215 lines
6.9 KiB
Plaintext
215 lines
6.9 KiB
Plaintext
#include maps\_vehicle;
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#include maps\_vehicle_aianim;
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#using_animtree( "vehicles" );
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main( model, type, turret_type )
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{
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if ( !IsDefined( type ) )
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{
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type = "hummer_minigun";
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}
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build_template( "hummer_minigun", model, type );
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build_localinit( ::init_local );
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build_deathmodel( "vehicle_hummer", "vehicle_hummer_destroyed" );
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build_deathfx( "fire/firelp_med_pm", "TAG_CAB_FIRE", "fire_metal_medium", undefined, undefined, true, 0 );
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build_deathfx( "explosions/vehicle_explosion_hummer_minigun", "tag_deathfx", "car_explode", undefined, undefined, undefined, 0 );
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build_drive( %humvee_50cal_driving_idle_forward, %humvee_50cal_driving_idle_backward, 10 );
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build_treadfx();
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build_life( 999, 500, 1500 );
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build_team( "allies" );
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build_aianims( ::setanims, ::set_vehicle_anims );
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build_unload_groups( ::Unload_Groups );
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build_compassicon( "automobile", false );
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// build_turret( "minigun_hummer", "tag_turret", "weapon_suburban_minigun_no_doors", undefined, undefined, 0.2 );
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if ( !isdefined( turret_type ) )
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turret_type = "minigun_hummer";
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build_turret( turret_type, "tag_turret", "weapon_suburban_minigun_no_doors", undefined, undefined, 0.2, 20, -14 );
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}
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#using_animtree( "vehicles" );
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init_local()
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{
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if ( issubstr( self.vehicletype, "physics" ) )
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{
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anims = [];
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anims[ "idle" ] = %humvee_antennas_idle_movement;
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anims[ "rot_l" ] = %humvee_antenna_L_rotate_360;
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anims[ "rot_r" ] = %humvee_antenna_R_rotate_360;
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thread humvee_antenna_animates( anims );
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//thread maps\_debug::drawTagForever( "tag_antenna" );
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//thread maps\_debug::drawTagForever( "tag_antenna2" );
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}
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self hidepart( "tag_blood" );
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}
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#using_animtree( "generic_human" );
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setanims()
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{
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positions = [];
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for ( i = 0; i < 5; i++ )
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{
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positions[ i ] = spawnstruct();
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}
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positions[ 0 ].sittag = "tag_driver";
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positions[ 1 ].sittag = "tag_passenger";
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positions[ 2 ].sittag = "tag_guy0";
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positions[ 3 ].sittag = "tag_guy1";
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positions[ 4 ].sittag = "tag_passenger";
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positions[ 0 ].bHasGunWhileRiding = false;
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positions[ 0 ].idle = %humvee_idle_frontL;
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positions[ 1 ].idle = %humvee_idle_frontR;
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positions[ 2 ].idle = %humvee_idle_backL;
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positions[ 3 ].idle = %humvee_idle_backR;
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positions[ 0 ].getout = %humvee_driver_climb_out;
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positions[ 1 ].getout = %humvee_passenger_out_R;
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positions[ 2 ].getout = %humvee_passenger_out_L;
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positions[ 3 ].getout = %humvee_passenger_out_R;
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// turret gunner
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positions[ 4 ].getout = %humvee_turret_2_passenger;
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positions[ 4 ].exittag = "tag_guy1";
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positions[ 4 ].getout_secondary = %humvee_passenger_out_R;
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positions[ 4 ].getout_secondary_tag = "tag_guy1";
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positions[ 0 ].getin = %humvee_mount_frontL;
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positions[ 1 ].getin = %roadkill_hummer_mount_frontR;
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positions[ 2 ].getin = %humvee_mount_backL;
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positions[ 3 ].getin = %humvee_mount_backR;
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positions[ 4 ].getin = %humvee_mount_frontR;
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positions[ 4 ].mgturret = 0;// which of the turrets is this guy going to use
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positions[ 4 ].passenger_2_turret_func = ::humvee_turret_guy_gettin_func;
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return positions;
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}
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humvee_turret_guy_gettin_func( vehicle, guy, pos, turret )
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{
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animation = %humvee_passenger_2_turret;
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guy animscripts\hummer_turret\common::guy_goes_directly_to_turret( vehicle, pos, turret, animation );
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}
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#using_animtree( "vehicles" );
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set_vehicle_anims( positions )
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{
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positions[ 0 ].vehicle_getoutanim = %uaz_driver_exit_into_run_door;
