217 lines
9.1 KiB
Plaintext
217 lines
9.1 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 )
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{
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//SNDFILE=vehicle_bm21
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build_template( "bm21_drivable", model, type );
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build_localinit( ::init_local );
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// build_deathmodel( "vehicle_bm21_mobile", "vehicle_bm21_mobile_dstry" );// RADNAME = _troops
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// build_deathmodel( "vehicle_bm21_mobile_cover", "vehicle_bm21_mobile_cover_dstry" );// RADNAME = _troops
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build_deathmodel( "vehicle_bm21_mobile_bed", "vehicle_bm21_mobile_bed_dstry" );// RADNAME = _troops
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// build_deathmodel( "vehicle_bm21_mobile_cover_no_bench", "vehicle_bm21_mobile_cover_dstry" );// RADNAME = _troops
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//build_deathfx( "explosions/large_vehicle_explosion", undefined, "explo_metal_rand" );
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// build_deathfx( effect, tag, sound, bEffectLooping, delay, bSoundlooping, waitDelay, stayontag, notifyString )
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build_deathfx( "explosions/large_vehicle_explosion", undefined, "car_explode", undefined, undefined, undefined, 0 );
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build_deathfx( "fire/firelp_med_pm", "tag_fx_tire_right_r", undefined, undefined, undefined, true, 0 );
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build_deathfx( "fire/firelp_med_pm", "tag_fx_cab", "fire_metal_medium", undefined, undefined, true, 0 );
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build_deathfx( "explosions/small_vehicle_explosion", "tag_fx_tank", "explo_metal_rand", undefined, undefined, undefined, 2 );
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build_deathquake( 1, 1.6, 500 );
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build_life( 999, 500, 1500 );
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build_team( "axis" );
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build_treadfx();
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build_bulletshield( true );
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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_light( model, "headlight_truck_left", "tag_headlight_left", "misc/lighthaze", "headlights" );
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build_light( model, "headlight_truck_right", "tag_headlight_right", "misc/lighthaze", "headlights" );
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build_light( model, "headlight_truck_left2", "tag_headlight_left", "misc/car_headlight_bm21", "headlights" );
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build_light( model, "headlight_truck_right2", "tag_headlight_right", "misc/car_headlight_bm21", "headlights" );
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build_light( model, "parkinglight_truck_left_f", "tag_parkinglight_left_f", "misc/car_parkinglight_bm21", "headlights" );
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build_light( model, "parkinglight_truck_right_f", "tag_parkinglight_right_f", "misc/car_parkinglight_bm21", "headlights" );
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build_light( model, "taillight_truck_right", "tag_taillight_right", "misc/car_taillight_bm21", "headlights" );
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build_light( model, "taillight_truck_left", "tag_taillight_left", "misc/car_taillight_bm21", "headlights" );
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build_light( model, "brakelight_troops_right", "tag_taillight_right", "misc/car_taillight_bm21", "brakelights" );
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build_light( model, "brakelight_troops_left", "tag_taillight_left", "misc/car_taillight_bm21", "brakelights" );
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build_drive( %bm21_driving_idle_forward, %bm21_driving_idle_backward, 10 );
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}
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init_local()
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{
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// maps\_vehicle::lights_on( "headlights" );
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// maps\_vehicle::lights_on( "brakelights" );
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}
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set_vehicle_anims( positions )
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{
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positions[ 0 ].vehicle_getoutanim = %bm21_driver_climbout_door;
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positions[ 1 ].vehicle_getoutanim = %bm21_passenger_climbout_door;
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positions[ 2 ].vehicle_getoutanim = %bm21_guy_climbout_truckdoor;
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positions[ 3 ].vehicle_getoutanim = %bm21_guy_climbout_truckdoor;
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positions[ 4 ].vehicle_getoutanim = %bm21_guy_climbout_truckdoor;
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positions[ 5 ].vehicle_getoutanim = %bm21_guy_climbout_truckdoor;
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positions[ 6 ].vehicle_getoutanim = %bm21_guy_climbout_truckdoor;
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positions[ 7 ].vehicle_getoutanim = %bm21_guy_climbout_truckdoor;
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positions[ 8 ].vehicle_getoutanim = %bm21_guy_climbout_truckdoor;
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positions[ 9 ].vehicle_getoutanim = %bm21_guy_climbout_truckdoor;
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positions[ 0 ].vehicle_getoutsoundtag = "left_door";
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positions[ 1 ].vehicle_getoutsoundtag = "right_door";
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positions[ 2 ].vehicle_getoutsoundtag = "back_board";
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positions[ 3 ].vehicle_getoutsoundtag = "back_board";
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positions[ 4 ].vehicle_getoutsoundtag = "back_board";
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positions[ 5 ].vehicle_getoutsoundtag = "back_board";
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positions[ 6 ].vehicle_getoutsoundtag = "back_board";
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positions[ 7 ].vehicle_getoutsoundtag = "back_board";
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positions[ 8 ].vehicle_getoutsoundtag = "back_board";
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positions[ 9 ].vehicle_getoutsoundtag = "back_board";
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// positions[ 3 ].vehicle_getoutanim = %bm21_guy_climbout_truckdoor;
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// positions[ 4 ].vehicle_getoutanim = %bm21_guy_climbout_truckdoor;
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// positions[ 5 ].vehicle_getoutanim = %bm21_guy_climbout_truckdoor;
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// positions[ 6 ].vehicle_getoutanim = %bm21_guy_climbout_truckdoor;
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// positions[ 7 ].vehicle_getoutanim = %bm21_guy_climbout_truckdoor;
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// positions[ 8 ].vehicle_getoutanim = %bm21_guy_climbout_truckdoor;
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// positions[ 9 ].vehicle_getoutanim = %bm21_guy_climbout_truckdoor;
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positions[ 0 ].vehicle_getoutanim_clear = true;
