IW4-Dump-Files/maps/_uaz.gsc

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#include maps\_vehicle_aianim;
#include maps\_vehicle;
#using_animtree( "vehicles" );
main( model, type, no_death )
{
build_template( "uaz", model, type );
build_localinit( ::init_local );
// build_destructible( "vehicle_uaz_hardtop_destructible_mp", "vehicle_uaz_hardtop" );
// build_destructible( "vehicle_uaz_light_destructible_mp", "vehicle_uaz_light" );
// build_destructible( "vehicle_uaz_open_destructible_mp", "vehicle_uaz_open" );
// build_destructible( "vehicle_uaz_fabric_destructible_mp", "vehicle_uaz_fabric" );
build_destructible( "vehicle_uaz_winter_destructible", "vehicle_uaz_winter" );
build_destructible( "vehicle_uaz_open_destructible", "vehicle_uaz_open" );
build_bulletshield( false );//no bullet shield for cliffhanger -z
if ( !isdefined( no_death ) )
{
build_deathmodel( "vehicle_uaz_light", "vehicle_uaz_light_dsr" );
build_deathmodel( "vehicle_uaz_winter", "vehicle_uaz_winter_destroy" );
build_deathmodel( "vehicle_uaz_fabric", "vehicle_uaz_fabric_dsr" );
build_deathmodel( "vehicle_uaz_hardtop", "vehicle_uaz_hardtop_dsr" );
build_deathmodel( "vehicle_uaz_open", "vehicle_uaz_open_dsr" );
build_deathmodel( "vehicle_uaz_hardtop_thermal", "vehicle_uaz_hardtop_thermal" );
build_deathmodel( "vehicle_uaz_open_for_ride" );
build_deathfx( "explosions/small_vehicle_explosion", undefined, "explo_metal_rand" );
}
build_radiusdamage( ( 0, 0, 32 ), 300, 200, 100, false );
build_drive( %uaz_driving_idle_forward, %uaz_driving_idle_backward, 10 );
build_deathquake( 1, 1.6, 500 );
build_treadfx();
build_life( 2500, 2400, 2600 );
//explosives are x15
build_team( "axis" );
build_aianims( ::setanims, ::set_vehicle_anims );
build_compassicon( "uaz", false );
}
init_local()
{
self.clear_anims_on_death = true;// hackery workaround for strange anim differences in the variety of uaz models. clears driving and possibly door openning animations upon death.
if( !isdefined( self.script_allow_rider_deaths ) )
self.script_allow_rider_deaths = false; // this added at the end of the project some people wanted deathanims and some scripts assumed death would never happen.
}
set_vehicle_anims( positions )
{
//
//tag_driver
//tag_passenger
//tag_guy0(behind driver)
//tag_guy1(behind passenger)
//positions[ 0 ].sittag = "tag_driver";
//positions[ 1 ].sittag = "tag_passenger";
//positions[ 2 ].sittag = "tag_guy0"; //driver_side_rear
//positions[ 3 ].sittag = "tag_guy1"; //passenger_side_rear
//positions[ 4 ].sittag = "tag_guy2"; //driver_far_rear
//positions[ 5 ].sittag = "tag_guy3"; //passenger_side_far_rear
positions[ 0 ].vehicle_getoutanim = %uaz_driver_exit_into_stand_door;
positions[ 1 ].vehicle_getoutanim = %uaz_passenger_exit_into_stand_door;
positions[ 2 ].vehicle_getoutanim = %uaz_rear_driver_exit_into_stand_door;
positions[ 3 ].vehicle_getoutanim = %uaz_passenger2_exit_into_stand_door;
positions[ 0 ].vehicle_getoutanim_clear = false;
positions[ 1 ].vehicle_getoutanim_clear = false;
positions[ 2 ].vehicle_getoutanim_clear = false;
positions[ 3 ].vehicle_getoutanim_clear = false;
positions[ 0 ].vehicle_getinanim = %uaz_driver_enter_from_huntedrun_door;
positions[ 1 ].vehicle_getinanim = %uaz_passenger_enter_from_huntedrun_door;
positions[ 2 ].vehicle_getinanim = %uaz_rear_driver_enter_from_huntedrun_door;
positions[ 3 ].vehicle_getinanim = %uaz_passenger2_enter_from_huntedrun_door;
