#include maps\_vehicle; #include maps\_vehicle_aianim; #using_animtree( "vehicles" ); main( model, type ) { build_template( "pavelow_noai", model, type ); build_localinit( ::init_local ); build_deathmodel( "vehicle_pavelow" ); //Bullet damage Crash and Burn, spins out of control and explodes when it reaches destination build_deathfx( "explosions/helicopter_explosion_secondary_small", "tag_engine_left", "pavelow_helicopter_secondary_exp", undefined, undefined, undefined, 0.0, true ); build_deathfx( "fire/fire_smoke_trail_L", "tag_engine_left", "pavelow_helicopter_dying_loop", true, 0.05, true, 0.5, true ); build_deathfx( "explosions/helicopter_explosion_secondary_small", "tag_engine_right", "pavelow_helicopter_secondary_exp", undefined, undefined, undefined, 2.5, true ); build_deathfx( "explosions/helicopter_explosion_pavelow", undefined, "pavelow_helicopter_crash", undefined, undefined, undefined, - 1, undefined, "stop_crash_loop_sound" ); //Death by Rocket effects, explodes immediatly build_rocket_deathfx( "explosions/aerial_explosion_pavelow_mp", "tag_deathfx", "pavelow_helicopter_crash", undefined, undefined, undefined, undefined, true, undefined, 0 ); build_treadfx(); build_life( 999, 500, 1500 ); build_team( "allies" ); build_drive( %bh_rotors, undefined, 0 ); build_light( model, "cockpit_red_cargo02", "tag_light_cargo02", "misc/aircraft_light_cockpit_red", "interior", 0.0 ); build_light( model, "cockpit_blue_cockpit01", "tag_light_cockpit01", "misc/aircraft_light_cockpit_blue", "interior", 0.1 ); build_light( model, "white_blink", "tag_light_belly", "misc/aircraft_light_white_blink", "running", 0.15 ); build_light( model, "wingtip_green1", "tag_light_L_wing1", "misc/aircraft_light_wingtip_green", "running", 0.3 ); build_light( model, "wingtip_red1", "tag_light_R_wing1", "misc/aircraft_light_wingtip_red", "running", 0.2 ); build_light( model, "solid_tail", "tag_light_tail2", "misc/aircraft_light_wingtip_red", "running", 0.25 ); build_light( model, "white_blink_tail", "tag_light_tail", "misc/aircraft_light_red_blink", "running", 0.05 ); build_compassicon( "helicopter", false ); } init_local() { self.originheightoffset = distance( self gettagorigin( "tag_origin" ), self gettagorigin( "tag_ground" ) ); self.script_badplace = false;// All helicopters dont need to create bad places thread maps\_vehicle::lights_on( "running" ); } /*QUAKED script_vehicle_pavelow_noai (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_pavelow_noai::main( "vehicle_pavelow" ); and these lines in your CSV: include,vehicle_pavelow_noai sound,vehicle_pavelow,vehicle_standard,all_sp defaultmdl="vehicle_pavelow" default:"vehicletype" "pavelow_noai" default:"script_team" "allies" */