IW4-Dump-Files/maps/_technical.gsc

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2017-07-08 11:47:21 -07:00
#include maps\_vehicle;
#include maps\_vehicle_aianim;
#using_animtree( "vehicles" );
main( model, type )
{
build_template( "technical", model, type );
build_localinit( ::init_local );
build_deathmodel( "vehicle_pickup_technical", "vehicle_pickup_technical_destroyed", 3 );
// build_turret( info , tag , model , maxrange , defaultONmode , deletedelay, defaultdroppitch, defaultdropyaw );
turret = "50cal_turret_technical";
/*
// twas too powerful for humans to wield
if ( level.script == "roadkill" )
{
// roadkill turrets do the mega damages
turret = "50cal_technical_megadamage";
}
*/
build_turret( turret, "tag_50cal", "weapon_m2_50cal_center", undefined, "auto_ai", 0.5, 20, -14 );
build_drive( %technical_driving_idle_forward, %technical_driving_idle_backward, 10 );
// build_deathfx( effect, tag, sound, bEffectLooping, delay, bSoundlooping, waitDelay, stayontag, notifyString )
build_deathfx( "fire/firelp_med_pm", "tag_fx_tank", "smallfire", undefined, undefined, true, 0 );
build_deathfx( "explosions/ammo_cookoff", "tag_fx_bed", undefined, undefined, undefined, undefined, 0.5 );
// build_deathfx( "explosions/ammo_cookoff", "tag_fx_bed", undefined, undefined, undefined, undefined, 1 );
build_deathfx( "explosions/Vehicle_Explosion_Pickuptruck", "tag_deathfx", "car_explode", undefined, undefined, undefined, 2.9 );
build_deathfx( "fire/firelp_small_pm_a", "tag_fx_tire_right_r", "smallfire", undefined, undefined, true, 3 );
build_deathfx( "fire/firelp_med_pm", "tag_fx_cab", "fire_metal_medium", undefined, undefined, true, 3.01 );
build_deathfx( "fire/firelp_small_pm_a", "tag_engine_left", "smallfire", undefined, undefined, true, 3.01 );
build_treadfx();
build_life( 999, 500, 1500 );
build_team( "allies" );
build_aianims( ::setanims, ::set_vehicle_anims );
build_unload_groups( ::Unload_Groups );
build_light( model, "headlight_truck_left", "tag_headlight_left", "misc/car_headlight_truck_L", "headlights" );
build_light( model, "headlight_truck_right", "tag_headlight_right", "misc/car_headlight_truck_R", "headlights" );
build_light( model, "parkinglight_truck_left_f", "tag_parkinglight_left_f", "misc/car_parkinglight_truck_LF", "headlights" );
build_light( model, "parkinglight_truck_right_f", "tag_parkinglight_right_f", "misc/car_parkinglight_truck_RF", "headlights" );
build_light( model, "taillight_truck_right", "tag_taillight_right", "misc/car_taillight_truck_R", "headlights" );
build_light( model, "taillight_truck_left", "tag_taillight_left", "misc/car_taillight_truck_L", "headlights" );
build_light( model, "brakelight_truck_right", "tag_taillight_right", "misc/car_brakelight_truck_R", "brakelights" );
build_light( model, "brakelight_truck_left", "tag_taillight_left", "misc/car_brakelight_truck_L", "brakelights" );
build_death_badplace( .5, 3, 512, 700, "axis", "allies" );
build_death_jolt( 2.9 );
//"Name: build_radiusdamage( <offset> , <range> , <maxdamage> , <mindamage> , <bKillplayer> )"
build_radiusdamage( ( 0, 0, 53 ), 512, 300, 20, true, 2.9 );
}
set_vehicle_anims( positions )
{
return positions;
}
init_local()
{
// maps\_vehicle::lights_on( "headlights" );
// maps\_vehicle::lights_on( "brakelights" );
if( !isdefined( self.script_allow_rider_deaths ) )
self.script_allow_rider_deaths = true;
if( !isdefined( self.script_allow_driver_death ) )
self.script_allow_driver_death = true;
}
#using_animtree( "generic_human" );
setanims()
{
positions = [];
for ( i = 0; i < 3; i++ )
positions[ i ] = SpawnStruct();
/*
rough pass
technical_driver_duck
technical_driver_idle
technical_driver_climb_out
technical_passenger_duck
technical_passenger_idle
technical_passenger_climb_out
technical_turret_aim_2
technical_turret_aim_8
technical_turret_death
technical_turret_jam
technical_turret_turn_L
technical_turret_turn_R
door_technical_driver_climb_out
door_technical_passenger_climb_out
*/
// positions[ 0 ].getout_delete = true;
positions[ 0 ].sittag = "tag_driver";
positions[ 1 ].sittag = "tag_gunner";
positions[ 2 ].sittag = "tag_passenger";
positions[ 0 ].idle[ 0 ] = %technical_driver_idle;
positions[ 0 ].idle[ 1 ] = %technical_driver_duck;
positions[ 0 ].idleoccurrence[ 0 ] = 1000;
positions[ 0 ].idleoccurrence[ 1 ] = 100;
positions[ 0 ].death = %technical_driver_fallout;
positions[ 2 ].death = %technical_passenger_fallout;
positions[ 0 ].unload_ondeath = .9;
positions[ 1 ].unload_ondeath = .9;// doesn't have unload but lets other parts know not to delete him.