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positions[ 1 ].vehicle_getoutanim_clear = true;
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positions[ 2 ].vehicle_getoutanim_clear = false;
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positions[ 3 ].vehicle_getoutanim_clear = false;
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positions[ 4 ].vehicle_getoutanim_clear = false;
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positions[ 5 ].vehicle_getoutanim_clear = false;
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positions[ 6 ].vehicle_getoutanim_clear = false;
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positions[ 7 ].vehicle_getoutanim_clear = false;
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positions[ 8 ].vehicle_getoutanim_clear = false;
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positions[ 9 ].vehicle_getoutanim_clear = false;
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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 < 10;i++ )
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positions[ i ] = spawnstruct();
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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_detach";// RR
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positions[ 3 ].sittag = "tag_detach";// RR
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positions[ 4 ].sittag = "tag_detach";// RR
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positions[ 5 ].sittag = "tag_detach";// RR
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positions[ 6 ].sittag = "tag_detach";// RL
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positions[ 7 ].sittag = "tag_detach";// RL
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positions[ 8 ].sittag = "tag_detach";// RL
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positions[ 9 ].sittag = "tag_detach";// RL
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positions[ 0 ].idle = %bm21_driver_idle;
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positions[ 1 ].idle = %bm21_passenger_idle;
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positions[ 2 ].idle = %bm21_guy1_idle;
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positions[ 3 ].idle = %bm21_guy2_idle;
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positions[ 4 ].idle = %bm21_guy3_idle;
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positions[ 5 ].idle = %bm21_guy4_idle;
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positions[ 6 ].idle = %bm21_guy5_idle;
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positions[ 7 ].idle = %bm21_guy6_idle;
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positions[ 8 ].idle = %bm21_guy7_idle;
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positions[ 9 ].idle = %bm21_guy8_idle;
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positions[ 0 ].getout = %bm21_driver_climbout;
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positions[ 1 ].getout = %bm21_passenger_climbout;
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positions[ 2 ].getout = %bm21_guy1_climbout;
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positions[ 3 ].getout = %bm21_guy2_climbout;
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positions[ 4 ].getout = %bm21_guy3_climbout;
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positions[ 5 ].getout = %bm21_guy4_climbout;
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positions[ 6 ].getout = %bm21_guy5_climbout;
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positions[ 7 ].getout = %bm21_guy6_climbout;
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positions[ 8 ].getout = %bm21_guy7_climbout;
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positions[ 9 ].getout = %bm21_guy8_climbout;
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positions[ 2 ].getout_secondary = %bm21_guy_climbout_landing;
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positions[ 3 ].getout_secondary = %bm21_guy_climbout_landing;
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positions[ 4 ].getout_secondary = %bm21_guy_climbout_landing;
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positions[ 6 ].getout_secondary = %bm21_guy_climbout_landing;
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positions[ 7 ].getout_secondary = %bm21_guy_climbout_landing;
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positions[ 8 ].getout_secondary = %bm21_guy_climbout_landing;
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positions[ 2 ].explosion_death = %death_explosion_up10;
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positions[ 3 ].explosion_death = %death_explosion_up10;
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positions[ 4 ].explosion_death = %death_explosion_up10;
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positions[ 5 ].explosion_death = %death_explosion_up10;
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positions[ 6 ].explosion_death = %death_explosion_up10;
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positions[ 7 ].explosion_death = %death_explosion_up10;
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positions[ 8 ].explosion_death = %death_explosion_up10;
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positions[ 9 ].explosion_death = %death_explosion_up10;
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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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unload_groups[ "passengers" ] = [];
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unload_groups[ "all" ] = [];
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group = "passengers";
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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;
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unload_groups[ group ][ unload_groups[ group ].size ] = 5;
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unload_groups[ group ][ unload_groups[ group ].size ] = 6;
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unload_groups[ group ][ unload_groups[ group ].size ] = 7;
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unload_groups[ group ][ unload_groups[ group ].size ] = 8;
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unload_groups[ group ][ unload_groups[ group ].size ] = 9;
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group = "all";
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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;
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unload_groups[ group ][ unload_groups[ group ].size ] = 5;
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unload_groups[ group ][ unload_groups[ group ].size ] = 6;
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unload_groups[ group ][ unload_groups[ group ].size ] = 7;
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unload_groups[ group ][ unload_groups[ group ].size ] = 8;
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unload_groups[ group ][ unload_groups[ group ].size ] = 9;
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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_bm21_drivable (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\_bm21_drivable::main( "vehicle_bm21_mobile_bed" );
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and these lines in your CSV:
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include,vehicle_bm21_drivable
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sound,vehicle_bm21,vehicle_standard,all_sp
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defaultmdl="vehicle_bm21_mobile_bed"
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default:"vehicletype" "bm21_drivable"
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default:"script_team" "axis"
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*/
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