#include maps\_vehicle; #include maps\_vehicle_aianim; #using_animtree( "vehicles" ); main( model, type ) { build_template( "seaknight_airlift", model, type ); build_localinit( ::init_local ); build_deathmodel( "vehicle_ch46e" ); build_deathfx( "explosions/large_vehicle_explosion", undefined, "explo_metal_rand" ); build_treadfx(); build_life( 999, 500, 1500 ); build_team( "allies" ); build_drive( %sniper_escape_ch46_rotors, undefined, 0 ); build_light( model, "cockpit_red_cargo02", "tag_light_cargo02", "misc/aircraft_light_cockpit_red", "interior", 0.0 ); build_light( model, "cockpit_blue_cockpit01", "tag_light_cockpit01", "misc/aircraft_light_cockpit_blue", "interior", 0.1 ); build_light( model, "white_blink", "tag_light_belly", "misc/aircraft_light_red_blink", "running", 0.0 ); build_light( model, "white_blink_tail", "tag_light_tail", "misc/aircraft_light_red_blink", "running", 0.3 ); build_light( model, "wingtip_green1", "tag_light_L_wing1", "misc/aircraft_light_wingtip_green", "running", 0.0 ); build_light( model, "wingtip_green2", "tag_light_L_wing2", "misc/aircraft_light_wingtip_green", "running", 0.0 ); build_light( model, "wingtip_red1", "tag_light_R_wing1", "misc/aircraft_light_wingtip_red", "running", 0.2 ); build_light( model, "wingtip_red2", "tag_light_R_wing2", "misc/aircraft_light_wingtip_red", "running", 0.0 ); build_compassicon( "helicopter", false ); } init_local() { self.originheightoffset = distance( self gettagorigin( "tag_origin" ), self gettagorigin( "tag_ground" ) ); self.fastropeoffset = 652;// TODO - FIXME: this is ugly. self.script_badplace = false;// All helicopters dont need to create bad places } set_vehicle_anims( positions ) { positions[ 1 ].vehicle_getoutanim = %ch46_doors_open; positions[ 1 ].vehicle_getoutanim_clear = false; positions[ 1 ].vehicle_getinanim = %ch46_doors_close; positions[ 1 ].vehicle_getinanim_clear = false; positions[ 1 ].vehicle_getoutsound = "seaknight_door_open"; positions[ 1 ].vehicle_getinsound = "seaknight_door_close"; return positions; } #using_animtree( "generic_human" ); setanims() { positions = []; for ( i = 0;i < 0;i++ ) positions[ i ] = spawnstruct(); //copy from _blackhawk when anims are rigged. return positions; } unload_groups() { } set_attached_models() { }