#include maps\_vehicle_aianim; #include maps\_vehicle; #using_animtree( "vehicles" ); main( model, type ) { //SNDFILE=vehicle_coupe_car build_template( "policecar", model, type ); build_localinit( ::init_local ); build_destructible( "vehicle_policecar_lapd_destructible", "vehicle_policecar" ); build_destructible( "vehicle_policecar_russia_destructible", "vehicle_policecar_russia" ); build_deathmodel( "vehicle_policecar_lapd_destructible", "vehicle_policecar_lapd_destroy" ); build_deathmodel( "vehicle_policecar_russia_destructible", "vehicle_policecar_russia_destroy" ); build_drive( %technical_driving_idle_forward, %technical_driving_idle_backward, 10 ); build_treadfx(); build_life( 999, 500, 1500 ); build_team( "allies" ); build_aianims( ::setanims, ::set_vehicle_anims ); build_compassicon( "automobile", false ); } init_local() { } //MO EDIT: Nate told me to put this in here ( from _uaz.gsc ) 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_getinsound = "truck_door_open"; positions[ 1 ].vehicle_getinsound = "truck_door_open"; positions[ 2 ].vehicle_getinsound = "truck_door_open"; positions[ 3 ].vehicle_getinsound = "truck_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" ); //MO EDIT: Nate told me to put this in here ( from _uaz.gsc ) 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; return positions; } /*QUAKED script_vehicle_policecar_lapd (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_policecar::main( "vehicle_policecar_lapd_destructible" ); and these lines in your CSV: include,vehicle_policecar_lapd sound,vehicle_policecar_lapd,vehicle_standard,all_sp sound,vehicle_car_exp,vehicle_standard,all_sp defaultmdl="vehicle_policecar_lapd_destructible" default:"vehicletype" "policecar" default:"script_team" "allies" */ /*QUAKED script_vehicle_policecar_russia (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_policecar::main( "vehicle_policecar_russia_destructible" ); and these lines in your CSV: include,vehicle_policecar_russia sound,vehicle_policecar_lapd,vehicle_standard,all_sp sound,vehicle_car_exp,vehicle_standard,all_sp defaultmdl="vehicle_policecar_russia_destructible" default:"vehicletype" "policecar" default:"script_team" "axis" */