203 lines
7.1 KiB
Plaintext
203 lines
7.1 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_suburban_minigun_viewmodel (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\_suburban_minigun::main( "vehicle_suburban_minigun_viewmodel" );
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and these lines in your CSV:
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include,vehicle_suburban_minigun_viewmodel
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sound,vehicle_pickup,vehicle_standard,all_sp
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sound,weapon_minigun,vehicle_standard,all_sp
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defaultmdl="vehicle_suburban_minigun_viewmodel"
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default:"vehicletype" "suburban_minigun"
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default:"script_team" "allies"
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*/
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/*QUAKED script_vehicle_suburban_minigun_technical (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\_suburban_minigun::main( "vehicle_suburban_technical" );
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and these lines in your CSV:
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include,vehicle_suburban_minigun_technical
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sound,vehicle_pickup,vehicle_standard,all_sp
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sound,weapon_minigun,vehicle_standard,all_sp
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defaultmdl="vehicle_suburban_technical"
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default:"vehicletype" "suburban_minigun"
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default:"script_team" "allies"
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*/
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main( model, type )
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{
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build_template( "suburban_minigun", model, type );
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build_localinit( ::init_local );
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build_deathmodel( "vehicle_suburban_minigun_viewmodel", "vehicle_suburban_destroyed" );
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build_deathmodel( "vehicle_suburban_technical", "vehicle_suburban_destroyed" );
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build_deathfx( "fire/firelp_med_pm", "TAG_CAB_FIRE", "fire_metal_medium", undefined, undefined, true, 0 );
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build_deathfx( "explosions/vehicle_explosion_suburban_minigun", "TAG_DEATH_FX", "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( 100 );
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build_life( 3000, 500, 3000 );
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build_team( "allies" );
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build_aianims( ::setanims, ::set_vehicle_anims );
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build_unload_groups( ::Unload_Groups );
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build_turret( "suburban_minigun", "tag_turret", "weapon_suburban_minigun", undefined, "sentry", 0.2 );
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build_bulletshield( true ); // minigun vehicle is bulletproof
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build_radiusdamage( ( 0, 0, 32 ), 300, 200, 0, false );
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}
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init_local()
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{
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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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/* positions[ 0 ].vehicle_getoutanim = %uaz_driver_exit_into_run_door;
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positions[ 1 ].vehicle_getoutanim = %uaz_rear_driver_exit_into_run_door;
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positions[ 2 ].vehicle_getoutanim = %uaz_passenger_exit_into_run_door;
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positions[ 3 ].vehicle_getoutanim = %uaz_passenger2_exit_into_run_door;
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positions[ 0 ].vehicle_getinanim = %uaz_driver_enter_from_huntedrun_door;
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positions[ 1 ].vehicle_getinanim = %uaz_rear_driver_enter_from_huntedrun_door;
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positions[ 2 ].vehicle_getinanim = %uaz_passenger_enter_from_huntedrun_door;
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positions[ 3 ].vehicle_getinanim = %uaz_passenger2_enter_from_huntedrun_door;
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*/
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positions[ 0 ].vehicle_getoutanim = %suburban_dismount_frontL_door;
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positions[ 1 ].vehicle_getoutanim = %suburban_dismount_frontR_door;
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positions[ 2 ].vehicle_getoutanim = %suburban_dismount_backL_door;
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positions[ 3 ].vehicle_getoutanim = %suburban_dismount_backR_door;
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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 < 7;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_guy1";
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positions[ 3 ].sittag = "tag_guy2";
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positions[ 4 ].sittag = "tag_guy3";
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positions[ 5 ].sittag = "tag_guy4";
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positions[ 6 ].sittag = "tag_guy_turret";
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// new idles
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positions[ 0 ].idle = %suburban_idle_frontL;
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positions[ 1 ].idle = %suburban_idle_frontR;
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positions[ 2 ].idle = %suburban_idle_backL;
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positions[ 3 ].idle = %suburban_idle_backR;
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// old anims for pos 4 and 5.
