341 lines
10 KiB
Plaintext
341 lines
10 KiB
Plaintext
#include maps\_vehicle_aianim;
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#include maps\_vehicle;
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#using_animtree( "vehicles" );
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main( model, type, no_death )
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{
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build_template( "uaz", model, type );
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build_localinit( ::init_local );
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// build_destructible( "vehicle_uaz_hardtop_destructible_mp", "vehicle_uaz_hardtop" );
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// build_destructible( "vehicle_uaz_light_destructible_mp", "vehicle_uaz_light" );
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// build_destructible( "vehicle_uaz_open_destructible_mp", "vehicle_uaz_open" );
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// build_destructible( "vehicle_uaz_fabric_destructible_mp", "vehicle_uaz_fabric" );
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build_destructible( "vehicle_uaz_winter_destructible", "vehicle_uaz_winter" );
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build_destructible( "vehicle_uaz_open_destructible", "vehicle_uaz_open" );
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build_bulletshield( false );//no bullet shield for cliffhanger -z
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if ( !isdefined( no_death ) )
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{
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build_deathmodel( "vehicle_uaz_light", "vehicle_uaz_light_dsr" );
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build_deathmodel( "vehicle_uaz_winter", "vehicle_uaz_winter_destroy" );
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build_deathmodel( "vehicle_uaz_fabric", "vehicle_uaz_fabric_dsr" );
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build_deathmodel( "vehicle_uaz_hardtop", "vehicle_uaz_hardtop_dsr" );
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build_deathmodel( "vehicle_uaz_open", "vehicle_uaz_open_dsr" );
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build_deathmodel( "vehicle_uaz_hardtop_thermal", "vehicle_uaz_hardtop_thermal" );
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build_deathmodel( "vehicle_uaz_open_for_ride" );
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build_deathfx( "explosions/small_vehicle_explosion", undefined, "explo_metal_rand" );
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}
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build_radiusdamage( ( 0, 0, 32 ), 300, 200, 100, false );
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build_drive( %uaz_driving_idle_forward, %uaz_driving_idle_backward, 10 );
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build_deathquake( 1, 1.6, 500 );
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build_treadfx();
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build_life( 2500, 2400, 2600 );
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//explosives are x15
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build_team( "axis" );
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build_aianims( ::setanims, ::set_vehicle_anims );
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build_compassicon( "uaz", false );
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}
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init_local()
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{
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self.clear_anims_on_death = true;// hackery workaround for strange anim differences in the variety of uaz models. clears driving and possibly door openning animations upon death.
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if( !isdefined( self.script_allow_rider_deaths ) )
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self.script_allow_rider_deaths = false; // this added at the end of the project some people wanted deathanims and some scripts assumed death would never happen.
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}
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set_vehicle_anims( positions )
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{
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//
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//tag_driver
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//tag_passenger
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//tag_guy0(behind driver)
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//tag_guy1(behind passenger)
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//positions[ 0 ].sittag = "tag_driver";
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//positions[ 1 ].sittag = "tag_passenger";
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//positions[ 2 ].sittag = "tag_guy0"; //driver_side_rear
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//positions[ 3 ].sittag = "tag_guy1"; //passenger_side_rear
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//positions[ 4 ].sittag = "tag_guy2"; //driver_far_rear
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//positions[ 5 ].sittag = "tag_guy3"; //passenger_side_far_rear
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positions[ 0 ].vehicle_getoutanim = %uaz_driver_exit_into_stand_door;
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positions[ 1 ].vehicle_getoutanim = %uaz_passenger_exit_into_stand_door;
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positions[ 2 ].vehicle_getoutanim = %uaz_rear_driver_exit_into_stand_door;
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positions[ 3 ].vehicle_getoutanim = %uaz_passenger2_exit_into_stand_door;
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positions[ 0 ].vehicle_getoutanim_clear = false;
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positions[ 1 ].vehicle_getoutanim_clear = false;
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positions[ 2 ].vehicle_getoutanim_clear = false;
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positions[ 3 ].vehicle_getoutanim_clear = false;
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positions[ 0 ].vehicle_getinanim = %uaz_driver_enter_from_huntedrun_door;
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positions[ 1 ].vehicle_getinanim = %uaz_passenger_enter_from_huntedrun_door;
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positions[ 2 ].vehicle_getinanim = %uaz_rear_driver_enter_from_huntedrun_door;
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positions[ 3 ].vehicle_getinanim = %uaz_passenger2_enter_from_huntedrun_door;
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positions[ 0 ].vehicle_getoutsound = "uaz_door_open";
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positions[ 1 ].vehicle_getoutsound = "uaz_door_open";
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positions[ 2 ].vehicle_getoutsound = "uaz_door_open";
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positions[ 3 ].vehicle_getoutsound = "uaz_door_open";
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positions[ 0 ].vehicle_getinsound = "uaz_door_open";
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positions[ 1 ].vehicle_getinsound = "uaz_door_open";
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positions[ 2 ].vehicle_getinsound = "uaz_door_open";
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positions[ 3 ].vehicle_getinsound = "uaz_door_open";
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// positions[ 0 ].vehicle_getinsoundtag = "TAG_DOOR_LEFT_FRONT";
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// positions[ 1 ].vehicle_getinsoundtag = "TAG_DOOR_RIGHT_FRONT";
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// positions[ 2 ].vehicle_getinsoundtag = "TAG_DOOR_LEFT_BACK";
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// positions[ 3 ].vehicle_getinsoundtag = "TAG_DOOR_RIGHT_BACK";