positions[ 0 ].vehicle_getoutsound = "uaz_door_open";
positions[ 1 ].vehicle_getoutsound = "uaz_door_open";
positions[ 2 ].vehicle_getoutsound = "uaz_door_open";
positions[ 3 ].vehicle_getoutsound = "uaz_door_open";
positions[ 0 ].vehicle_getinsound = "uaz_door_open";
positions[ 1 ].vehicle_getinsound = "uaz_door_open";
positions[ 2 ].vehicle_getinsound = "uaz_door_open";
positions[ 3 ].vehicle_getinsound = "uaz_door_open";
// positions[ 0 ].vehicle_getinsoundtag = "TAG_DOOR_LEFT_FRONT";
// positions[ 1 ].vehicle_getinsoundtag = "TAG_DOOR_RIGHT_FRONT";
// positions[ 2 ].vehicle_getinsoundtag = "TAG_DOOR_LEFT_BACK";
// positions[ 3 ].vehicle_getinsoundtag = "TAG_DOOR_RIGHT_BACK";
return positions;
}
#using_animtree( "generic_human" );
setanims()
{
positions = [];
for ( i = 0;i < 6;i++ )
positions[ i ] = spawnstruct();
positions[ 0 ].sittag = "tag_driver";
positions[ 1 ].sittag = "tag_passenger";
positions[ 2 ].sittag = "tag_guy0";// driver_side_rear
positions[ 3 ].sittag = "tag_guy1";// passenger_side_rear
positions[ 4 ].sittag = "tag_guy2";// driver_far_rear
positions[ 5 ].sittag = "tag_guy3";// passenger_side_far_rear
positions[ 0 ].idle = %uaz_driver_idle_drive;
positions[ 1 ].idle = %uaz_passenger_idle_drive;
positions[ 2 ].idle = %uaz_rear_driver_idle;
positions[ 3 ].idle = %uaz_passenger2_idle;
positions[ 4 ].idle = %uaz_rear_driver_idle;
positions[ 5 ].idle = %uaz_passenger2_idle;
positions[ 0 ].getout = %uaz_driver_exit_into_stand;
positions[ 1 ].getout = %uaz_passenger_exit_into_stand;
positions[ 2 ].getout = %uaz_rear_driver_exit_into_stand;
positions[ 3 ].getout = %uaz_passenger2_exit_into_stand;
positions[ 0 ].getin = %uaz_driver_enter_from_huntedrun;
positions[ 1 ].getin = %uaz_passenger_enter_from_huntedrun;
positions[ 2 ].getin = %uaz_rear_driver_enter_from_huntedrun;
positions[ 3 ].getin = %uaz_passenger2_enter_from_huntedrun;
positions[ 0 ].death = %UAZ_driver_death;
positions[ 1 ].death = %UAZ_rear_driver_death;
positions[ 2 ].death = %UAZ_rear_driver_death;
positions[ 3 ].death = %UAZ_rear_driver_death;
positions[ 0 ].death_no_ragdoll = true;
positions[ 1 ].death_no_ragdoll = true;
positions[ 2 ].death_no_ragdoll = true;
positions[ 3 ].death_no_ragdoll = true;
return positions;
}
/*QUAKED script_vehicle_uaz_fabric (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_uaz::main( "vehicle_uaz_fabric" );
and these lines in your CSV:
include,vehicle_uaz_fabric_uaz
sound,vehicle_uaz,vehicle_standard,all_sp
defaultmdl="vehicle_uaz_fabric"
default:"vehicletype" "uaz"
default:"script_team" "axis"
*/
/*QUAKED script_vehicle_uaz_hardtop (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_uaz::main( "vehicle_uaz_hardtop" );
and these lines in your CSV:
include,vehicle_uaz_hardtop_uaz
sound,vehicle_uaz,vehicle_standard,all_sp
defaultmdl="vehicle_uaz_hardtop"
default:"vehicletype" "uaz"
default:"script_team" "axis"
*/
/*QUAKED script_vehicle_uaz_hardtop_thermal (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_uaz::main( "vehicle_uaz_hardtop_thermal" );
and these lines in your CSV:
include,vehicle_uaz_hardtop_thermal_uaz
sound,vehicle_uaz,vehicle_standard,all_sp
defaultmdl="vehicle_uaz_hardtop_thermal"
default:"vehicletype" "uaz"
default:"script_team" "axis"
*/
/*QUAKED script_vehicle_uaz_open (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_uaz::main( "vehicle_uaz_open" );
and these lines in your CSV:
