IW4-Dump-Files/maps/_bm21_troops.gsc

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#include maps\_vehicle;
#include maps\_vehicle_aianim;
#using_animtree( "vehicles" );
main( model, type )
{
//SNDFILE=vehicle_bm21
build_template( "bm21_troops", model, type );
build_localinit( ::init_local );
build_deathmodel( "vehicle_bm21_mobile_cover_snow", "vehicle_bm21_mobile_cover_dstry" );// RADNAME = _troops
build_deathmodel( "vehicle_bm21_mobile", "vehicle_bm21_mobile_dstry" );// RADNAME = _troops
build_deathmodel( "vehicle_bm21_mobile_cover", "vehicle_bm21_mobile_cover_dstry" );// RADNAME = _troops
build_deathmodel( "vehicle_bm21_mobile_bed", "vehicle_bm21_mobile_bed_dstry" );// RADNAME = _troops
build_deathmodel( "vehicle_bm21_mobile_cover_no_bench", "vehicle_bm21_mobile_cover_dstry" );// RADNAME = _troops
//build_deathfx( "explosions/large_vehicle_explosion", undefined, "explo_metal_rand" );
// build_deathfx( effect, tag, sound, bEffectLooping, delay, bSoundlooping, waitDelay, stayontag, notifyString )
build_deathfx( "explosions/large_vehicle_explosion", undefined, "car_explode", undefined, undefined, undefined, 0 );
build_deathfx( "fire/firelp_med_pm", "tag_fx_tire_right_r", undefined, undefined, undefined, true, 0 );
build_deathfx( "fire/firelp_med_pm", "tag_fx_cab", "fire_metal_medium", undefined, undefined, true, 0 );
build_deathfx( "explosions/small_vehicle_explosion", "tag_fx_tank", "explo_metal_rand", undefined, undefined, undefined, 2 );
build_deathquake( 1, 1.6, 500 );
build_life( 399 );
build_team( "axis" );
build_treadfx();
build_bulletshield( true );
build_aianims( ::setanims, ::set_vehicle_anims );
build_unload_groups( ::Unload_Groups );
build_compassicon( "automobile", false );
build_light( model, "headlight_truck_left", "tag_headlight_left", "misc/lighthaze", "headlights" );
build_light( model, "headlight_truck_right", "tag_headlight_right", "misc/lighthaze", "headlights" );
build_light( model, "headlight_truck_left2", "tag_headlight_left", "misc/car_headlight_bm21", "headlights" );
build_light( model, "headlight_truck_right2", "tag_headlight_right", "misc/car_headlight_bm21", "headlights" );
build_light( model, "parkinglight_truck_left_f", "tag_parkinglight_left_f", "misc/car_parkinglight_bm21", "headlights" );
build_light( model, "parkinglight_truck_right_f", "tag_parkinglight_right_f", "misc/car_parkinglight_bm21", "headlights" );
build_light( model, "taillight_truck_right", "tag_taillight_right", "misc/car_taillight_bm21", "headlights" );
build_light( model, "taillight_truck_left", "tag_taillight_left", "misc/car_taillight_bm21", "headlights" );
build_light( model, "brakelight_troops_right", "tag_taillight_right", "misc/car_taillight_bm21", "brakelights" );
build_light( model, "brakelight_troops_left", "tag_taillight_left", "misc/car_taillight_bm21", "brakelights" );
build_drive( %bm21_driving_idle_forward, %bm21_driving_idle_backward, 10 );
}
init_local()
{
// maps\_vehicle::lights_on( "headlights" );
// maps\_vehicle::lights_on( "brakelights" );
}
set_vehicle_anims( positions )
{
positions[ 0 ].vehicle_getoutanim = %bm21_driver_climbout_door;
positions[ 1 ].vehicle_getoutanim = %bm21_passenger_climbout_door;
positions[ 2 ].vehicle_getoutanim = %bm21_guy_climbout_truckdoor;
positions[ 3 ].vehicle_getoutanim = %bm21_guy_climbout_truckdoor;
positions[ 4 ].vehicle_getoutanim = %bm21_guy_climbout_truckdoor;
positions[ 5 ].vehicle_getoutanim = %bm21_guy_climbout_truckdoor;
positions[ 6 ].vehicle_getoutanim = %bm21_guy_climbout_truckdoor;
positions[ 7 ].vehicle_getoutanim = %bm21_guy_climbout_truckdoor;
