167 lines
5.6 KiB
Plaintext
167 lines
5.6 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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build_template( "seaknight", model, type );
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build_localinit( ::init_local );
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build_deathmodel( "vehicle_ch46e" );
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build_deathfx( "explosions/large_vehicle_explosion", undefined, "explo_metal_rand" );
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build_treadfx();
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build_life( 999, 500, 1500 );
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build_team( "allies" );
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build_aianims( ::setanims, ::set_vehicle_anims );
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build_drive( %sniper_escape_ch46_rotors, undefined, 0 );
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build_unload_groups( ::Unload_Groups );
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randomStartDelay = randomfloatrange( 0, 1 );
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build_light( model, "cockpit_red_cargo02", "tag_light_cargo02", "misc/aircraft_light_cockpit_red", "interior", 0.0 );
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build_light( model, "cockpit_blue_cockpit01", "tag_light_cockpit01", "misc/aircraft_light_cockpit_blue", "interior", 0.1 );
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build_light( model, "white_blink", "tag_light_belly", "misc/aircraft_light_red_blink", "running", randomStartDelay );
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build_light( model, "white_blink_tail", "tag_light_tail", "misc/aircraft_light_red_blink", "running", randomStartDelay );
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build_light( model, "wingtip_green1", "tag_light_L_wing1", "misc/aircraft_light_wingtip_green", "running", randomStartDelay );
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build_light( model, "wingtip_green2", "tag_light_L_wing2", "misc/aircraft_light_wingtip_green", "running", randomStartDelay );
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build_light( model, "wingtip_red1", "tag_light_R_wing1", "misc/aircraft_light_wingtip_red", "running", randomStartDelay );
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build_light( model, "wingtip_red2", "tag_light_R_wing2", "misc/aircraft_light_wingtip_red", "running", randomStartDelay );
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build_compassicon( "helicopter", false );
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}
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init_local()
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{
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self.originheightoffset = distance( self gettagorigin( "tag_origin" ), self gettagorigin( "tag_ground" ) );
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self.script_badplace = false;// All helicopters dont need to create bad places
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}
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set_vehicle_anims( positions )
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{
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positions[ 1 ].vehicle_getoutanim = %ch46_doors_open;
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positions[ 1 ].vehicle_getoutanim_clear = false;
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positions[ 1 ].vehicle_getinanim = %ch46_doors_close;
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positions[ 1 ].vehicle_getinanim_clear = false;
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positions[ 1 ].vehicle_getoutsound = "seaknight_door_open";
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positions[ 1 ].vehicle_getinsound = "seaknight_door_close";
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positions[ 1 ].delay = getanimlength( %ch46_doors_open ) - 1.7;
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positions[ 2 ].delay = getanimlength( %ch46_doors_open ) - 1.7;
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positions[ 3 ].delay = getanimlength( %ch46_doors_open ) - 1.7;
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positions[ 4 ].delay = getanimlength( %ch46_doors_open ) - 1.7;
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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 < 6;i++ )
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positions[ i ] = spawnstruct();
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positions[ 0 ].idle[ 0 ] = %SeaKnight_Pilot_idle;
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positions[ 0 ].idle[ 1 ] = %SeaKnight_Pilot_switches;
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positions[ 0 ].idle[ 2 ] = %SeaKnight_Pilot_twitch;
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positions[ 0 ].idleoccurrence[ 0 ] = 1000;
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positions[ 0 ].idleoccurrence[ 1 ] = 400;
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positions[ 0 ].idleoccurrence[ 2 ] = 200;
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positions[ 0 ].bHasGunWhileRiding = false;
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positions[ 5 ].bHasGunWhileRiding = false;
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positions[ 1 ].idle = %ch46_unload_1_idle;// these guys don't have an idle animation so I'm using copilot.
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positions[ 2 ].idle = %ch46_unload_2_idle;// these guys don't have an idle animation so I'm using copilot.
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positions[ 3 ].idle = %ch46_unload_3_idle;// these guys don't have an idle animation so I'm using copilot.
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positions[ 4 ].idle = %ch46_unload_4_idle;// these guys don't have an idle animation so I'm using copilot.
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positions[ 5 ].idle[ 0 ] = %SeaKnight_coPilot_idle;
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positions[ 5 ].idle[ 1 ] = %SeaKnight_coPilot_switches;
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positions[ 5 ].idle[ 2 ] = %SeaKnight_coPilot_twitch;
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positions[ 5 ].idleoccurrence[ 0 ] = 1000;
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positions[ 5 ].idleoccurrence[ 1 ] = 400;
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positions[ 5 ].idleoccurrence[ 2 ] = 200;
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positions[ 0 ].sittag = "tag_detach";
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positions[ 1 ].sittag = "tag_detach";
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positions[ 2 ].sittag = "tag_detach";
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positions[ 3 ].sittag = "tag_detach";
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positions[ 4 ].sittag = "tag_detach";
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positions[ 5 ].sittag = "tag_detach";
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// positions[ 1 ].getoutstance = "crouch";
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// positions[ 2 ].getoutstance = "crouch";
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// positions[ 3 ].getoutstance = "crouch";
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// positions[ 4 ].getoutstance = "crouch";
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positions[ 1 ].getout = %ch46_unload_1;
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positions[ 2 ].getout = %ch46_unload_2;
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positions[ 3 ].getout = %ch46_unload_3;
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positions[ 4 ].getout = %ch46_unload_4;
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positions[ 1 ].getin = %ch46_load_1;
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positions[ 2 ].getin = %ch46_load_2;
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positions[ 3 ].getin = %ch46_load_3;
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positions[ 4 ].getin = %ch46_load_4;
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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[ "passengers" ][ unload_groups[ "passengers" ].size ] = 1;
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unload_groups[ "passengers" ][ unload_groups[ "passengers" ].size ] = 2;
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unload_groups[ "passengers" ][ unload_groups[ "passengers" ].size ] = 3;
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unload_groups[ "passengers" ][ unload_groups[ "passengers" ].size ] = 4;
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unload_groups[ "default" ] = unload_groups[ "passengers" ];
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return unload_groups;
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}
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set_attached_models()
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{
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}
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/*QUAKED script_vehicle_ch46e (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\_seaknight::main( "vehicle_ch46e" );
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and these lines in your CSV:
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include,vehicle_ch46e_seaknight
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sound,vehicle_seaknight,vehicle_standard,all_sp
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defaultmdl="vehicle_ch46e"
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default:"vehicletype" "seaknight"
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default:"script_team" "allies"
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*/
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/*QUAKED script_vehicle_ch46e_low (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\_seaknight::main( "vehicle_ch46e_low" );
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and these lines in your CSV:
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include,vehicle_ch46e_seaknight_low
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sound,vehicle_seaknight,vehicle_standard,all_sp
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defaultmdl="vehicle_ch46e_low"
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default:"vehicletype" "seaknight"
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default:"script_team" "allies"
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*/
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