#include maps\_vehicle_aianim; #include maps\_vehicle; #using_animtree( "vehicles" ); main( model, type ) { build_template( "gauntlet", model, type ); build_localinit( ::init_local ); build_deathmodel( "vehicle_sa15_gauntlet", "vehicle_sa15_gauntlet_destroy" ); build_deathfx( "explosions/large_vehicle_explosion", undefined, "exp_armor_vehicle" ); build_treadfx(); build_life( 999, 500, 1500 ); build_team( "axis" ); build_idle( %sa15_turret_scanloop ); build_idle( %sa15_radar_spinloop ); //build_mainturret(); //build_compassicon( "tank" ); //build_frontarmor( .33 );// regens this much of the damage from attacks to the front //like BTR80 it is destroyed by rockets & semtex but not frags or bullets build_bulletshield( true ); build_grenadeshield( true ); } init_local() { } set_vehicle_anims( positions ) { /* positions[ 0 ].vehicle_getinanim = %tigertank_hatch_open; positions[ 1 ].vehicle_getoutanim = %tigertank_hatch_open; */ 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_gauntlet (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_gauntlet::main( "vehicle_sa15_gauntlet" ); and these lines in your CSV: include,vehicle_gauntlet_gauntlet sound,vehicle_gauntlet,vehicle_standard,all_sp sound,vehicle_armor_exp,vehicle_standard,all_sp defaultmdl="vehicle_sa15_gauntlet" default:"vehicletype" "gauntlet" default:"script_team" "axis" */