IW4-Dump-Files/maps/_mi17_noai.gsc

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#include maps\_vehicle_aianim;
#include maps\_vehicle;
#using_animtree( "vehicles" );
main( model, type, no_death )
{
//SNDFILE=vehicle_mi17
build_template( "mi17_noai", model, type );
build_localinit( ::init_local );
build_deathmodel( "vehicle_mi17_woodland" ); // RADNAME = _noai
build_deathmodel( "vehicle_mi17_woodland_fly" );// RADNAME = _noai
build_deathmodel( "vehicle_mi17_woodland_fly_cheap" );// RADNAME = _noai
if ( !isdefined( no_death ) )
{
mi17_death_fx = [];
mi17_death_fx[ "vehicle_mi17_woodland" ] = "explosions/helicopter_explosion_mi17_woodland";
mi17_death_fx[ "vehicle_mi17_woodland_fly" ] = "explosions/helicopter_explosion_mi17_woodland_low";
mi17_death_fx[ "vehicle_mi17_woodland_fly_cheap" ] = "explosions/helicopter_explosion_mi17_woodland_low";
mi17_death_fx[ "vehicle_mi-28_flying" ] = "explosions/helicopter_explosion_mi17_woodland_low";
build_deathfx( "fire/fire_smoke_trail_L", "tag_engine_right", "mi17_helicopter_dying_loop", true, 0.05, true, 0.5, true );
build_deathfx( "explosions/aerial_explosion", "tag_engine_right", "mi17_helicopter_secondary_exp", undefined, undefined, undefined, 2.5, true );
build_deathfx( "explosions/aerial_explosion", "tag_deathfx", "mi17_helicopter_secondary_exp", undefined, undefined, undefined, 4.0 );
build_deathfx( mi17_death_fx[ model ], undefined, "mi17_helicopter_crash", undefined, undefined, undefined, - 1, undefined, "stop_crash_loop_sound" );
}
else
{
assertex( no_death, "No_death must be undefined or true" );
}
build_drive( %mi17_heli_rotors, undefined, 0 );
build_deathfx( "explosions/grenadeexp_default", "tag_engine_left", "mi17_helicopter_hit", undefined, undefined, undefined, 0.2, true );
build_deathfx( "explosions/grenadeexp_default", "tag_engine_right", "mi17_helicopter_hit", undefined, undefined, undefined, 0.5, true );
build_treadfx();
build_life( 999, 500, 1500 );
build_rumble( "tank_rumble", 0.15, 4.5, 600, 1, 1 );
build_team( "axis" );
randomStartDelay = randomfloatrange( 0, 1 );
build_light( model, "cockpit_blue_cargo01", "tag_light_cargo01", "misc/aircraft_light_cockpit_red", "interior", 0.0 );
build_light( model, "cockpit_blue_cockpit01", "tag_light_cockpit01", "misc/aircraft_light_cockpit_blue", "interior", 0.1 );
build_light( model, "white_blink", "tag_light_belly", "misc/aircraft_light_white_blink", "running", randomStartDelay );
build_light( model, "white_blink_tail", "tag_light_tail", "misc/aircraft_light_red_blink", "running", randomStartDelay );
build_light( model, "wingtip_green", "tag_light_L_wing", "misc/aircraft_light_wingtip_green", "running", randomStartDelay );
build_light( model, "wingtip_red", "tag_light_R_wing", "misc/aircraft_light_wingtip_red", "running", randomStartDelay );
}
init_local()
{
// self.originheightoffset = 116; //TODO-FIXME: this is ugly. Derive from distance between tag_origin and tag_base or whatever that tag was.
self.originheightoffset = distance( self gettagorigin( "tag_origin" ), self gettagorigin( "tag_ground" ) );// TODO - FIXME: this is ugly. Derive from distance between tag_origin and tag_base or whatever that tag was.
self.fastropeoffset = 710;// TODO - FIXME: this is ugly. If only there were a getanimendorigin() command
self.script_badplace = false;// All helicopters dont need to create bad places
maps\_vehicle::lights_on( "running" );
maps\_vehicle::lights_on( "interior" );
}
/*QUAKED script_vehicle_mi17_woodland_noai (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_mi17_noai::main( "vehicle_mi17_woodland" );
and these lines in your CSV:
include,vehicle_mi17_woodland_mi17_noai
sound,vehicle_mi17,vehicle_standard,all_sp
defaultmdl="vehicle_mi17_woodland"
default:"vehicletype" "mi17_noai"
default:"script_team" "axis"
*/
/*QUAKED script_vehicle_mi17_woodland_fly_noai (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_mi17_noai::main( "vehicle_mi17_woodland_fly" );
and these lines in your CSV:
include,vehicle_mi17_woodland_fly_mi17_noai
sound,vehicle_mi17,vehicle_standard,all_sp
defaultmdl="vehicle_mi17_woodland_fly"
default:"vehicletype" "mi17_noai"
default:"script_team" "axis"
*/
/*QUAKED script_vehicle_mi17_woodland_fly_cheap_noai (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_mi17_noai::main( "vehicle_mi17_woodland_fly_cheap" );
and these lines in your CSV:
include,vehicle_mi17_woodland_fly_cheap_mi17_noai
sound,vehicle_mi17,vehicle_standard,all_sp
defaultmdl="vehicle_mi17_woodland_fly_cheap"
default:"vehicletype" "mi17_noai"
default:"script_team" "axis"
*/