IW4-Dump-Files/maps/_seaknight.gsc

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#include maps\_vehicle;
#include maps\_vehicle_aianim;
#using_animtree( "vehicles" );
main( model, type )
{
build_template( "seaknight", model, type );
build_localinit( ::init_local );
build_deathmodel( "vehicle_ch46e" );
build_deathfx( "explosions/large_vehicle_explosion", undefined, "explo_metal_rand" );
build_treadfx();
build_life( 999, 500, 1500 );
build_team( "allies" );
build_aianims( ::setanims, ::set_vehicle_anims );
build_drive( %sniper_escape_ch46_rotors, undefined, 0 );
build_unload_groups( ::Unload_Groups );
randomStartDelay = randomfloatrange( 0, 1 );
build_light( model, "cockpit_red_cargo02", "tag_light_cargo02", "misc/aircraft_light_cockpit_red", "interior", 0.0 );
build_light( model, "cockpit_blue_cockpit01", "tag_light_cockpit01", "misc/aircraft_light_cockpit_blue", "interior", 0.1 );
build_light( model, "white_blink", "tag_light_belly", "misc/aircraft_light_red_blink", "running", randomStartDelay );
build_light( model, "white_blink_tail", "tag_light_tail", "misc/aircraft_light_red_blink", "running", randomStartDelay );
build_light( model, "wingtip_green1", "tag_light_L_wing1", "misc/aircraft_light_wingtip_green", "running", randomStartDelay );
build_light( model, "wingtip_green2", "tag_light_L_wing2", "misc/aircraft_light_wingtip_green", "running", randomStartDelay );
build_light( model, "wingtip_red1", "tag_light_R_wing1", "misc/aircraft_light_wingtip_red", "running", randomStartDelay );
build_light( model, "wingtip_red2", "tag_light_R_wing2", "misc/aircraft_light_wingtip_red", "running", randomStartDelay );
build_compassicon( "helicopter", false );
}
init_local()
{
self.originheightoffset = distance( self gettagorigin( "tag_origin" ), self gettagorigin( "tag_ground" ) );
self.script_badplace = false;// All helicopters dont need to create bad places
}
set_vehicle_anims( positions )
{
positions[ 1 ].vehicle_getoutanim = %ch46_doors_open;
positions[ 1 ].vehicle_getoutanim_clear = false;
positions[ 1 ].vehicle_getinanim = %ch46_doors_close;
positions[ 1 ].vehicle_getinanim_clear = false;
positions[ 1 ].vehicle_getoutsound = "seaknight_door_open";
positions[ 1 ].vehicle_getinsound = "seaknight_door_close";
positions[ 1 ].delay = getanimlength( %ch46_doors_open ) - 1.7;
positions[ 2 ].delay = getanimlength( %ch46_doors_open ) - 1.7;
positions[ 3 ].delay = getanimlength( %ch46_doors_open ) - 1.7;
positions[ 4 ].delay = getanimlength( %ch46_doors_open ) - 1.7;
return positions;
}
#using_animtree( "generic_human" );
setanims()
{
positions = [];
for ( i = 0;i < 6;i++ )
positions[ i ] = spawnstruct();
positions[ 0 ].idle[ 0 ] = %SeaKnight_Pilot_idle;
positions[ 0 ].idle[ 1 ] = %SeaKnight_Pilot_switches;
positions[ 0 ].idle[ 2 ] = %SeaKnight_Pilot_twitch;
positions[ 0 ].idleoccurrence[ 0 ] = 1000;
positions[ 0 ].idleoccurrence[ 1 ] = 400;
positions[ 0 ].idleoccurrence[ 2 ] = 200;
positions[ 0 ].bHasGunWhileRiding = false;
positions[ 5 ].bHasGunWhileRiding = false;
positions[ 1 ].idle = %ch46_unload_1_idle;// these guys don't have an idle animation so I'm using copilot.
positions[ 2 ].idle = %ch46_unload_2_idle;// these guys don't have an idle animation so I'm using copilot.
positions[ 3 ].idle = %ch46_unload_3_idle;// these guys don't have an idle animation so I'm using copilot.
positions[ 4 ].idle = %ch46_unload_4_idle;// these guys don't have an idle animation so I'm using copilot.
positions[ 5 ].idle[ 0 ] = %SeaKnight_coPilot_idle;
positions[ 5 ].idle[ 1 ] = %SeaKnight_coPilot_switches;
positions[ 5 ].idle[ 2 ] = %SeaKnight_coPilot_twitch;
positions[ 5 ].idleoccurrence[ 0 ] = 1000;
positions[ 5 ].idleoccurrence[ 1 ] = 400;
positions[ 5 ].idleoccurrence[ 2 ] = 200;
positions[ 0 ].sittag = "tag_detach";
positions[ 1 ].sittag = "tag_detach";
positions[ 2 ].sittag = "tag_detach";
positions[ 3 ].sittag = "tag_detach";
positions[ 4 ].sittag = "tag_detach";
positions[ 5 ].sittag = "tag_detach";
// positions[ 1 ].getoutstance = "crouch";
// positions[ 2 ].getoutstance = "crouch";
// positions[ 3 ].getoutstance = "crouch";
// positions[ 4 ].getoutstance = "crouch";
positions[ 1 ].getout = %ch46_unload_1;
positions[ 2 ].getout = %ch46_unload_2;
positions[ 3 ].getout = %ch46_unload_3;
positions[ 4 ].getout = %ch46_unload_4;
positions[ 1 ].getin = %ch46_load_1;
positions[ 2 ].getin = %ch46_load_2;
positions[ 3 ].getin = %ch46_load_3;
positions[ 4 ].getin = %ch46_load_4;
return positions;
}
unload_groups()
{
unload_groups = [];
unload_groups[ "passengers" ] = [];
unload_groups[ "passengers" ][ unload_groups[ "passengers" ].size ] = 1;
unload_groups[ "passengers" ][ unload_groups[ "passengers" ].size ] = 2;
unload_groups[ "passengers" ][ unload_groups[ "passengers" ].size ] = 3;
unload_groups[ "passengers" ][ unload_groups[ "passengers" ].size ] = 4;
unload_groups[ "default" ] = unload_groups[ "passengers" ];
return unload_groups;
}
set_attached_models()
{
}
/*QUAKED script_vehicle_ch46e (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_seaknight::main( "vehicle_ch46e" );
and these lines in your CSV:
include,vehicle_ch46e_seaknight
sound,vehicle_seaknight,vehicle_standard,all_sp
defaultmdl="vehicle_ch46e"
default:"vehicletype" "seaknight"
default:"script_team" "allies"
*/
/*QUAKED script_vehicle_ch46e_low (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_seaknight::main( "vehicle_ch46e_low" );
and these lines in your CSV:
include,vehicle_ch46e_seaknight_low
sound,vehicle_seaknight,vehicle_standard,all_sp
defaultmdl="vehicle_ch46e_low"
default:"vehicletype" "seaknight"
default:"script_team" "allies"
*/