#include maps\_vehicle_aianim; #include maps\_vehicle; #using_animtree( "vehicles" ); main( model, type ) { //SNDFILE=vehicle_abrams build_template( "m1a1_player", model, type ); build_localinit( ::init_local ); build_deathmodel( "vehicle_m1a1_abrams", "vehicle_m1a1_abrams_dmg" ); //build_shoot_shock( "tankblast" ); //build_drive( %abrams_movement, %abrams_movement_backwards, 10 ); build_exhaust( "distortion/abrams_exhaust" ); build_deckdust( "dust/abrams_desk_dust" ); build_deathfx( "explosions/large_vehicle_explosion", undefined, "exp_armor_vehicle" ); build_turret( "m1a1_coaxial_mg", "tag_coax_mg", "vehicle_m1a1_abrams_PKT_Coaxial_MG" ); build_treadfx(); build_life( 999, 500, 1500 ); //build_rumble( "tank_rumble", 0.15, 4.5, 900, 1, 1 ); build_team( "allies" ); build_mainturret(); build_compassicon( "tank" ); build_aianims( ::setanims, ::set_vehicle_anims ); build_frontarmor( .33 );// regens this much of the damage from attacks to the front } init_local() { } set_vehicle_anims( positions ) { return positions; } #using_animtree( "generic_human" ); setanims() { positions = []; for ( i = 0;i < 11;i++ ) positions[ i ] = spawnstruct(); positions[ 0 ].getout_delete = true; return positions; }