109 lines
4.1 KiB
Plaintext
109 lines
4.1 KiB
Plaintext
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#include maps\_vehicle;
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#include maps\_vehicle_aianim;
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#using_animtree( "vehicles" );
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main( model, type )
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{
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build_template( "viper", model, type );
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build_localinit( ::init_local );
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build_deathmodel( "vehicle_viper_gunship" );
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build_drive( %bh_rotors, undefined, 0, 3.0 );
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viper_death_fx = [];
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viper_death_fx[ "vehicle_viper_gunship" ] = "explosions/large_vehicle_explosion";
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build_deathfx( "explosions/grenadeexp_default", "tag_engine_left", "hind_helicopter_hit", undefined, undefined, undefined, 0.2, true );
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build_deathfx( "explosions/grenadeexp_default", "tail_rotor_jnt", "hind_helicopter_secondary_exp", undefined, undefined, undefined, 0.5, true );
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build_deathfx( "fire/fire_smoke_trail_L", "tail_rotor_jnt", "hind_helicopter_dying_loop", true, 0.05, true, 0.5, true );
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build_deathfx( "explosions/aerial_explosion", "tag_engine_right", "hind_helicopter_secondary_exp", undefined, undefined, undefined, 2.5, true );
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build_deathfx( "explosions/aerial_explosion", "tag_deathfx", "hind_helicopter_secondary_exp", undefined, undefined, undefined, 4.0 );
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build_deathfx( viper_death_fx[ model ], undefined, "hind_helicopter_crash", undefined, undefined, undefined, - 1, undefined, "stop_crash_loop_sound" );
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build_treadfx();
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build_life( 999, 500, 1500 );
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build_team( "allies" );
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build_mainturret();
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randomStartDelay = randomfloatrange( 0, 1 );
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build_light( model, "wingtip_green", "tag_light_L_wing", "misc/aircraft_light_wingtip_green", "running", randomStartDelay );
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build_light( model, "wingtip_red", "tag_light_R_wing", "misc/aircraft_light_wingtip_red", "running", randomStartDelay );
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build_light( model, "white_blink", "tag_light_belly", "misc/aircraft_light_white_blink", "running", randomStartDelay );
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build_light( model, "white_blink_tail", "tag_light_tail", "misc/aircraft_light_white_blink", "running", randomStartDelay );
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build_aianims( ::setanims, ::set_vehicle_anims );
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build_compassicon( "helicopter", false );
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}
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init_local()
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{
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//self.delete_on_death = true;
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self.script_badplace = false;// All helicopters dont need to create bad places
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}
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set_vehicle_anims( positions )
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{
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return positions;
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}
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#using_animtree( "generic_human" );
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setanims()
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{
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positions = [];
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for ( i = 0;i < 2;i++ )
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positions[ i ] = spawnstruct();
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positions[ 0 ].sittag = "tag_pilot";
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positions[ 1 ].sittag = "tag_gunner";
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positions[ 0 ].bHasGunWhileRiding = false;
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positions[ 1 ].bHasGunWhileRiding = false;
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positions[ 0 ].idle[ 0 ] = %helicopter_pilot1_idle;
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positions[ 0 ].idle[ 1 ] = %helicopter_pilot1_twitch_clickpannel;
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positions[ 0 ].idle[ 2 ] = %helicopter_pilot1_twitch_lookback;
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positions[ 0 ].idle[ 3 ] = %helicopter_pilot1_twitch_lookoutside;
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positions[ 0 ].idleoccurrence[ 0 ] = 500;
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positions[ 0 ].idleoccurrence[ 1 ] = 100;
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positions[ 0 ].idleoccurrence[ 2 ] = 100;
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positions[ 0 ].idleoccurrence[ 3 ] = 100;
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positions[ 1 ].idle[ 0 ] = %helicopter_pilot2_idle;
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positions[ 1 ].idle[ 1 ] = %helicopter_pilot2_twitch_clickpannel;
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positions[ 1 ].idle[ 2 ] = %helicopter_pilot2_twitch_lookoutside;
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positions[ 1 ].idle[ 3 ] = %helicopter_pilot2_twitch_radio;
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positions[ 1 ].idleoccurrence[ 0 ] = 450;
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positions[ 1 ].idleoccurrence[ 1 ] = 100;
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positions[ 1 ].idleoccurrence[ 2 ] = 100;
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positions[ 1 ].idleoccurrence[ 3 ] = 100;
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return positions;
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// add generic helicopter pilot anims
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// - helicopter_pilot1_idle
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// - helicopter_pilot1_twitch_clickpannel
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// - helicopter_pilot1_twitch_lookback
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// - helicopter_pilot1_twitch_lookoutside
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// - helicopter_pilot2_idle
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// - helicopter_pilot2_twitch_clickpannel
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// - helicopter_pilot2_twitch_lookoutside
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// - helicopter_pilot2_twitch_radio
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// - adjust mi17 / mi24 / mi28 / cobra tag for new anims
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}
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/*QUAKED script_vehicle_viper_gunship (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
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put this in your GSC:
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maps\_viper::main( "vehicle_viper_gunship" );
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and these lines in your CSV:
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include,vehicle_viper_gunship
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sound,vehicle_cobra,vehicle_standard,all_sp
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defaultmdl="vehicle_viper_gunship"
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default:"vehicletype" "viper"
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default:"script_team" "allies"
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*/
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