108 lines
2.8 KiB
Plaintext
108 lines
2.8 KiB
Plaintext
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#include maps\_utility;
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#include common_scripts\utility;
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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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build_template( "b2", model, type );
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build_localinit( ::init_local );
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build_deathmodel( "vehicle_b2_bomber" );
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build_treadfx();
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//special for mig29/////
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level._effect[ "engineeffect" ] = loadfx( "fire/jet_afterburner" );
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level._effect[ "afterburner" ] = loadfx( "fire/jet_afterburner_ignite" );
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level._effect[ "contrail" ] = loadfx( "smoke/jet_contrail" );
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////////////////////////
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build_deathfx( "explosions/large_vehicle_explosion", undefined, "explo_metal_rand" );
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build_life( 999, 500, 1500 );
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build_rumble( "mig_rumble", .1, .2, 11300, .05, .05 );
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build_team( "allies" );
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build_compassicon( "mig29", false );
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}
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init_local()
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{
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thread playEngineEffects();
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thread playConTrail();
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}
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#using_animtree( "vehicles" );
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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 < 1;i++ )
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positions[ i ] = spawnstruct();
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return positions;
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}
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playEngineEffects()
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{
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self endon( "death" );
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self endon( "stop_engineeffects" );
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self ent_flag_init( "engineeffects" );
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self ent_flag_set( "engineeffects" );
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engineeffects = getfx( "engineeffect" );
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for ( ;; )
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{
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self ent_flag_wait( "engineeffects" );
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playfxontag( engineeffects, self, "tag_engine_right" );
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playfxontag( engineeffects, self, "tag_engine_left" );
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self ent_flag_waitopen( "engineeffects" );
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StopFXOnTag( engineeffects, self, "tag_engine_left" );
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StopFXOnTag( engineeffects, self, "tag_engine_right" );
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}
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}
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playAfterBurner()
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{
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//After Burners are pretty much like turbo boost. They don't use them all the time except when
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//bursts of speed are needed. Needs a cool sound when they're triggered. Currently, they are set
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//to be on all the time, but it would be cool to see them engauge as they fly away.
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playfxontag( level._effect[ "afterburner" ], self, "tag_engine_right" );
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playfxontag( level._effect[ "afterburner" ], self, "tag_engine_left" );
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}
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playConTrail()
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{
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//This is a geoTrail effect that loops forever. It has to be enabled and disabled while playing as
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//one effect. It can't be played in a wait loop like other effects because a geo trail is one
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//continuous effect. ConTrails should only be played during high "G" or high speed maneuvers.
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playfxontag( level._effect[ "contrail" ], self, "tag_right_wingtip" );
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playfxontag( level._effect[ "contrail" ], self, "tag_left_wingtip" );
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}
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/*QUAKED script_vehicle_b2 (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\_b2::main( "vehicle_b2_bomber" );
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and these lines in your CSV:
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include,vehicle_b2
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sound,vehicle_b2,vehicle_standard,all_sp
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defaultmdl="vehicle_b2_bomber"
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default:"vehicletype" "b2"
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default:"script_team" "allies"
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*/
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