#include maps\_vehicle_aianim; #include maps\_vehicle; #using_animtree( "vehicles" ); main( model, type, no_death ) { build_template( "uaz", model, type ); build_localinit( ::init_local ); // build_destructible( "vehicle_uaz_hardtop_destructible_mp", "vehicle_uaz_hardtop" ); // build_destructible( "vehicle_uaz_light_destructible_mp", "vehicle_uaz_light" ); // build_destructible( "vehicle_uaz_open_destructible_mp", "vehicle_uaz_open" ); // build_destructible( "vehicle_uaz_fabric_destructible_mp", "vehicle_uaz_fabric" ); build_destructible( "vehicle_uaz_winter_destructible", "vehicle_uaz_winter" ); build_destructible( "vehicle_uaz_open_destructible", "vehicle_uaz_open" ); build_bulletshield( false );//no bullet shield for cliffhanger -z if ( !isdefined( no_death ) ) { build_deathmodel( "vehicle_uaz_light", "vehicle_uaz_light_dsr" ); build_deathmodel( "vehicle_uaz_winter", "vehicle_uaz_winter_destroy" ); build_deathmodel( "vehicle_uaz_fabric", "vehicle_uaz_fabric_dsr" ); build_deathmodel( "vehicle_uaz_hardtop", "vehicle_uaz_hardtop_dsr" ); build_deathmodel( "vehicle_uaz_open", "vehicle_uaz_open_dsr" ); build_deathmodel( "vehicle_uaz_hardtop_thermal", "vehicle_uaz_hardtop_thermal" ); build_deathmodel( "vehicle_uaz_open_for_ride" ); build_deathfx( "explosions/small_vehicle_explosion", undefined, "explo_metal_rand" ); } build_radiusdamage( ( 0, 0, 32 ), 300, 200, 100, false ); build_drive( %uaz_driving_idle_forward, %uaz_driving_idle_backward, 10 ); build_deathquake( 1, 1.6, 500 ); build_treadfx(); build_life( 2500, 2400, 2600 ); //explosives are x15 build_team( "axis" ); build_aianims( ::setanims, ::set_vehicle_anims ); build_compassicon( "uaz", false ); } init_local() { self.clear_anims_on_death = true;// hackery workaround for strange anim differences in the variety of uaz models. clears driving and possibly door openning animations upon death. if( !isdefined( self.script_allow_rider_deaths ) ) self.script_allow_rider_deaths = false; // this added at the end of the project some people wanted deathanims and some scripts assumed death would never happen. } set_vehicle_anims( positions ) { // //tag_driver //tag_passenger //tag_guy0(behind driver) //tag_guy1(behind passenger) //positions[ 0 ].sittag = "tag_driver"; //positions[ 1 ].sittag = "tag_passenger"; //positions[ 2 ].sittag = "tag_guy0"; //driver_side_rear //positions[ 3 ].sittag = "tag_guy1"; //passenger_side_rear //positions[ 4 ].sittag = "tag_guy2"; //driver_far_rear //positions[ 5 ].sittag = "tag_guy3"; //passenger_side_far_rear positions[ 0 ].vehicle_getoutanim = %uaz_driver_exit_into_stand_door; positions[ 1 ].vehicle_getoutanim = %uaz_passenger_exit_into_stand_door; positions[ 2 ].vehicle_getoutanim = %uaz_rear_driver_exit_into_stand_door; positions[ 3 ].vehicle_getoutanim = %uaz_passenger2_exit_into_stand_door; positions[ 0 ].vehicle_getoutanim_clear = false; positions[ 1 ].vehicle_getoutanim_clear = false; positions[ 2 ].vehicle_getoutanim_clear = false; positions[ 3 ].vehicle_getoutanim_clear = false; positions[ 0 ].vehicle_getinanim = %uaz_driver_enter_from_huntedrun_door; positions[ 1 ].vehicle_getinanim = %uaz_passenger_enter_from_huntedrun_door; positions[ 2 ].vehicle_getinanim = %uaz_rear_driver_enter_from_huntedrun_door; positions[ 3 ].vehicle_getinanim = %uaz_passenger2_enter_from_huntedrun_door; positions[ 0 ].vehicle_getoutsound = "uaz_door_open"; positions[ 1 ].vehicle_getoutsound = "uaz_door_open"; positions[ 2 ].vehicle_getoutsound = "uaz_door_open"; positions[ 3 ].vehicle_getoutsound = "uaz_door_open"; positions[ 0 ].vehicle_getinsound = "uaz_door_open"; positions[ 1 ].vehicle_getinsound = "uaz_door_open"; positions[ 2 ].vehicle_getinsound = "uaz_door_open"; positions[ 3 ].vehicle_getinsound = "uaz_door_open"; // positions[ 0 ].vehicle_getinsoundtag = "TAG_DOOR_LEFT_FRONT"; // positions[ 1 ].vehicle_getinsoundtag = "TAG_DOOR_RIGHT_FRONT"; // positions[ 2 ].vehicle_getinsoundtag = "TAG_DOOR_LEFT_BACK"; // positions[ 3 ].vehicle_getinsoundtag = "TAG_DOOR_RIGHT_BACK"; return positions; } #using_animtree( "generic_human" ); setanims() { positions = []; for ( i = 0;i < 6;i++ ) positions[ i ] = spawnstruct(); positions[ 0 ].sittag = "tag_driver"; positions[ 1 ].sittag = "tag_passenger"; positions[ 2 ].sittag = "tag_guy0";// driver_side_rear positions[ 3 ].sittag = "tag_guy1";// passenger_side_rear positions[ 4 ].sittag = "tag_guy2";// driver_far_rear positions[ 5 ].sittag = "tag_guy3";// passenger_side_far_rear positions[ 0 ].idle = %uaz_driver_idle_drive; positions[ 1 ].idle = %uaz_passenger_idle_drive; positions[ 2 ].idle = %uaz_rear_driver_idle; positions[ 3 ].idle = %uaz_passenger2_idle; positions[ 4 ].idle = %uaz_rear_driver_idle; positions[ 5 ].idle = %uaz_passenger2_idle; positions[ 0 ].getout = %uaz_driver_exit_into_stand; positions[ 1 ].getout = %uaz_passenger_exit_into_stand; positions[ 2 ].getout = %uaz_rear_driver_exit_into_stand; positions[ 3 ].getout = %uaz_passenger2_exit_into_stand; positions[ 0 ].getin = %uaz_driver_enter_from_huntedrun; positions[ 1 ].getin = %uaz_passenger_enter_from_huntedrun; positions[ 2 ].getin = %uaz_rear_driver_enter_from_huntedrun; positions[ 3 ].getin = %uaz_passenger2_enter_from_huntedrun; positions[ 0 ].death = %UAZ_driver_death; positions[ 1 ].death = %UAZ_rear_driver_death; positions[ 2 ].death = %UAZ_rear_driver_death; positions[ 3 ].death = %UAZ_rear_driver_death; positions[ 0 ].death_no_ragdoll = true; positions[ 1 ].death_no_ragdoll = true; positions[ 2 ].death_no_ragdoll = true; positions[ 3 ].death_no_ragdoll = true; return positions; } /*QUAKED script_vehicle_uaz_fabric (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_uaz::main( "vehicle_uaz_fabric" ); and these lines in your CSV: include,vehicle_uaz_fabric_uaz sound,vehicle_uaz,vehicle_standard,all_sp defaultmdl="vehicle_uaz_fabric" default:"vehicletype" "uaz" default:"script_team" "axis" */ /*QUAKED script_vehicle_uaz_hardtop (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_uaz::main( "vehicle_uaz_hardtop" ); and these lines in your CSV: include,vehicle_uaz_hardtop_uaz sound,vehicle_uaz,vehicle_standard,all_sp defaultmdl="vehicle_uaz_hardtop" default:"vehicletype" "uaz" default:"script_team" "axis" */ /*QUAKED script_vehicle_uaz_hardtop_thermal (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_uaz::main( "vehicle_uaz_hardtop_thermal" ); and these lines in your CSV: include,vehicle_uaz_hardtop_thermal_uaz sound,vehicle_uaz,vehicle_standard,all_sp defaultmdl="vehicle_uaz_hardtop_thermal" default:"vehicletype" "uaz" default:"script_team" "axis" */ /*QUAKED script_vehicle_uaz_open (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_uaz::main( "vehicle_uaz_open" ); and these lines in your CSV: include,vehicle_uaz_open_uaz