IW4-Dump-Files/maps/_gauntlet.gsc

65 lines
1.5 KiB
Plaintext

#include maps\_vehicle_aianim;
#include maps\_vehicle;
#using_animtree( "vehicles" );
main( model, type )
{
build_template( "gauntlet", model, type );
build_localinit( ::init_local );
build_deathmodel( "vehicle_sa15_gauntlet", "vehicle_sa15_gauntlet_destroy" );
build_deathfx( "explosions/large_vehicle_explosion", undefined, "exp_armor_vehicle" );
build_treadfx();
build_life( 999, 500, 1500 );
build_team( "axis" );
build_idle( %sa15_turret_scanloop );
build_idle( %sa15_radar_spinloop );
//build_mainturret();
//build_compassicon( "tank" );
//build_frontarmor( .33 );// regens this much of the damage from attacks to the front
//like BTR80 it is destroyed by rockets & semtex but not frags or bullets
build_bulletshield( true );
build_grenadeshield( true );
}
init_local()
{
}
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_gauntlet (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_gauntlet::main( "vehicle_sa15_gauntlet" );
and these lines in your CSV:
include,vehicle_gauntlet_gauntlet
sound,vehicle_gauntlet,vehicle_standard,all_sp
sound,vehicle_armor_exp,vehicle_standard,all_sp
defaultmdl="vehicle_sa15_gauntlet"
default:"vehicletype" "gauntlet"
default:"script_team" "axis"
*/