IW4-Dump-Files/maps/_stryker.gsc

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#include maps\_vehicle_aianim;
#include maps\_vehicle;
#include maps\_utility;
#include common_scripts\utility;
#using_animtree( "vehicles" );
main( model, type, no_destroyed )
{
build_template( "stryker", model, type );
build_localinit( ::init_local );
if ( !isdefined( no_destroyed ) )
{
// dont blow up in roadkill
build_deathmodel( "vehicle_stryker", "vehicle_stryker_destroyed" );
build_deathfx( "explosions/large_vehicle_explosion", undefined, "exp_armor_vehicle" );
}
build_drive( %stryker_movement, %stryker_movement_backwards, 10 );
build_treadfx();
build_life( 999, 500, 1500 );
build_team( "allies" );
build_mainturret();
build_compassicon( "tank" );
build_frontarmor( .33 );// regens this much of the damage from attacks to the front
level._effect[ "stryker_shell" ] = loadfx( "shellejects/stryker_shell" );
}
init_local()
{
thread additional_firing_anims();
}
additional_firing_anims()
{
self endon( "death" );
anims = [];
anims[ "fire" ] = %stryker_cannon_fire;
anims[ "hatch" ] = %stryker_shell_hatch;
fx = getfx( "stryker_shell" );
for ( ;; )
{
self waittill( "weapon_fired" );// waits for Code notify when FireWeapon() is called.
foreach ( animation in anims )
{
self SetAnimRestart( animation, 1, 0, 1 );
}
PlayFXOnTag( fx, self, "tag_ammo_fx" );
}
}
set_vehicle_anims( positions )
{
/*
positions[ 0 ].vehicle_getinanim = %tigertank_hatch_open;
positions[ 1 ].vehicle_getoutanim = %tigertank_hatch_open;
*/
return positions;
}
#using_animtree( "generic_human" );
setanims()
{
positions = [];
for ( i = 0;i < 11;i++ )
positions[ i ] = spawnstruct();
positions[ 0 ].getout_delete = true;
return positions;
}
/*QUAKED script_vehicle_stryker (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_stryker::main( "vehicle_stryker" );
and these lines in your CSV:
include,vehicle_stryker
sound,vehicle_stryker,vehicle_standard,all_sp
defaultmdl="vehicle_stryker"
default:"vehicletype" "stryker"
default:"script_team" "allies"
*/
/*QUAKED script_vehicle_stryker_nophysics (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_stryker::main( "vehicle_stryker", "stryker_nophysics" );
and these lines in your CSV:
include,vehicle_stryker
sound,vehicle_stryker,vehicle_standard,all_sp
defaultmdl="vehicle_stryker"
default:"vehicletype" "stryker_nophysics"
default:"script_team" "allies"
*/
/*QUAKED script_vehicle_stryker_desert_nophysics (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_stryker::main( "vehicle_stryker_desert", "stryker_nophysics" );
and these lines in your CSV:
include,vehicle_stryker_desert
sound,vehicle_stryker,vehicle_standard,all_sp
defaultmdl="vehicle_stryker_desert"
default:"vehicletype" "stryker_nophysics"
default:"script_team" "allies"
*/
/*QUAKED script_vehicle_stryker_desert_nophysics_nodestroyed (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_stryker::main( "vehicle_stryker_desert", "stryker_nophysics", "no_destroyed" );
and these lines in your CSV:
include,vehicle_stryker_desert_nodestroyed
sound,vehicle_stryker,vehicle_standard,all_sp
defaultmdl="vehicle_stryker_desert"
default:"vehicletype" "stryker_nophysics"
default:"script_team" "allies"
*/
/*QUAKED script_vehicle_stryker_desert (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_stryker::main( "vehicle_stryker_desert" );
and these lines in your CSV:
include,vehicle_stryker_desert
sound,vehicle_stryker,vehicle_standard,all_sp
defaultmdl="vehicle_stryker_desert"
default:"vehicletype" "stryker"
default:"script_team" "allies"
*/
/*QUAKED script_vehicle_stryker_desert_nodestroyed (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_stryker::main( "vehicle_stryker_desert", undefined, "no_destroyed" );
and these lines in your CSV:
include,vehicle_stryker_desert_nodestroyed
sound,vehicle_stryker,vehicle_standard,all_sp
defaultmdl="vehicle_stryker_desert"
default:"vehicletype" "stryker"
default:"script_team" "allies"
*/