#include maps\_vehicle_aianim; #include maps\_vehicle; #using_animtree( "vehicles" ); main( model, type ) { build_template( "sa6", model, type ); build_localinit( ::init_local ); build_deathmodel( "vehicle_sa6_no_missiles_desert" ); build_deathmodel( "vehicle_sa6_no_missiles_woodland" ); //todo: get this into proper format. these extra commands have tendancy to get lost and not updated - nate precachemodel( "projectile_sa6_missile_desert" ); build_deathfx( "explosions/large_vehicle_explosion", undefined, "explo_metal_rand" ); build_life( 999, 500, 1500 ); build_team( "allies" ); build_compassicon( "", false ); } init_local() { //these settings should not be per vehicle - nate self.missileModel = "projectile_sa6_missile_desert"; self.missileTags = []; self.missileTags[ 0 ] = "tag_missle1"; self.missileTags[ 1 ] = "tag_missle2"; self.missileTags[ 2 ] = "tag_missle3"; thread maps\_vehicle_missile::main(); } /*QUAKED script_vehicle_sa6_no_missiles_desert (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_sa6::main( "vehicle_sa6_no_missiles_desert" ); and these lines in your CSV: include,vehicle_sa6_no_missiles_desert_sa6 sound,vehicle_t72,vehicle_standard,all_sp defaultmdl="vehicle_sa6_no_missiles_desert" default:"vehicletype" "sa6" default:"script_team" "allies" */ /*QUAKED script_vehicle_sa6_no_missiles_woodland (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_sa6::main( "vehicle_sa6_no_missiles_woodland" ); and these lines in your CSV: include,vehicle_sa6_no_missiles_woodland_sa6 sound,vehicle_t72,vehicle_standard,all_sp defaultmdl="vehicle_sa6_no_missiles_woodland" default:"vehicletype" "sa6" default:"script_team" "allies" */