positions[ 8 ].vehicle_getoutanim = %bm21_guy_climbout_truckdoor;
positions[ 9 ].vehicle_getoutanim = %bm21_guy_climbout_truckdoor;
positions[ 0 ].vehicle_getoutsoundtag = "left_door";
positions[ 1 ].vehicle_getoutsoundtag = "right_door";
positions[ 2 ].vehicle_getoutsoundtag = "back_board";
positions[ 3 ].vehicle_getoutsoundtag = "back_board";
positions[ 4 ].vehicle_getoutsoundtag = "back_board";
positions[ 5 ].vehicle_getoutsoundtag = "back_board";
positions[ 6 ].vehicle_getoutsoundtag = "back_board";
positions[ 7 ].vehicle_getoutsoundtag = "back_board";
positions[ 8 ].vehicle_getoutsoundtag = "back_board";
positions[ 9 ].vehicle_getoutsoundtag = "back_board";
// positions[ 3 ].vehicle_getoutanim = %bm21_guy_climbout_truckdoor;
// positions[ 4 ].vehicle_getoutanim = %bm21_guy_climbout_truckdoor;
// positions[ 5 ].vehicle_getoutanim = %bm21_guy_climbout_truckdoor;
// positions[ 6 ].vehicle_getoutanim = %bm21_guy_climbout_truckdoor;
// positions[ 7 ].vehicle_getoutanim = %bm21_guy_climbout_truckdoor;
// positions[ 8 ].vehicle_getoutanim = %bm21_guy_climbout_truckdoor;
// positions[ 9 ].vehicle_getoutanim = %bm21_guy_climbout_truckdoor;
positions[ 0 ].vehicle_getoutanim_clear = true;
positions[ 1 ].vehicle_getoutanim_clear = true;
positions[ 2 ].vehicle_getoutanim_clear = false;
positions[ 3 ].vehicle_getoutanim_clear = false;
positions[ 4 ].vehicle_getoutanim_clear = false;
positions[ 5 ].vehicle_getoutanim_clear = false;
positions[ 6 ].vehicle_getoutanim_clear = false;
positions[ 7 ].vehicle_getoutanim_clear = false;
positions[ 8 ].vehicle_getoutanim_clear = false;
positions[ 9 ].vehicle_getoutanim_clear = false;
return positions;
}
#using_animtree( "generic_human" );
setanims()
{
positions = [];
for ( i = 0;i < 10;i++ )
positions[ i ] = spawnstruct();
positions[ 0 ].sittag = "tag_driver";
positions[ 1 ].sittag = "tag_passenger";
positions[ 2 ].sittag = "tag_detach";// RR
positions[ 3 ].sittag = "tag_detach";// RR
positions[ 4 ].sittag = "tag_detach";// RR
positions[ 5 ].sittag = "tag_detach";// RR
positions[ 6 ].sittag = "tag_detach";// RL
positions[ 7 ].sittag = "tag_detach";// RL
positions[ 8 ].sittag = "tag_detach";// RL
positions[ 9 ].sittag = "tag_detach";// RL
positions[ 0 ].idle = %bm21_driver_idle;
positions[ 1 ].idle = %bm21_passenger_idle;
positions[ 2 ].idle = %bm21_guy1_idle;
positions[ 3 ].idle = %bm21_guy2_idle;
positions[ 4 ].idle = %bm21_guy3_idle;
positions[ 5 ].idle = %bm21_guy4_idle;
positions[ 6 ].idle = %bm21_guy5_idle;
positions[ 7 ].idle = %bm21_guy6_idle;
positions[ 8 ].idle = %bm21_guy7_idle;
positions[ 9 ].idle = %bm21_guy8_idle;
positions[ 0 ].getout = %bm21_driver_climbout;
positions[ 1 ].getout = %bm21_passenger_climbout;
positions[ 2 ].getout = %bm21_guy1_climbout;
positions[ 3 ].getout = %bm21_guy2_climbout;
positions[ 4 ].getout = %bm21_guy3_climbout;
positions[ 5 ].getout = %bm21_guy4_climbout;
positions[ 6 ].getout = %bm21_guy5_climbout;
positions[ 7 ].getout = %bm21_guy6_climbout;
positions[ 8 ].getout = %bm21_guy7_climbout;
positions[ 9 ].getout = %bm21_guy8_climbout;
positions[ 2 ].getout_secondary = %bm21_guy_climbout_landing;
positions[ 3 ].getout_secondary = %bm21_guy_climbout_landing;
positions[ 4 ].getout_secondary = %bm21_guy_climbout_landing;
positions[ 6 ].getout_secondary = %bm21_guy_climbout_landing;
positions[ 7 ].getout_secondary = %bm21_guy_climbout_landing;
positions[ 8 ].getout_secondary = %bm21_guy_climbout_landing;
positions[ 2 ].explosion_death = %death_explosion_up10;
positions[ 3 ].explosion_death = %death_explosion_up10;
positions[ 4 ].explosion_death = %death_explosion_up10;
