IW4-Dump-Files/maps/_m1a1.gsc

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#include maps\_vehicle_aianim;
#include maps\_vehicle;
#using_animtree( "vehicles" );
main( model, type )
{
//SNDFILE=vehicle_abrams
build_template( "m1a1", model, type );
build_localinit( ::init_local );
build_deathmodel( "vehicle_m1a1_abrams", "vehicle_m1a1_abrams_dmg" );
build_shoot_shock( "tankblast" );
build_drive( %abrams_movement, %abrams_movement_backwards, 10 );
build_exhaust( "distortion/abrams_exhaust" );
build_deckdust( "dust/abrams_desk_dust" );
build_deathfx( "explosions/large_vehicle_explosion", undefined, "exp_armor_vehicle" );
build_turret( "m1a1_coaxial_mg", "tag_coax_mg", "vehicle_m1a1_abrams_PKT_Coaxial_MG" );
build_treadfx();
build_life( 999, 500, 1500 );
build_rumble( "tank_rumble", 0.15, 4.5, 900, 1, 1 );
build_team( "allies" );
build_mainturret();
build_compassicon( "tank" );
build_aianims( ::setanims, ::set_vehicle_anims );
build_frontarmor( .33 );// regens this much of the damage from attacks to the front
}
init_local()
{
}
set_vehicle_anims( positions )
{
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_m1a1_abrams (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_m1a1::main( "vehicle_m1a1_abrams" );
and these lines in your CSV:
include,vehicle_m1a1_abrams_m1a1
sound,vehicle_abrams,vehicle_standard,all_sp
defaultmdl="vehicle_m1a1_abrams"
default:"vehicletype" "m1a1"
default:"script_team" "allies"
*/
/*QUAKED script_vehicle_m1a1_abrams_player (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_m1a1_player::main( "vehicle_m1a1_abrams" );
and these lines in your CSV:
include,vehicle_m1a1_abrams_m1a1_player
sound,vehicle_abrams,vehicle_standard,all_sp
defaultmdl="vehicle_m1a1_abrams"
default:"vehicletype" "m1a1_player"
default:"script_team" "allies"
*/