#include maps\_vehicle_aianim; #include maps\_vehicle; #using_animtree( "vehicles" ); main( model, type ) { build_template( "btr80", model, type ); build_localinit( ::init_local ); build_deathmodel( "vehicle_btr80", "vehicle_btr80_d" ); build_deathmodel( "vehicle_btr80_snow", "vehicle_btr80_snow_d" ); build_deathmodel( "vehicle_btr80_low", "vehicle_btr80_d" ); btr80_death_fx = []; btr80_death_fx[ "vehicle_btr80" ] = "explosions/vehicle_explosion_btr80"; btr80_death_fx[ "vehicle_btr80_snow" ] = "explosions/vehicle_explosion_btr80_snow"; btr80_death_fx[ "vehicle_btr80_low" ] = "explosions/vehicle_explosion_btr80"; build_deathfx( "fire/firelp_med_pm", "TAG_CARGOFIRE", "fire_metal_medium", undefined, undefined, true, 0 ); build_deathfx( btr80_death_fx[ model ], "tag_deathfx", "exp_armor_vehicle" ); build_light( model, "headlight_L", "TAG_FRONT_LIGHT_LEFT", "misc/car_headlight_btr80", "running", 0.0 ); build_light( model, "taillight_L", "TAG_REAR_LIGHT_LEFT", "misc/car_taillight_btr80", "running", 0.1 ); build_light( model, "taillight_R", "TAG_REAR_LIGHT_RIGHT", "misc/car_taillight_btr80", "running", 0.1 ); build_light( model, "brakeight_R", "TAG_REAR_LIGHT_RIGHT", "misc/car_brakelight_btr80", "brake", 0.0 ); build_light( model, "brakelight_L", "TAG_REAR_LIGHT_LEFT", "misc/car_brakelight_btr80", "brake", 0.0 ); build_light( model, "spotlight", "TAG_FRONT_LIGHT_RIGHT","misc/spotlight_btr80", "spotlight", 0.2 ); build_light( model, "spotlight_turret", "TAG_TURRET_LIGHT", "misc/spotlight_btr80", "spotlight_turret", 0.0 ); build_drive( %BTR80_movement, %BTR80_movement_backwards, 10 ); if ( issubstr( model, "_snow" ) ) build_turret( "btr80_turret2", "tag_turret2", "vehicle_btr80_machine_gun_snow" ); else build_turret( "btr80_turret2", "tag_turret2", "vehicle_btr80_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" ); maps\_vehicle::lights_on( "running" ); //self thread test_brake_lights(); } test_brake_lights() { self endon( "death"); while ( true ) { wait 5; maps\_vehicle::lights_on( "brake" ); wait 3; maps\_vehicle::lights_off( "brake" ); } } set_vehicle_anims( positions ) { // positions[ 0 ].vehicle_getinanim = %tigertank_hatch_open; // positions[ 1 ].vehicle_getoutanim = %tigertank_hatch_open; positions[ 0 ].vehicle_getoutanim = %BTR80_doorsL_open; positions[ 1 ].vehicle_getoutanim = %BTR80_doorsR_open; positions[ 2 ].vehicle_getoutanim = %BTR80_doorsL_open; positions[ 3 ].vehicle_getoutanim = %BTR80_doorsR_open; return positions; } #using_animtree( "generic_human" ); setanims() { positions = []; for ( i = 0;i < 4;i++ ) positions[ i ] = spawnstruct(); positions[ 0 ].sittag = "tag_detach"; positions[ 1 ].sittag = "tag_detach"; positions[ 2 ].sittag = "tag_detach"; positions[ 3 ].sittag = "tag_detach"; positions[ 0 ].idle = %BTR80_crew_idle; positions[ 1 ].idle = %BTR80_crew_idle; positions[ 2 ].idle = %BTR80_crew_idle; positions[ 3 ].idle = %BTR80_crew_idle; positions[ 0 ].getout = %BTR80_exit_1; // left positions[ 1 ].getout = %BTR80_exit_2; // right positions[ 2 ].getout = %BTR80_exit_3; // left positions[ 3 ].getout = %BTR80_exit_4; // rigth 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_btr80 (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER Valid Light Groups: running - taillights and tacticle headlight brake - brighter taillight spotlight - lower spotlight spotlight_turret - spotlight on turret Example Light Group Usage: on vehicle nodes or vehicle: "script_vehicle_lights_on" "running spotlight" on vehicle node: "script_vehicle_lights_off" "spotlight" in script: vehicle lights_on( "spotlight" ); in script: vehicle lights_off( "spotlight" ); put this in your GSC: maps\_btr80::main( "vehicle_btr80" ); and these lines in your CSV: include,vehicle_btr80 sound,vehicle_btr80,vehicle_standard,all_sp sound,vehicle_armor_exp,vehicle_standard,all_sp defaultmdl="vehicle_btr80" default:"vehicletype" "btr80" default:"script_team" "axis" default:"script_vehicle_lights_on" "spotlight running" */ /*QUAKED script_vehicle_btr80_low (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER Valid Light Groups: running - taillights and tacticle headlight brake - brighter taillight spotlight - lower spotlight spotlight_turret - spotlight on turret Example Light Group Usage: on vehicle nodes or vehicle: "script_vehicle_lights_on" "running spotlight" on vehicle node: "script_vehicle_lights_off" "spotlight" in script: vehicle lights_on( "spotlight" ); in script: vehicle lights_off( "spotlight" ); put this in your GSC: maps\_btr80::main( "vehicle_btr80_low" ); and these lines in your CSV: include,vehicle_btr80_low sound,vehicle_btr80,vehicle_standard,all_sp sound,vehicle_armor_exp,vehicle_standard,all_sp defaultmdl="vehicle_btr80_low" default:"vehicletype" "btr80" default:"script_team" "axis" default:"script_vehicle_lights_on" "spotlight running" */ /*QUAKED script_vehicle_btr80_snow (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_btr80::main( "vehicle_btr80_snow" ); and these lines in your CSV: include,vehicle_btr80_snow sound,vehicle_btr80,vehicle_standard,all_sp sound,vehicle_armor_exp,vehicle_standard,all_sp defaultmdl="vehicle_btr80_snow" default:"vehicletype" "btr80" default:"script_team" "axis" */ /*QUAKED script_vehicle_btr80_snow_physics (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_btr80::main( "vehicle_btr80_snow", "btr80_physics" ); and these lines in your CSV: include,vehicle_btr80_snow sound,vehicle_btr80,vehicle_standard,all_sp sound,vehicle_armor_exp,vehicle_standard,all_sp defaultmdl="vehicle_btr80_snow" default:"vehicletype" "btr80_physics" default:"script_team" "axis" */ /*QUAKED script_vehicle_btr80_physics (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_btr80::main( "vehicle_btr80", "btr80_physics" ); and these lines in your CSV: include,vehicle_btr80 sound,vehicle_btr80,vehicle_standard,all_sp sound,vehicle_armor_exp,vehicle_standard,all_sp defaultmdl="vehicle_btr80" default:"vehicletype" "btr80_physics" default:"script_team" "axis" */