#include maps\_vehicle; #include maps\_vehicle_aianim; #using_animtree( "vehicles" ); main( model, type ) { build_template( "cobra_player", model, type ); build_localinit( ::init_local ); build_deathmodel( "vehicle_cobra_helicopter" ); build_deathmodel( "vehicle_cobra_helicopter_fly" ); // this doesn't happen very much but it's a nicer cleaner format than the case statement. cobra_death_fx = []; cobra_death_fx[ "vehicle_cobra_helicopter" ] = "explosions/helicopter_explosion_hind_desert"; cobra_death_fx[ "vehicle_cobra_helicopter_fly" ] = "explosions/helicopter_explosion_hind_desert"; build_deathfx( "explosions/grenadeexp_default", "tag_engine_left", "hind_helicopter_hit", undefined, undefined, undefined, 0.2, true ); build_deathfx( "explosions/grenadeexp_default", "tail_rotor_jnt", "hind_helicopter_secondary_exp", undefined, undefined, undefined, 0.5, true ); build_deathfx( "fire/fire_smoke_trail_L", "tail_rotor_jnt", "hind_helicopter_dying_loop", true, 0.05, true, 0.5, true ); build_deathfx( "explosions/aerial_explosion", "tag_engine_right", "hind_helicopter_secondary_exp", undefined, undefined, undefined, 2.5, true ); build_deathfx( "explosions/aerial_explosion", "tag_deathfx", "hind_helicopter_secondary_exp", undefined, undefined, undefined, 4.0 ); build_deathfx( cobra_death_fx[ model ], undefined, "hind_helicopter_crash", undefined, undefined, undefined, - 1, undefined, "stop_crash_loop_sound" ); build_treadfx(); build_life( 999, 500, 1500 ); build_team( "allies" ); build_mainturret(); randomStartDelay = randomfloatrange( 0, 1 ); build_light( model, "wingtip_green", "tag_light_L_wing", "misc/aircraft_light_wingtip_green", "running", randomStartDelay ); build_light( model, "wingtip_red", "tag_light_R_wing", "misc/aircraft_light_wingtip_red", "running", randomStartDelay ); build_light( model, "white_blink", "tag_light_belly", "misc/aircraft_light_white_blink", "running", randomStartDelay ); build_light( model, "white_blink_tail", "tag_light_tail", "misc/aircraft_light_white_blink", "running", randomStartDelay ); } init_local() { self.delete_on_death = true; self.script_badplace = false;// All helicopters dont need to create bad places } /*QUAKED script_vehicle_cobra_helicopter_player (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_cobra_player::main( "vehicle_cobra_helicopter" ); and these lines in your CSV: include,vehicle_cobra_helicopter_cobra sound,vehicle_cobra,vehicle_standard,all_sp defaultmdl="vehicle_cobra_helicopter" default:"vehicletype" "cobra_player" default:"script_team" "allies" */ /*QUAKED script_vehicle_cobra_helicopter_fly_player (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_cobra_player::main( "vehicle_cobra_helicopter_fly" ); and these lines in your CSV: include,vehicle_cobra_helicopter_fly_cobra sound,vehicle_cobra,vehicle_standard,all_sp defaultmdl="vehicle_cobra_helicopter_fly" default:"vehicletype" "cobra_player" default:"script_team" "allies" */