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positions[ 4 ].idle = %humvee_passenger_idle_R;
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positions[ 5 ].idle = %humvee_passenger_idle_L;
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// new exits
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positions[ 0 ].getout = %suburban_dismount_frontL;
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positions[ 1 ].getout = %suburban_dismount_frontR;
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positions[ 2 ].getout = %suburban_dismount_backL;
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positions[ 3 ].getout = %suburban_dismount_backR;
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// old anims for pos 4 and 5. These won't work correctly
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positions[ 4 ].getout = %humvee_passenger_out_L;
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positions[ 5 ].getout = %humvee_passenger_out_R;
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// turret gunner
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positions[ 6 ].getout = %humvee_turret_2_passenger;
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positions[ 6 ].exittag = "tag_passenger";
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positions[ 6 ].getout_secondary = %humvee_passenger_out_R;
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positions[ 6 ].getout_secondary_tag = "tag_passenger";
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positions[ 0 ].getin = %humvee_driver_climb_in;
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positions[ 1 ].getin = %humvee_passenger_in_R;
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positions[ 2 ].getin = %humvee_passenger_in_R;
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positions[ 3 ].getin = %humvee_passenger_in_L;
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positions[ 4 ].getin = %humvee_passenger_in_L;
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positions[ 5 ].getin = %humvee_passenger_in_R;
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positions[ 6 ].getin = %humvee_passenger_in_R; // turret guy
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positions[ 6 ].mgturret = 0;// which of the turrets is this guy going to use
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return positions;
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/* OLD ANIMS
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positions[ 0 ].idle[ 0 ] = %humvee_driver_twitch_1;
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positions[ 0 ].idle[ 1 ] = %humvee_driver_climb_idle;
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positions[ 0 ].idleoccurrence[ 0 ] = 100;
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positions[ 0 ].idleoccurrence[ 1 ] = 1000;
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// positions[ 0 ].death = %uaz_driver_death; removed this so that the driver can't die.
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positions[ 1 ].idle[ 0 ] = %humvee_passenger_twitch_1_R;
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positions[ 1 ].idle[ 1 ] = %humvee_passenger_idle_L;
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positions[ 1 ].idleoccurrence[ 0 ] = 100;
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positions[ 1 ].idleoccurrence[ 1 ] = 1000;
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positions[ 2 ].idle = %humvee_passenger_idle_L;
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positions[ 3 ].idle = %humvee_passenger_idle_R;
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positions[ 4 ].idle = %humvee_passenger_idle_R;
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positions[ 5 ].idle = %humvee_passenger_idle_L;
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// positions[ 6 ].idle = %humvee_passenger_idle_R; // no idle for the turret guy
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positions[ 0 ].getout = %humvee_driver_climb_out;
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positions[ 1 ].getout = %humvee_passenger_out_R;
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positions[ 2 ].getout = %humvee_passenger_out_R;
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positions[ 3 ].getout = %humvee_passenger_out_L;
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*/
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}
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unload_groups()
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{
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unload_groups = [];
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unload_groups[ "passengers" ] = [];
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unload_groups[ "all" ] = [];
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unload_groups[ "everyone" ] = [];
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group = "passengers";
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unload_groups[ group ][ unload_groups[ group ].size ] = 1;
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unload_groups[ group ][ unload_groups[ group ].size ] = 2;
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unload_groups[ group ][ unload_groups[ group ].size ] = 3;
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unload_groups[ group ][ unload_groups[ group ].size ] = 4;
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unload_groups[ group ][ unload_groups[ group ].size ] = 5;
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group = "all";
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unload_groups[ group ][ unload_groups[ group ].size ] = 0;
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unload_groups[ group ][ unload_groups[ group ].size ] = 1;
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unload_groups[ group ][ unload_groups[ group ].size ] = 2;
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unload_groups[ group ][ unload_groups[ group ].size ] = 3;
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unload_groups[ group ][ unload_groups[ group ].size ] = 4;
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unload_groups[ group ][ unload_groups[ group ].size ] = 5;
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// made a new group that unloades the mgguy as well as everyone else.
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// didn't want to change the current behaviour. - Roger
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group = "everyone";
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unload_groups[ group ][ unload_groups[ group ].size ] = 0;
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unload_groups[ group ][ unload_groups[ group ].size ] = 1;
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unload_groups[ group ][ unload_groups[ group ].size ] = 2;
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unload_groups[ group ][ unload_groups[ group ].size ] = 3;
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unload_groups[ group ][ unload_groups[ group ].size ] = 4;
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unload_groups[ group ][ unload_groups[ group ].size ] = 5;
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unload_groups[ group ][ unload_groups[ group ].size ] = 6;
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unload_groups[ "default" ] = unload_groups[ "all" ];
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return unload_groups;
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}
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