#include maps\_vehicle_aianim; #include maps\_vehicle; #using_animtree( "vehicles" ); main( model, type ) { build_template( "zpu_antiair", model, type ); build_localinit( ::init_local ); build_deathmodel( "vehicle_zpu4", "vehicle_zpu4_burn" ); build_deathmodel( "vehicle_zpu4_low", "vehicle_zpu4_burn" ); zpu_death_fx = []; zpu_death_fx[ "vehicle_zpu4" ] = "explosions/vehicle_explosion_bmp"; zpu_death_fx[ "vehicle_zpu4_low" ] = "explosions/vehicle_explosion_bmp"; build_deathfx( zpu_death_fx[ model ], undefined, "exp_armor_vehicle", undefined, undefined, undefined, 0 ); build_mainturret( "tag_flash", "tag_flash2", "tag_flash1", "tag_flash3" ); build_radiusdamage( ( 0, 0, 53 ), 512, 300, 20, false ); build_life( 999, 500, 1500 ); build_team( "axis" ); build_aianims( ::setanims, ::set_vehicle_anims ); build_compassicon( "", false ); } init_local() { } set_vehicle_anims( positions ) { positions[ 0 ].vehicle_turret_fire = %zpu_gun_fire_a; return positions; } #using_animtree( "generic_human" ); setanims() { positions = []; for ( i = 0;i < 1;i++ ) positions[ i ] = spawnstruct(); positions[ 0 ].sittag = "tag_driver"; // positions[ 0 ].turret_fire = %zpu_gunner_fire_a; positions[ 0 ].idle = %zpu_gunner_fire_a; return positions; } /*QUAKED script_vehicle_zpu4 (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_zpu_antiair::main( "vehicle_zpu4" ); and these lines in your CSV: include,vehicle_zpu4_zpu_antiair defaultmdl="vehicle_zpu4" default:"vehicletype" "zpu_antiair" */ /*QUAKED script_vehicle_zpu4_low (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_zpu_antiair::main( "vehicle_zpu4_low" ); and these lines in your CSV: include,vehicle_zpu4_low_zpu_antiair defaultmdl="vehicle_zpu4_low" default:"vehicletype" "zpu_antiair" */