sound,vehicle_uaz,vehicle_standard,all_sp defaultmdl="vehicle_uaz_open" default:"vehicletype" "uaz" default:"script_team" "axis" */ /*QUAKED script_vehicle_uaz_open_for_ride (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_uaz::main( "vehicle_uaz_open_for_ride" ); and these lines in your CSV: include,vehicle_uaz_open_for_ride_uaz sound,vehicle_uaz,vehicle_standard,all_sp defaultmdl="vehicle_uaz_open_for_ride" default:"vehicletype" "uaz" */ /*QUAKED script_vehicle_uaz_open_destructible (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_uaz::main( "vehicle_uaz_open_destructible", "uaz_physics" ); and these lines in your CSV: include,vehicle_uaz_open_destructible sound,vehicle_car_exp,vehicle_standard,all_sp sound,vehicle_uaz,vehicle_standard,all_sp defaultmdl="vehicle_uaz_open_destructible" default:"vehicletype" "uaz_physics" */ /*QUAKED script_vehicle_uaz_hardtop_thermal (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_uaz_ac130::main( "vehicle_uaz_hardtop_thermal" ); and these lines in your CSV: include,vehicle_uaz_hardtop_thermal_uaz_ac130 defaultmdl="vehicle_uaz_hardtop_thermal" default:"vehicletype" "uaz_ac130" */ // disabled the winter destructible. It doesn't have tags fr the guys. /*QUAKED script_vehicle_uaz_winter_destructible (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_uaz::main( "vehicle_uaz_winter_destructible" ); and these lines in your CSV: include,vehicle_uaz_winter_destructible sound,vehicle_car_exp,vehicle_standard,all_sp sound,vehicle_uaz,vehicle_standard,all_sp defaultmdl="vehicle_uaz_winter_destructible" default:"vehicletype" "uaz" */ /*QUAKED script_vehicle_uaz_winter_physics (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_uaz::main( "vehicle_uaz_winter_destructible", "uaz_physics" ); and these lines in your CSV: include,vehicle_uaz_winter_destructible sound,vehicle_car_exp,vehicle_standard,all_sp sound,vehicle_uaz,vehicle_standard,all_sp defaultmdl="vehicle_uaz_winter_destructible" default:"vehicletype" "uaz_physics" */ /*QUAKED script_vehicle_uaz_winter (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_uaz::main( "vehicle_uaz_winter" ); and these lines in your CSV: include,vehicle_uaz_winter sound,vehicle_uaz,vehicle_standard,all_sp defaultmdl="vehicle_uaz_winter" default:"vehicletype" "uaz" */ /*QUAKED script_vehicle_uaz_light (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_uaz::main( "vehicle_uaz_light" ); and these lines in your CSV: include,vehicle_uaz_light sound,vehicle_uaz,vehicle_standard,all_sp defaultmdl="vehicle_uaz_light" default:"vehicletype" "uaz" */ /*QUAKED script_vehicle_uaz_open_physics (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_uaz::main( "vehicle_uaz_open", "uaz_physics" ); and these lines in your CSV: include,vehicle_uaz_open_uaz sound,vehicle_uaz,vehicle_standard,all_sp sound,vehicle_car_exp,vehicle_standard,all_sp defaultmdl="vehicle_uaz_open" default:"vehicletype" "uaz_physics" default:"script_team" "axis" */ /*QUAKED script_vehicle_uaz_hardtop_physics (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_uaz::main( "vehicle_uaz_hardtop", "uaz_physics" ); and these lines in your CSV: include,vehicle_uaz_hardtop_uaz sound,vehicle_uaz,vehicle_standard,all_sp sound,vehicle_car_exp,vehicle_standard,all_sp defaultmdl="vehicle_uaz_hardtop" default:"vehicletype" "uaz_physics" default:"script_team" "axis" */