#include maps\_vehicle_aianim; #include maps\_vehicle; #using_animtree( "vehicles" ); /*QUAKED script_vehicle_motorcycle_01 (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_motorcycle::main( "vehicle_motorcycle_01" ); and these lines in your CSV: include,vehicle_motorcycle defaultmdl="vehicle_motorcycle_01" default:"vehicletype" "motorcycle" */ /*QUAKED script_vehicle_motorcycle_02 (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_motorcycle::main( "vehicle_motorcycle_02" ); and these lines in your CSV: include,vehicle_motorcycle defaultmdl="vehicle_motorcycle_02" default:"vehicletype" "motorcycle" */ main( model, type ) { build_template( "motorcycle", model, type ); build_localinit( ::init_local ); build_deathmodel( "vehicle_motorcycle_01", "vehicle_motorcycle_01" ); build_deathmodel( "vehicle_motorcycle_02", "vehicle_motorcycle_02" ); build_deathfx( "explosions/large_vehicle_explosion", undefined, "explo_metal_rand" ); //build_drive( %technical_driving_idle_forward, %technical_driving_idle_backward, 10 ); build_treadfx(); build_life( 999, 500, 1500 ); build_team( "axis" ); build_aianims( ::setanims, ::set_vehicle_anims ); } init_local() { } set_vehicle_anims( positions ) { return positions; } #using_animtree( "generic_human" ); setanims() { positions = []; for ( i = 0;i < 1;i++ ) positions[ i ] = spawnstruct(); positions[ 0 ].sittag = "tag_body"; positions[ 0 ].idle = %motorcycle_rider_pose_f; return positions; }