if (captureOnLoad) {
// Ensures canvas is in the dom to capture the one we are currently tracking.
if (this.parentElement || false) {
spector.captureContext(context, 500, false, false);
captureOnLoad = false;
}
}
}

return context;
}
})(Scripted with GS Planekit

Mesh

Weapons

Animated propeller

Fuel, Gravity and Stall Physics

Easy to set up

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