#include maps\_vehicle_aianim; #include maps\_vehicle; #include maps\_utility; #include common_scripts\utility; #using_animtree( "vehicles" ); main( model, type, no_destroyed ) { build_template( "stryker", model, type ); build_localinit( ::init_local ); if ( !isdefined( no_destroyed ) ) { // dont blow up in roadkill build_deathmodel( "vehicle_stryker", "vehicle_stryker_destroyed" ); build_deathfx( "explosions/large_vehicle_explosion", undefined, "exp_armor_vehicle" ); } build_drive( %stryker_movement, %stryker_movement_backwards, 10 ); build_treadfx(); build_life( 999, 500, 1500 ); build_team( "allies" ); build_mainturret(); build_compassicon( "tank" ); build_frontarmor( .33 );// regens this much of the damage from attacks to the front level._effect[ "stryker_shell" ] = loadfx( "shellejects/stryker_shell" ); } init_local() { thread additional_firing_anims(); } additional_firing_anims() { self endon( "death" ); anims = []; anims[ "fire" ] = %stryker_cannon_fire; anims[ "hatch" ] = %stryker_shell_hatch; fx = getfx( "stryker_shell" ); for ( ;; ) { self waittill( "weapon_fired" );// waits for Code notify when FireWeapon() is called. foreach ( animation in anims ) { self SetAnimRestart( animation, 1, 0, 1 ); } PlayFXOnTag( fx, self, "tag_ammo_fx" ); } } 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_stryker (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_stryker::main( "vehicle_stryker" ); and these lines in your CSV: include,vehicle_stryker sound,vehicle_stryker,vehicle_standard,all_sp defaultmdl="vehicle_stryker" default:"vehicletype" "stryker" default:"script_team" "allies" */ /*QUAKED script_vehicle_stryker_nophysics (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_stryker::main( "vehicle_stryker", "stryker_nophysics" ); and these lines in your CSV: include,vehicle_stryker sound,vehicle_stryker,vehicle_standard,all_sp defaultmdl="vehicle_stryker" default:"vehicletype" "stryker_nophysics" default:"script_team" "allies" */ /*QUAKED script_vehicle_stryker_desert_nophysics (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_stryker::main( "vehicle_stryker_desert", "stryker_nophysics" ); and these lines in your CSV: include,vehicle_stryker_desert sound,vehicle_stryker,vehicle_standard,all_sp defaultmdl="vehicle_stryker_desert" default:"vehicletype" "stryker_nophysics" default:"script_team" "allies" */ /*QUAKED script_vehicle_stryker_desert_nophysics_nodestroyed (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_stryker::main( "vehicle_stryker_desert", "stryker_nophysics", "no_destroyed" ); and these lines in your CSV: include,vehicle_stryker_desert_nodestroyed sound,vehicle_stryker,vehicle_standard,all_sp defaultmdl="vehicle_stryker_desert" default:"vehicletype" "stryker_nophysics" default:"script_team" "allies" */ /*QUAKED script_vehicle_stryker_desert (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_stryker::main( "vehicle_stryker_desert" ); and these lines in your CSV: include,vehicle_stryker_desert sound,vehicle_stryker,vehicle_standard,all_sp defaultmdl="vehicle_stryker_desert" default:"vehicletype" "stryker" default:"script_team" "allies" */ /*QUAKED script_vehicle_stryker_desert_nodestroyed (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_stryker::main( "vehicle_stryker_desert", undefined, "no_destroyed" ); and these lines in your CSV: include,vehicle_stryker_desert_nodestroyed sound,vehicle_stryker,vehicle_standard,all_sp defaultmdl="vehicle_stryker_desert" default:"vehicletype" "stryker" default:"script_team" "allies" */