positions[ 2 ].unload_ondeath = .9;
/* no anim for machine gun guy just yet
positions[ 1 ].idle[ 0 ] = %technical_driver_idle;
positions[ 1 ].idle[ 1 ] = %technical_driver_duck;
positions[ 1 ].idleoccurrence[ 0 ] = 1000;
positions[ 1 ].idleoccurrence[ 1 ] = 100;
*/
positions[ 2 ].idle[ 0 ] = %technical_passenger_idle;
positions[ 2 ].idle[ 1 ] = %technical_passenger_duck;
positions[ 2 ].idleoccurrence[ 0 ] = 1000;
positions[ 2 ].idleoccurrence[ 1 ] = 100;
positions[ 0 ].getout = %technical_driver_climb_out;
// positions[ 1 ].getout = %humvee_passenger_out_L;
positions[ 2 ].getout = %technical_passenger_climb_out;
//positions[ 0 ].getin = %humvee_driver_climb_idle;
//positions[ 1 ].getin = %humvee_passenger_in_L;
//positions[ 2 ].getin = %humvee_passenger_in_R;
// positions[ 1 ].deathscript = ::deleteme;
// positions[ 0 ].explosion_death = %death_explosion_left11;
// positions[ 1 ].explosion_death = %death_explosion_back13;
// positions[ 2 ].explosion_death = %death_explosion_right13;
//
// positions[ 0 ].explosion_death_offset = (0,0,-24);
// positions[ 1 ].explosion_death_offset = (-16,0,-24);
// positions[ 2 ].explosion_death_offset = (0,0,-24);
//
// positions[ 0 ].explosion_death_ragdollfraction = .3;
// positions[ 1 ].explosion_death_ragdollfraction = .3;
// positions[ 2 ].explosion_death_ragdollfraction = .3;
positions[ 1 ].mgturret = 0;// which of the turrets is this guy going to use
return positions;
}
unload_groups()
{
unload_groups = [];
unload_groups[ "passengers" ] = [];
unload_groups[ "passenger_and_gunner" ] = [];
unload_groups[ "all" ] = [];
group = "passenger_and_gunner";
unload_groups[ group ][ unload_groups[ group ].size ] = 1;
unload_groups[ group ][ unload_groups[ group ].size ] = 2;
group = "all";
unload_groups[ group ][ unload_groups[ group ].size ] = 0;
unload_groups[ group ][ unload_groups[ group ].size ] = 1;
unload_groups[ group ][ unload_groups[ group ].size ] = 2;
group = "passengers";
unload_groups[ group ][ unload_groups[ group ].size ] = 2;
unload_groups[ "default" ] = unload_groups[ "all" ];
return unload_groups;
}
/*QUAKED script_vehicle_pickup_technical (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_technical::main( "vehicle_pickup_technical" );
and these lines in your CSV:
include,vehicle_pickup_technical_technical
sound,vehicle_pickup,vehicle_standard,all_sp
sound,vehicle_car_exp,vehicle_standard,all_sp
defaultmdl="vehicle_pickup_technical"
default:"vehicletype" "technical"
default:"script_team" "axis"
*/
/*QUAKED script_vehicle_pickup_technical_physics (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_technical::main( "vehicle_pickup_technical", "technical_physics" );
and these lines in your CSV:
include,vehicle_pickup_technical_technical
sound,vehicle_pickup,vehicle_standard,all_sp
sound,vehicle_car_exp,vehicle_standard,all_sp
defaultmdl="vehicle_pickup_technical"
default:"vehicletype" "technical_physics"
default:"script_team" "axis"
*/