65 lines
1.6 KiB
Plaintext
65 lines
1.6 KiB
Plaintext
#include maps\_utility;
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#include common_scripts\utility;
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#include maps\_vehicle_aianim;
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#include maps\_vehicle;
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#using_animtree( "vehicles" );
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/*QUAKED script_vehicle_c130 (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\_c130::main( "vehicle_ac130_low" );
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and these lines in your CSV:
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include,vehicle_c130
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defaultmdl="vehicle_ac130_low"
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default:"vehicletype" "c130"
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default:"script_team" "allies"
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*/
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main( model, type )
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{
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build_template( "c130", model, type );
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build_localinit( ::init_local );
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build_deathmodel( "vehicle_ac130_low" );
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build_deathfx( "explosions/large_vehicle_explosion", undefined, "explo_metal_rand" );
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build_life( 999, 500, 1500 );
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build_team( "allies" );
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build_mainturret();
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build_light( model, "wingtip_green", "tag_light_L_wing", "misc/aircraft_light_wingtip_green", "running", 0.0 );
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build_light( model, "wingtip_red", "tag_light_R_wing", "misc/aircraft_light_wingtip_red", "running", 0.05 );
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build_light( model, "tail_red", "tag_light_tail", "misc/aircraft_light_white_blink", "running", 0.05);
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build_light( model, "white_blink", "tag_light_belly", "misc/aircraft_light_red_blink", "running", 1.0 );
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}
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init_local()
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{
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maps\_vehicle::lights_on( "running" );
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self hidepart( "tag_25mm" );
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self hidepart( "tag_40mm" );
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self hidepart( "tag_105mm" );
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}
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#using_animtree( "vehicles" );
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set_vehicle_anims( positions )
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{
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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 < 1;i++ )
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positions[ i ] = spawnstruct();
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return positions;
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}
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