positions[ 5 ].explosion_death = %death_explosion_up10;
positions[ 6 ].explosion_death = %death_explosion_up10;
positions[ 7 ].explosion_death = %death_explosion_up10;
positions[ 8 ].explosion_death = %death_explosion_up10;
positions[ 9 ].explosion_death = %death_explosion_up10;
return positions;
}
unload_groups()
{
unload_groups = [];
unload_groups[ "passengers" ] = [];
unload_groups[ "all" ] = [];
group = "passengers";
unload_groups[ group ][ unload_groups[ group ].size ] = 1;
unload_groups[ group ][ unload_groups[ group ].size ] = 2;
unload_groups[ group ][ unload_groups[ group ].size ] = 3;
unload_groups[ group ][ unload_groups[ group ].size ] = 4;
unload_groups[ group ][ unload_groups[ group ].size ] = 5;
unload_groups[ group ][ unload_groups[ group ].size ] = 6;
unload_groups[ group ][ unload_groups[ group ].size ] = 7;
unload_groups[ group ][ unload_groups[ group ].size ] = 8;
unload_groups[ group ][ unload_groups[ group ].size ] = 9;
group = "all";
unload_groups[ group ][ unload_groups[ group ].size ] = 0;
unload_groups[ group ][ unload_groups[ group ].size ] = 1;
unload_groups[ group ][ unload_groups[ group ].size ] = 2;
unload_groups[ group ][ unload_groups[ group ].size ] = 3;
unload_groups[ group ][ unload_groups[ group ].size ] = 4;
unload_groups[ group ][ unload_groups[ group ].size ] = 5;
unload_groups[ group ][ unload_groups[ group ].size ] = 6;
unload_groups[ group ][ unload_groups[ group ].size ] = 7;
unload_groups[ group ][ unload_groups[ group ].size ] = 8;
unload_groups[ group ][ unload_groups[ group ].size ] = 9;
unload_groups[ "default" ] = unload_groups[ "all" ];
return unload_groups;
}
/*QUAKED script_vehicle_bm21_mobile_troops (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_bm21_troops::main( "vehicle_bm21_mobile" );
and these lines in your CSV:
include,vehicle_bm21_mobile_bm21_troops
sound,vehicle_bm21,vehicle_standard,all_sp
defaultmdl="vehicle_bm21_mobile"
default:"vehicletype" "bm21_troops"
default:"script_team" "axis"
*/
/*QUAKED script_vehicle_bm21_mobile_bed_troops (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_bm21_troops::main( "vehicle_bm21_mobile_bed" );
and these lines in your CSV:
include,vehicle_bm21_mobile_bed_bm21_troops
sound,vehicle_bm21,vehicle_standard,all_sp
defaultmdl="vehicle_bm21_mobile_bed"
default:"vehicletype" "bm21_troops"
default:"script_team" "axis"
*/
/*QUAKED script_vehicle_bm21_mobile_cover_troops_snow (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_bm21_troops::main( "vehicle_bm21_mobile_cover_snow" );
and these lines in your CSV:
include,vehicle_bm21_mobile_cover_bm21_troops_snow
sound,vehicle_bm21,vehicle_standard,all_sp
defaultmdl="vehicle_bm21_mobile_cover_snow"
default:"vehicletype" "bm21_troops"
default:"script_team" "axis"
*/
/*QUAKED script_vehicle_bm21_mobile_cover_troops (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_bm21_troops::main( "vehicle_bm21_mobile_cover" );
and these lines in your CSV:
include,vehicle_bm21_mobile_cover_bm21_troops
sound,vehicle_bm21,vehicle_standard,all_sp
defaultmdl="vehicle_bm21_mobile_cover"
default:"vehicletype" "bm21_troops"
default:"script_team" "axis"
*/
/*QUAKED script_vehicle_bm21_mobile_cover_no_bench_troops (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_bm21_troops::main( "vehicle_bm21_mobile_cover_no_bench" );
and these lines in your CSV:
include,vehicle_bm21_mobile_cover_no_bench_bm21_troops
sound,vehicle_bm21,vehicle_standard,all_sp
defaultmdl="vehicle_bm21_mobile_cover_no_bench"
default:"vehicletype" "bm21_troops"
default:"script_team" "axis"
*/