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positions[ 1 ].vehicle_getoutanim = %uaz_rear_driver_exit_into_run_door;
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positions[ 2 ].vehicle_getoutanim = %uaz_passenger_exit_into_run_door;
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positions[ 3 ].vehicle_getoutanim = %uaz_passenger2_exit_into_run_door;
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positions[ 0 ].vehicle_getinanim = %humvee_mount_frontL_door;
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positions[ 1 ].vehicle_getinanim = %roadkill_hummer_mount_frontR_door;
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positions[ 2 ].vehicle_getinanim = %humvee_mount_backL_door;
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positions[ 3 ].vehicle_getinanim = %humvee_mount_backR_door;
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positions[ 4 ].vehicle_getinanim = %humvee_mount_frontR_door;
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positions[ 0 ].vehicle_getoutsound = "hummer_door_open";
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positions[ 1 ].vehicle_getoutsound = "hummer_door_open";
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positions[ 2 ].vehicle_getoutsound = "hummer_door_open";
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positions[ 3 ].vehicle_getoutsound = "hummer_door_open";
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positions[ 4 ].vehicle_getoutsound = "hummer_door_open";
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positions[ 0 ].vehicle_getinsound = "hummer_door_close";
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positions[ 1 ].vehicle_getinsound = "hummer_door_close";
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positions[ 2 ].vehicle_getinsound = "hummer_door_close";
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positions[ 3 ].vehicle_getinsound = "hummer_door_close";
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positions[ 4 ].vehicle_getinsound = "hummer_door_close";
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return positions;
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}
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unload_groups()
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{
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unload_groups = [];
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group = "passengers";
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unload_groups[ group ] = [];
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unload_groups[ group ][ unload_groups[ group ].size ] = 1;
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unload_groups[ group ][ unload_groups[ group ].size ] = 2;
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unload_groups[ group ][ unload_groups[ group ].size ] = 3;
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group = "passengers_and_gunner";
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unload_groups[ group ] = [];
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unload_groups[ group ][ unload_groups[ group ].size ] = 1;
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unload_groups[ group ][ unload_groups[ group ].size ] = 2;
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unload_groups[ group ][ unload_groups[ group ].size ] = 3;
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unload_groups[ group ][ unload_groups[ group ].size ] = 4; // turret gunner
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group = "all";
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unload_groups[ group ] = [];
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unload_groups[ group ][ unload_groups[ group ].size ] = 0;
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unload_groups[ group ][ unload_groups[ group ].size ] = 1;
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unload_groups[ group ][ unload_groups[ group ].size ] = 2;
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unload_groups[ group ][ unload_groups[ group ].size ] = 3;
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unload_groups[ group ][ unload_groups[ group ].size ] = 4; // turret gunner
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unload_groups[ "default" ] = unload_groups[ "all" ];
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return unload_groups;
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}
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/*QUAKED script_vehicle_hummer_minigun (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
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put this in your GSC:
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maps\_hummer_minigun::main( "vehicle_hummer" );
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and these lines in your CSV:
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include,vehicle_hummer_minigun
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sound,weapon_minigun,vehicle_standard,all_sp
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sound,vehicle_hummer,vehicle_standard,all_sp
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sound,vehicle_car_exp,vehicle_standard,all_sp
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defaultmdl="vehicle_hummer"
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default:"vehicletype" "hummer_minigun"
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default:"script_team" "allies"
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*/
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/*QUAKED script_vehicle_hummer_minigun_physics (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
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put this in your GSC:
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maps\_hummer_minigun::main( "vehicle_hummer", "hummer_minigun_physics" );
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and these lines in your CSV:
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include,vehicle_hummer_minigun
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sound,weapon_minigun,vehicle_standard,all_sp
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sound,vehicle_hummer,vehicle_standard,all_sp
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sound,vehicle_car_exp,vehicle_standard,all_sp
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defaultmdl="vehicle_hummer"
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default:"vehicletype" "hummer_minigun_physics"
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default:"script_team" "allies"
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*/
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/*QUAKED script_vehicle_hummer_minigun_physics_player (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
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put this in your GSC:
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maps\_hummer_minigun::main( "vehicle_hummer", "hummer_minigun_physics_player", "minigun_hummer_player" );
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and these lines in your CSV:
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include,vehicle_hummer_minigun
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sound,weapon_minigun,vehicle_standard,all_sp
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sound,vehicle_hummer,vehicle_standard,all_sp
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sound,vehicle_car_exp,vehicle_standard,all_sp
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defaultmdl="vehicle_hummer"
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default:"vehicletype" "hummer_minigun_physics_player"
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default:"script_team" "allies"
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*/
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