67 lines
1.5 KiB
Plaintext
67 lines
1.5 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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/*QUAKED script_vehicle_motorcycle_01 (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\_motorcycle::main( "vehicle_motorcycle_01" );
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and these lines in your CSV:
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include,vehicle_motorcycle
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defaultmdl="vehicle_motorcycle_01"
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default:"vehicletype" "motorcycle"
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*/
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/*QUAKED script_vehicle_motorcycle_02 (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\_motorcycle::main( "vehicle_motorcycle_02" );
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and these lines in your CSV:
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include,vehicle_motorcycle
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defaultmdl="vehicle_motorcycle_02"
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default:"vehicletype" "motorcycle"
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*/
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main( model, type )
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{
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build_template( "motorcycle", model, type );
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build_localinit( ::init_local );
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build_deathmodel( "vehicle_motorcycle_01", "vehicle_motorcycle_01" );
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build_deathmodel( "vehicle_motorcycle_02", "vehicle_motorcycle_02" );
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build_deathfx( "explosions/large_vehicle_explosion", undefined, "explo_metal_rand" );
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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( "axis" );
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build_aianims( ::setanims, ::set_vehicle_anims );
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}
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init_local()
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{
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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 < 1;i++ )
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positions[ i ] = spawnstruct();
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positions[ 0 ].sittag = "tag_body";
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positions[ 0 ].idle = %motorcycle_rider_pose_f;
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return positions;
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}
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