include,vehicle_uaz_open_uaz
sound,vehicle_uaz,vehicle_standard,all_sp
defaultmdl="vehicle_uaz_open"
default:"vehicletype" "uaz"
default:"script_team" "axis"
*/
/*QUAKED script_vehicle_uaz_open_for_ride (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_uaz::main( "vehicle_uaz_open_for_ride" );
and these lines in your CSV:
include,vehicle_uaz_open_for_ride_uaz
sound,vehicle_uaz,vehicle_standard,all_sp
defaultmdl="vehicle_uaz_open_for_ride"
default:"vehicletype" "uaz"
*/
/*QUAKED script_vehicle_uaz_open_destructible (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_uaz::main( "vehicle_uaz_open_destructible", "uaz_physics" );
and these lines in your CSV:
include,vehicle_uaz_open_destructible
sound,vehicle_car_exp,vehicle_standard,all_sp
sound,vehicle_uaz,vehicle_standard,all_sp
defaultmdl="vehicle_uaz_open_destructible"
default:"vehicletype" "uaz_physics"
*/
/*QUAKED script_vehicle_uaz_hardtop_thermal (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_uaz_ac130::main( "vehicle_uaz_hardtop_thermal" );
and these lines in your CSV:
include,vehicle_uaz_hardtop_thermal_uaz_ac130
defaultmdl="vehicle_uaz_hardtop_thermal"
default:"vehicletype" "uaz_ac130"
*/
// disabled the winter destructible. It doesn't have tags fr the guys.
/*QUAKED script_vehicle_uaz_winter_destructible (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_uaz::main( "vehicle_uaz_winter_destructible" );
and these lines in your CSV:
include,vehicle_uaz_winter_destructible
sound,vehicle_car_exp,vehicle_standard,all_sp
sound,vehicle_uaz,vehicle_standard,all_sp
defaultmdl="vehicle_uaz_winter_destructible"
default:"vehicletype" "uaz"
*/
/*QUAKED script_vehicle_uaz_winter_physics (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_uaz::main( "vehicle_uaz_winter_destructible", "uaz_physics" );
and these lines in your CSV:
include,vehicle_uaz_winter_destructible
sound,vehicle_car_exp,vehicle_standard,all_sp
sound,vehicle_uaz,vehicle_standard,all_sp
defaultmdl="vehicle_uaz_winter_destructible"
default:"vehicletype" "uaz_physics"
*/
/*QUAKED script_vehicle_uaz_winter (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_uaz::main( "vehicle_uaz_winter" );
and these lines in your CSV:
include,vehicle_uaz_winter
sound,vehicle_uaz,vehicle_standard,all_sp
defaultmdl="vehicle_uaz_winter"
default:"vehicletype" "uaz"
*/
/*QUAKED script_vehicle_uaz_light (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_uaz::main( "vehicle_uaz_light" );
and these lines in your CSV:
include,vehicle_uaz_light
sound,vehicle_uaz,vehicle_standard,all_sp
defaultmdl="vehicle_uaz_light"
default:"vehicletype" "uaz"
*/
/*QUAKED script_vehicle_uaz_open_physics (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_uaz::main( "vehicle_uaz_open", "uaz_physics" );
and these lines in your CSV:
include,vehicle_uaz_open_uaz
sound,vehicle_uaz,vehicle_standard,all_sp
sound,vehicle_car_exp,vehicle_standard,all_sp
defaultmdl="vehicle_uaz_open"
default:"vehicletype" "uaz_physics"
default:"script_team" "axis"
*/
/*QUAKED script_vehicle_uaz_hardtop_physics (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_uaz::main( "vehicle_uaz_hardtop", "uaz_physics" );
and these lines in your CSV:
include,vehicle_uaz_hardtop_uaz
sound,vehicle_uaz,vehicle_standard,all_sp
sound,vehicle_car_exp,vehicle_standard,all_sp
defaultmdl="vehicle_uaz_hardtop"
default:"vehicletype" "uaz_physics"
default:"script_team" "axis"
*/