IW4-Dump-Files/maps/_cobra_player.gsc

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#include maps\_vehicle;
#include maps\_vehicle_aianim;
#using_animtree( "vehicles" );
main( model, type )
{
build_template( "cobra_player", model, type );
build_localinit( ::init_local );
build_deathmodel( "vehicle_cobra_helicopter" );
build_deathmodel( "vehicle_cobra_helicopter_fly" );
// this doesn't happen very much but it's a nicer cleaner format than the case statement.
cobra_death_fx = [];
cobra_death_fx[ "vehicle_cobra_helicopter" ] = "explosions/helicopter_explosion_hind_desert";
cobra_death_fx[ "vehicle_cobra_helicopter_fly" ] = "explosions/helicopter_explosion_hind_desert";
build_deathfx( "explosions/grenadeexp_default", "tag_engine_left", "hind_helicopter_hit", undefined, undefined, undefined, 0.2, true );
build_deathfx( "explosions/grenadeexp_default", "tail_rotor_jnt", "hind_helicopter_secondary_exp", undefined, undefined, undefined, 0.5, true );
build_deathfx( "fire/fire_smoke_trail_L", "tail_rotor_jnt", "hind_helicopter_dying_loop", true, 0.05, true, 0.5, true );
build_deathfx( "explosions/aerial_explosion", "tag_engine_right", "hind_helicopter_secondary_exp", undefined, undefined, undefined, 2.5, true );
build_deathfx( "explosions/aerial_explosion", "tag_deathfx", "hind_helicopter_secondary_exp", undefined, undefined, undefined, 4.0 );
build_deathfx( cobra_death_fx[ model ], undefined, "hind_helicopter_crash", undefined, undefined, undefined, - 1, undefined, "stop_crash_loop_sound" );
build_treadfx();
build_life( 999, 500, 1500 );
build_team( "allies" );
build_mainturret();
randomStartDelay = randomfloatrange( 0, 1 );
build_light( model, "wingtip_green", "tag_light_L_wing", "misc/aircraft_light_wingtip_green", "running", randomStartDelay );
build_light( model, "wingtip_red", "tag_light_R_wing", "misc/aircraft_light_wingtip_red", "running", randomStartDelay );
build_light( model, "white_blink", "tag_light_belly", "misc/aircraft_light_white_blink", "running", randomStartDelay );
build_light( model, "white_blink_tail", "tag_light_tail", "misc/aircraft_light_white_blink", "running", randomStartDelay );
}
init_local()
{
self.delete_on_death = true;
self.script_badplace = false;// All helicopters dont need to create bad places
}
/*QUAKED script_vehicle_cobra_helicopter_player (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_cobra_player::main( "vehicle_cobra_helicopter" );
and these lines in your CSV:
include,vehicle_cobra_helicopter_cobra
sound,vehicle_cobra,vehicle_standard,all_sp
defaultmdl="vehicle_cobra_helicopter"
default:"vehicletype" "cobra_player"
default:"script_team" "allies"
*/
/*QUAKED script_vehicle_cobra_helicopter_fly_player (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_cobra_player::main( "vehicle_cobra_helicopter_fly" );
and these lines in your CSV:
include,vehicle_cobra_helicopter_fly_cobra
sound,vehicle_cobra,vehicle_standard,all_sp
defaultmdl="vehicle_cobra_helicopter_fly"
default:"vehicletype" "cobra_player"
default:"script_team" "allies"
*/