#include maps\_vehicle; #include maps\_vehicle_aianim; #using_animtree( "vehicles" ); main( model, type ) { build_template( "apache", model, type ); build_localinit( ::init_local ); build_deathmodel( "vehicle_apache" ); build_deathmodel( "vehicle_apache_dark" ); apache_death_fx = []; apache_death_fx[ "vehicle_apache" ] = "explosions/helicopter_explosion_apache"; apache_death_fx[ "vehicle_apache_dark" ] = "explosions/helicopter_explosion_apache_dark"; apache_aerial_death_fx = []; apache_aerial_death_fx[ "vehicle_apache" ] = "explosions/aerial_explosion_apache_mp"; apache_aerial_death_fx[ "vehicle_apache_dark" ] = "explosions/aerial_explosion_apache_dark_mp"; build_drive( %bh_rotors, undefined, 0 ); //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", "apache_helicopter_secondary_exp", undefined, undefined, undefined, 0.0, true ); build_deathfx( "fire/fire_smoke_trail_L", "tag_engine_left", "apache_helicopter_dying_loop", true, 0.05, true, 0.5, true ); build_deathfx( "explosions/helicopter_explosion_secondary_small", "tag_engine_left", "apache_helicopter_secondary_exp", undefined, undefined, undefined, 2.5, true ); build_deathfx( apache_death_fx[ model ], undefined, "apache_helicopter_crash", undefined, undefined, undefined, - 1, undefined, "stop_crash_loop_sound" ); //Death by Rocket effects, explodes immediatly build_rocket_deathfx( apache_aerial_death_fx[ model ], "tag_deathfx", "apache_helicopter_crash", undefined, undefined, undefined, undefined, true, undefined, 0 ); //light effects build_light( model, "wingtip_green", "tag_light_L_wing", "misc/aircraft_light_wingtip_green", "running", 0 ); build_light( model, "wingtip_red", "tag_light_R_wing", "misc/aircraft_light_wingtip_red", "running", 0.05 ); build_light( model, "white_blink", "tag_light_belly", "misc/aircraft_light_white_blink", "running", 0.1 ); build_light( model, "white_blink_tail", "tag_light_tail", "misc/aircraft_light_red_blink", "running", 0.25 ); build_life( 999, 500, 1500 ); build_compassicon( "helicopter", false ); build_treadfx(); build_team( "allies" ); } init_local() { self.script_badplace = false;// All helicopters dont need to create bad places maps\_vehicle::lights_on( "running" ); } 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; } /*QUAKED script_vehicle_apache (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_apache::main( "vehicle_apache" ); and these lines in your CSV: include,vehicle_apache_apache sound,vehicle_apache,vehicle_standard,all_sp defaultmdl="vehicle_apache" default:"vehicletype" "apache" default:"script_team" "allies" */ /*QUAKED script_vehicle_apache_dark (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_apache::main( "vehicle_apache_dark" ); and these lines in your CSV: include,vehicle_apache_dark_apache sound,vehicle_apache,vehicle_standard,all_sp defaultmdl="vehicle_apache_dark" default:"vehicletype" "apache" default:"script_team" "allies" */