#include maps\_vehicle_aianim; #include maps\_vehicle; #using_animtree( "vehicles" ); main( model, type ) { build_template( "bmp", model, type ); build_localinit( ::init_local ); build_deathmodel( "vehicle_bmp", "vehicle_bmp_dsty" ); build_deathmodel( "vehicle_bmp_winter", "vehicle_bmp_woodland_dsty" ); build_deathmodel( "vehicle_bmp_woodland", "vehicle_bmp_woodland_dsty" ); build_deathmodel( "vehicle_bmp_woodland_low", "vehicle_bmp_dsty_low" ); build_deathmodel( "vehicle_bmp_woodland_jeepride", "vehicle_bmp_dsty" ); build_deathmodel( "vehicle_bmp_desert", "vehicle_bmp_dsty" ); build_deathmodel( "vehicle_bmp_thermal", "vehicle_bmp_thermal_dsty" ); build_deathmodel( "vehicle_bmp_low", "vehicle_bmp_dsty_low" ); bmp_death_fx = []; bmp_death_fx[ "vehicle_bmp" ] = "explosions/vehicle_explosion_bmp"; bmp_death_fx[ "vehicle_bmp_winter" ] = "explosions/vehicle_explosion_bmp"; bmp_death_fx[ "vehicle_bmp_woodland" ] = "explosions/vehicle_explosion_bmp"; bmp_death_fx[ "vehicle_bmp_woodland_jeepride" ] = "explosions/vehicle_explosion_bmp"; bmp_death_fx[ "vehicle_bmp_woodland_low" ] = "explosions/vehicle_explosion_bmp_low"; bmp_death_fx[ "vehicle_bmp_desert" ] = "explosions/vehicle_explosion_bmp"; bmp_death_fx[ "vehicle_bmp_thermal" ] = "explosions/large_vehicle_explosion_IR"; bmp_death_fx[ "vehicle_bmp_low" ] = "explosions/vehicle_explosion_bmp_low"; // build_deathfx( effect, tag, sound, bEffectLooping, delay, bSoundlooping, waitDelay, stayontag, notifyString ) build_deathfx( "fire/firelp_med_pm", "tag_deathfx" ); build_deathfx( "fire/firelp_med_pm", "tag_cargofire", "fire_metal_medium", undefined, undefined, true, 0 ); build_deathfx( bmp_death_fx[ model ], undefined, "exp_armor_vehicle", undefined, undefined, undefined, 0 ); build_drive( %bmp_movement, %bmp_movement_backwards, 10 ); if ( issubstr( model, "_low" ) ) build_turret( "bmp_turret2", "tag_turret2", "vehicle_bmp_machine_gun_low" ); else build_turret( "bmp_turret2", "tag_turret2", "vehicle_bmp_machine_gun" ); build_radiusdamage( ( 0, 0, 53 ), 512, 300, 20, false ); build_treadfx(); build_life( 999, 500, 1500 ); build_team( "axis" ); build_compassicon( "automobile", false ); build_aianims( ::setanims, ::set_vehicle_anims ); build_frontarmor( .33 );// regens this much of the damage from attacks to the front build_bulletshield( true ); build_grenadeshield( true ); } init_local() { maps\_utility::ent_flag_init( "no_riders_until_unload" ); } set_vehicle_anims( positions ) { // positions[ 0 ].vehicle_getinanim = %tigertank_hatch_open; // positions[ 1 ].vehicle_getoutanim = %tigertank_hatch_open; positions[ 0 ].vehicle_getoutanim = %bmp_doors_open; positions[ 0 ].vehicle_getoutanim_clear = false; return positions; } #using_animtree( "generic_human" ); setanims() { positions = []; for ( i = 0;i < 4;i++ ) positions[ i ] = spawnstruct(); positions[ 0 ].sittag = "tag_guy1"; positions[ 1 ].sittag = "tag_guy2"; positions[ 2 ].sittag = "tag_guy3"; positions[ 3 ].sittag = "tag_guy4"; positions[ 0 ].idle = %bmp_idle_1; positions[ 1 ].idle = %bmp_idle_2; positions[ 2 ].idle = %bmp_idle_3; positions[ 3 ].idle = %bmp_idle_4; positions[ 0 ].getout = %bmp_exit_1; positions[ 1 ].getout = %bmp_exit_2; positions[ 2 ].getout = %bmp_exit_3; positions[ 3 ].getout = %bmp_exit_4; positions[ 0 ].getin = %humvee_driver_climb_in; positions[ 1 ].getin = %humvee_passenger_in_L; positions[ 2 ].getin = %humvee_passenger_in_R; positions[ 3 ].getin = %humvee_passenger_in_R; return positions; } /*QUAKED script_vehicle_bmp (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_bmp::main( "vehicle_bmp" ); and these lines in your CSV: include,vehicle_bmp_bmp sound,vehicle_bmp,vehicle_standard,all_sp sound,vehicle_armor_exp,vehicle_standard,all_sp defaultmdl="vehicle_bmp" default:"vehicletype" "bmp" default:"script_team" "axis" */ /*QUAKED script_vehicle_bmp_winter_physics (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_bmp::main( "vehicle_bmp_winter", "bmp_physics" ); and these lines in your CSV: include,vehicle_bmp_winter sound,vehicle_bmp,vehicle_standard,all_sp sound,vehicle_armor_exp,vehicle_standard,all_sp defaultmdl="vehicle_bmp_winter" default:"vehicletype" "bmp_physics" default:"script_team" "axis" */ /*QUAKED script_vehicle_bmp_winter (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_bmp::main( "vehicle_bmp_winter" ); and these lines in your CSV: include,vehicle_bmp_winter sound,vehicle_bmp,vehicle_standard,all_sp sound,vehicle_armor_exp,vehicle_standard,all_sp defaultmdl="vehicle_bmp_winter" default:"vehicletype" "bmp" default:"script_team" "axis" */ /*QUAKED script_vehicle_bmp_desert (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_bmp::main( "vehicle_bmp_desert" ); and these lines in your CSV: include,vehicle_bmp_desert_bmp sound,vehicle_bmp,vehicle_standard,all_sp sound,vehicle_armor_exp,vehicle_standard,all_sp defaultmdl="vehicle_bmp_desert" default:"vehicletype" "bmp" default:"script_team" "axis" */ /*QUAKED script_vehicle_bmp_low (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_bmp::main( "vehicle_bmp_low" ); sound,vehicle_armor_exp,vehicle_standard,all_sp and these lines in your CSV: include,vehicle_bmp_low_bmp sound,vehicle_bmp,vehicle_standard,all_sp defaultmdl="vehicle_bmp_low" default:"vehicletype" "bmp" default:"script_team" "axis" */ /*QUAKED script_vehicle_bmp_thermal (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_bmp::main( "vehicle_bmp_thermal" ); and these lines in your CSV: include,vehicle_bmp_thermal_bmp sound,vehicle_bmp,vehicle_standard,all_sp sound,vehicle_armor_exp,vehicle_standard,all_sp defaultmdl="vehicle_bmp_thermal" default:"vehicletype" "bmp" default:"script_team" "axis" */ /*QUAKED script_vehicle_bmp_woodland (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_bmp::main( "vehicle_bmp_woodland" ); and these lines in your CSV: include,vehicle_bmp_woodland_bmp sound,vehicle_bmp,vehicle_standard,all_sp sound,vehicle_armor_exp,vehicle_standard,all_sp defaultmdl="vehicle_bmp_woodland" default:"vehicletype" "bmp" default:"script_team" "axis" */ /*QUAKED script_vehicle_bmp_woodland_jeepride (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_bmp::main( "vehicle_bmp_woodland_jeepride" ); and these lines in your CSV: include,vehicle_bmp_woodland_jeepride_bmp sound,vehicle_bmp,vehicle_standard,all_sp sound,vehicle_armor_exp,vehicle_standard,all_sp defaultmdl="vehicle_bmp_woodland_jeepride" default:"vehicletype" "bmp" default:"script_team" "axis" */ /*QUAKED script_vehicle_bmp_woodland_low (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_bmp::main( "vehicle_bmp_woodland_low" ); and these lines in your CSV: include,vehicle_bmp_woodland_low_bmp sound,vehicle_bmp,vehicle_standard,all_sp sound,vehicle_armor_exp,vehicle_standard,all_sp defaultmdl="vehicle_bmp_woodland_low" default:"vehicletype" "bmp" default:"script_team" "axis" */