80 lines
1.9 KiB
Plaintext
80 lines
1.9 KiB
Plaintext
#include maps\_vehicle_aianim;
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#include maps\_vehicle;
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#using_animtree( "vehicles" );
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main( model, type )
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{
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//SNDFILE=vehicle_abrams
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build_template( "m1a1", model, type );
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build_localinit( ::init_local );
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build_deathmodel( "vehicle_m1a1_abrams", "vehicle_m1a1_abrams_dmg" );
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build_shoot_shock( "tankblast" );
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build_drive( %abrams_movement, %abrams_movement_backwards, 10 );
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build_exhaust( "distortion/abrams_exhaust" );
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build_deckdust( "dust/abrams_desk_dust" );
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build_deathfx( "explosions/large_vehicle_explosion", undefined, "exp_armor_vehicle" );
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build_turret( "m1a1_coaxial_mg", "tag_coax_mg", "vehicle_m1a1_abrams_PKT_Coaxial_MG" );
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build_treadfx();
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build_life( 999, 500, 1500 );
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build_rumble( "tank_rumble", 0.15, 4.5, 900, 1, 1 );
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build_team( "allies" );
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build_mainturret();
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build_compassicon( "tank" );
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build_aianims( ::setanims, ::set_vehicle_anims );
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build_frontarmor( .33 );// regens this much of the damage from attacks to the front
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}
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init_local()
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{
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}
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set_vehicle_anims( positions )
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{
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return positions;
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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 < 11;i++ )
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positions[ i ] = spawnstruct();
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positions[ 0 ].getout_delete = true;
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return positions;
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}
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/*QUAKED script_vehicle_m1a1_abrams (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\_m1a1::main( "vehicle_m1a1_abrams" );
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and these lines in your CSV:
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include,vehicle_m1a1_abrams_m1a1
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sound,vehicle_abrams,vehicle_standard,all_sp
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defaultmdl="vehicle_m1a1_abrams"
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default:"vehicletype" "m1a1"
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default:"script_team" "allies"
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*/
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/*QUAKED script_vehicle_m1a1_abrams_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\_m1a1_player::main( "vehicle_m1a1_abrams" );
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and these lines in your CSV:
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include,vehicle_m1a1_abrams_m1a1_player
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sound,vehicle_abrams,vehicle_standard,all_sp
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defaultmdl="vehicle_m1a1_abrams"
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default:"vehicletype" "m1a1_player"
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default:"script_team" "allies"
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*/ |