IW4-Dump-Files/maps/_b2.gsc

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#include maps\_utility;
#include common_scripts\utility;
#include maps\_vehicle_aianim;
#include maps\_vehicle;
#using_animtree( "vehicles" );
main( model, type )
{
build_template( "b2", model, type );
build_localinit( ::init_local );
build_deathmodel( "vehicle_b2_bomber" );
build_treadfx();
//special for mig29/////
level._effect[ "engineeffect" ] = loadfx( "fire/jet_afterburner" );
level._effect[ "afterburner" ] = loadfx( "fire/jet_afterburner_ignite" );
level._effect[ "contrail" ] = loadfx( "smoke/jet_contrail" );
////////////////////////
build_deathfx( "explosions/large_vehicle_explosion", undefined, "explo_metal_rand" );
build_life( 999, 500, 1500 );
build_rumble( "mig_rumble", .1, .2, 11300, .05, .05 );
build_team( "allies" );
build_compassicon( "mig29", false );
}
init_local()
{
thread playEngineEffects();
thread playConTrail();
}
#using_animtree( "vehicles" );
set_vehicle_anims( positions )
{
return positions;
}
#using_animtree( "generic_human" );
setanims()
{
positions = [];
for ( i = 0;i < 1;i++ )
positions[ i ] = spawnstruct();
return positions;
}
playEngineEffects()
{
self endon( "death" );
self endon( "stop_engineeffects" );
self ent_flag_init( "engineeffects" );
self ent_flag_set( "engineeffects" );
engineeffects = getfx( "engineeffect" );
for ( ;; )
{
self ent_flag_wait( "engineeffects" );
playfxontag( engineeffects, self, "tag_engine_right" );
playfxontag( engineeffects, self, "tag_engine_left" );
self ent_flag_waitopen( "engineeffects" );
StopFXOnTag( engineeffects, self, "tag_engine_left" );
StopFXOnTag( engineeffects, self, "tag_engine_right" );
}
}
playAfterBurner()
{
//After Burners are pretty much like turbo boost. They don't use them all the time except when
//bursts of speed are needed. Needs a cool sound when they're triggered. Currently, they are set
//to be on all the time, but it would be cool to see them engauge as they fly away.
playfxontag( level._effect[ "afterburner" ], self, "tag_engine_right" );
playfxontag( level._effect[ "afterburner" ], self, "tag_engine_left" );
}
playConTrail()
{
//This is a geoTrail effect that loops forever. It has to be enabled and disabled while playing as
//one effect. It can't be played in a wait loop like other effects because a geo trail is one
//continuous effect. ConTrails should only be played during high "G" or high speed maneuvers.
playfxontag( level._effect[ "contrail" ], self, "tag_right_wingtip" );
playfxontag( level._effect[ "contrail" ], self, "tag_left_wingtip" );
}
/*QUAKED script_vehicle_b2 (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_b2::main( "vehicle_b2_bomber" );
and these lines in your CSV:
include,vehicle_b2
sound,vehicle_b2,vehicle_standard,all_sp
defaultmdl="vehicle_b2_bomber"
default:"vehicletype" "b2"
default:"script_team" "allies"
*/