IW4-Dump-Files/maps/_c130.gsc

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#include maps\_utility;
#include common_scripts\utility;
#include maps\_vehicle_aianim;
#include maps\_vehicle;
#using_animtree( "vehicles" );
/*QUAKED script_vehicle_c130 (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_c130::main( "vehicle_ac130_low" );
and these lines in your CSV:
include,vehicle_c130
defaultmdl="vehicle_ac130_low"
default:"vehicletype" "c130"
default:"script_team" "allies"
*/
main( model, type )
{
build_template( "c130", model, type );
build_localinit( ::init_local );
build_deathmodel( "vehicle_ac130_low" );
build_deathfx( "explosions/large_vehicle_explosion", undefined, "explo_metal_rand" );
build_life( 999, 500, 1500 );
build_team( "allies" );
build_mainturret();
build_light( model, "wingtip_green", "tag_light_L_wing", "misc/aircraft_light_wingtip_green", "running", 0.0 );
build_light( model, "wingtip_red", "tag_light_R_wing", "misc/aircraft_light_wingtip_red", "running", 0.05 );
build_light( model, "tail_red", "tag_light_tail", "misc/aircraft_light_white_blink", "running", 0.05);
build_light( model, "white_blink", "tag_light_belly", "misc/aircraft_light_red_blink", "running", 1.0 );
}
init_local()
{
maps\_vehicle::lights_on( "running" );
self hidepart( "tag_25mm" );
self hidepart( "tag_40mm" );
self hidepart( "tag_105mm" );
}
#using_animtree( "vehicles" );
set_vehicle_anims( positions )
{
return positions;
}
#using_animtree( "generic_human" );
setanims()
{
positions = [];
for ( i = 0;i < 1;i++ )
positions[ i ] = spawnstruct();
return positions;
}