145 lines
4.9 KiB
Plaintext
145 lines
4.9 KiB
Plaintext
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#include maps\_vehicle_aianim;
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#include maps\_vehicle;
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#using_animtree( "vehicles" );
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main( model, type )
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{
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//SNDFILE=vehicle_coupe_car
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build_template( "policecar", model, type );
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build_localinit( ::init_local );
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build_destructible( "vehicle_policecar_lapd_destructible", "vehicle_policecar" );
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build_destructible( "vehicle_policecar_russia_destructible", "vehicle_policecar_russia" );
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build_deathmodel( "vehicle_policecar_lapd_destructible", "vehicle_policecar_lapd_destroy" );
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build_deathmodel( "vehicle_policecar_russia_destructible", "vehicle_policecar_russia_destroy" );
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build_drive( %technical_driving_idle_forward, %technical_driving_idle_backward, 10 );
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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_aianims( ::setanims, ::set_vehicle_anims );
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build_compassicon( "automobile", false );
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}
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init_local()
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{
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}
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//MO EDIT: Nate told me to put this in here ( from _uaz.gsc )
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set_vehicle_anims( positions )
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{
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//
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//tag_driver
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//tag_passenger
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//tag_guy0(behind driver)
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//tag_guy1(behind passenger)
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//positions[ 0 ].sittag = "tag_driver";
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//positions[ 1 ].sittag = "tag_passenger";
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//positions[ 2 ].sittag = "tag_guy0"; //driver_side_rear
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//positions[ 3 ].sittag = "tag_guy1"; //passenger_side_rear
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//positions[ 4 ].sittag = "tag_guy2"; //driver_far_rear
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//positions[ 5 ].sittag = "tag_guy3"; //passenger_side_far_rear
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positions[ 0 ].vehicle_getoutanim = %uaz_driver_exit_into_stand_door;
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positions[ 1 ].vehicle_getoutanim = %uaz_passenger_exit_into_stand_door;
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positions[ 2 ].vehicle_getoutanim = %uaz_rear_driver_exit_into_stand_door;
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positions[ 3 ].vehicle_getoutanim = %uaz_passenger2_exit_into_stand_door;
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positions[ 0 ].vehicle_getoutanim_clear = false;
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positions[ 1 ].vehicle_getoutanim_clear = false;
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positions[ 2 ].vehicle_getoutanim_clear = false;
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positions[ 3 ].vehicle_getoutanim_clear = false;
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positions[ 0 ].vehicle_getinanim = %uaz_driver_enter_from_huntedrun_door;
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positions[ 1 ].vehicle_getinanim = %uaz_passenger_enter_from_huntedrun_door;
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positions[ 2 ].vehicle_getinanim = %uaz_rear_driver_enter_from_huntedrun_door;
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positions[ 3 ].vehicle_getinanim = %uaz_passenger2_enter_from_huntedrun_door;
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positions[ 0 ].vehicle_getinsound = "truck_door_open";
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positions[ 1 ].vehicle_getinsound = "truck_door_open";
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positions[ 2 ].vehicle_getinsound = "truck_door_open";
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positions[ 3 ].vehicle_getinsound = "truck_door_open";
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// positions[ 0 ].vehicle_getinsoundtag = "TAG_DOOR_LEFT_FRONT";
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// positions[ 1 ].vehicle_getinsoundtag = "TAG_DOOR_RIGHT_FRONT";
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// positions[ 2 ].vehicle_getinsoundtag = "TAG_DOOR_LEFT_BACK";
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// positions[ 3 ].vehicle_getinsoundtag = "TAG_DOOR_RIGHT_BACK";
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return positions;
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}
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#using_animtree( "generic_human" );
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//MO EDIT: Nate told me to put this in here ( from _uaz.gsc )
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setanims()
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{
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positions = [];
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for ( i = 0;i < 6;i++ )
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positions[ i ] = spawnstruct();
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positions[ 0 ].sittag = "tag_driver";
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positions[ 1 ].sittag = "tag_passenger";
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positions[ 2 ].sittag = "tag_guy0";// driver_side_rear
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positions[ 3 ].sittag = "tag_guy1";// passenger_side_rear
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// positions[ 4 ].sittag = "tag_guy2";// driver_far_rear
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// positions[ 5 ].sittag = "tag_guy3";// passenger_side_far_rear
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positions[ 0 ].idle = %uaz_driver_idle_drive;
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positions[ 1 ].idle = %uaz_passenger_idle_drive;
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positions[ 2 ].idle = %uaz_rear_driver_idle;
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positions[ 3 ].idle = %uaz_passenger2_idle;
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// positions[ 4 ].idle = %uaz_rear_driver_idle;
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// positions[ 5 ].idle = %uaz_passenger2_idle;
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positions[ 0 ].getout = %uaz_driver_exit_into_stand;
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positions[ 1 ].getout = %uaz_passenger_exit_into_stand;
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positions[ 2 ].getout = %uaz_rear_driver_exit_into_stand;
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positions[ 3 ].getout = %uaz_passenger2_exit_into_stand;
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positions[ 0 ].getin = %uaz_driver_enter_from_huntedrun;
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positions[ 1 ].getin = %uaz_passenger_enter_from_huntedrun;
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positions[ 2 ].getin = %uaz_rear_driver_enter_from_huntedrun;
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positions[ 3 ].getin = %uaz_passenger2_enter_from_huntedrun;
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return positions;
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}
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/*QUAKED script_vehicle_policecar_lapd (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\_policecar::main( "vehicle_policecar_lapd_destructible" );
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and these lines in your CSV:
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include,vehicle_policecar_lapd
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sound,vehicle_policecar_lapd,vehicle_standard,all_sp
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sound,vehicle_car_exp,vehicle_standard,all_sp
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defaultmdl="vehicle_policecar_lapd_destructible"
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default:"vehicletype" "policecar"
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default:"script_team" "allies"
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*/
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/*QUAKED script_vehicle_policecar_russia (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\_policecar::main( "vehicle_policecar_russia_destructible" );
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and these lines in your CSV:
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include,vehicle_policecar_russia
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sound,vehicle_policecar_lapd,vehicle_standard,all_sp
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sound,vehicle_car_exp,vehicle_standard,all_sp
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defaultmdl="vehicle_policecar_russia_destructible"
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default:"vehicletype" "policecar"
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default:"script_team" "axis"
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*/
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