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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 ].sittag = "tag_driver";
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positions[ 1 ].sittag = "tag_passenger";
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positions[ 2 ].sittag = "tag_guy0";// driver_side_rear
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positions[ 3 ].sittag = "tag_guy1";// passenger_side_rear
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positions[ 4 ].sittag = "tag_guy2";// driver_far_rear
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positions[ 5 ].sittag = "tag_guy3";// passenger_side_far_rear
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positions[ 0 ].idle = %uaz_driver_idle_drive;
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positions[ 1 ].idle = %uaz_passenger_idle_drive;
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positions[ 2 ].idle = %uaz_rear_driver_idle;
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positions[ 3 ].idle = %uaz_passenger2_idle;
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positions[ 4 ].idle = %uaz_rear_driver_idle;
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positions[ 5 ].idle = %uaz_passenger2_idle;
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positions[ 0 ].getout = %uaz_driver_exit_into_stand;
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positions[ 1 ].getout = %uaz_passenger_exit_into_stand;
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positions[ 2 ].getout = %uaz_rear_driver_exit_into_stand;
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positions[ 3 ].getout = %uaz_passenger2_exit_into_stand;
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positions[ 0 ].getin = %uaz_driver_enter_from_huntedrun;
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positions[ 1 ].getin = %uaz_passenger_enter_from_huntedrun;
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positions[ 2 ].getin = %uaz_rear_driver_enter_from_huntedrun;
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positions[ 3 ].getin = %uaz_passenger2_enter_from_huntedrun;
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positions[ 0 ].death = %UAZ_driver_death;
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positions[ 1 ].death = %UAZ_rear_driver_death;
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positions[ 2 ].death = %UAZ_rear_driver_death;
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positions[ 3 ].death = %UAZ_rear_driver_death;
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positions[ 0 ].death_no_ragdoll = true;
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positions[ 1 ].death_no_ragdoll = true;
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positions[ 2 ].death_no_ragdoll = true;
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positions[ 3 ].death_no_ragdoll = true;
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return positions;
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}
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/*QUAKED script_vehicle_uaz_fabric (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\_uaz::main( "vehicle_uaz_fabric" );
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and these lines in your CSV:
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include,vehicle_uaz_fabric_uaz
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sound,vehicle_uaz,vehicle_standard,all_sp
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defaultmdl="vehicle_uaz_fabric"
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default:"vehicletype" "uaz"
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default:"script_team" "axis"
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*/
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/*QUAKED script_vehicle_uaz_hardtop (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\_uaz::main( "vehicle_uaz_hardtop" );
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and these lines in your CSV:
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include,vehicle_uaz_hardtop_uaz
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sound,vehicle_uaz,vehicle_standard,all_sp
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defaultmdl="vehicle_uaz_hardtop"
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default:"vehicletype" "uaz"
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default:"script_team" "axis"
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*/
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/*QUAKED script_vehicle_uaz_hardtop_thermal (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\_uaz::main( "vehicle_uaz_hardtop_thermal" );
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and these lines in your CSV:
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include,vehicle_uaz_hardtop_thermal_uaz
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sound,vehicle_uaz,vehicle_standard,all_sp
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defaultmdl="vehicle_uaz_hardtop_thermal"
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default:"vehicletype" "uaz"
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default:"script_team" "axis"
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*/
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/*QUAKED script_vehicle_uaz_open (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\_uaz::main( "vehicle_uaz_open" );
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and these lines in your CSV:
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include,vehicle_uaz_open_uaz
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sound,vehicle_uaz,vehicle_standard,all_sp
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defaultmdl="vehicle_uaz_open"
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default:"vehicletype" "uaz"
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default:"script_team" "axis"
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*/
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/*QUAKED script_vehicle_uaz_open_for_ride (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\_uaz::main( "vehicle_uaz_open_for_ride" );
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and these lines in your CSV:
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include,vehicle_uaz_open_for_ride_uaz
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sound,vehicle_uaz,vehicle_standard,all_sp
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defaultmdl="vehicle_uaz_open_for_ride"
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default:"vehicletype" "uaz"
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*/
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/*QUAKED script_vehicle_uaz_open_destructible (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\_uaz::main( "vehicle_uaz_open_destructible", "uaz_physics" );
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and these lines in your CSV:
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include,vehicle_uaz_open_destructible
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sound,vehicle_car_exp,vehicle_standard,all_sp
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sound,vehicle_uaz,vehicle_standard,all_sp
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defaultmdl="vehicle_uaz_open_destructible"
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default:"vehicletype" "uaz_physics"
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*/
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/*QUAKED script_vehicle_uaz_hardtop_thermal (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\_uaz_ac130::main( "vehicle_uaz_hardtop_thermal" );
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and these lines in your CSV:
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include,vehicle_uaz_hardtop_thermal_uaz_ac130
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defaultmdl="vehicle_uaz_hardtop_thermal"
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default:"vehicletype" "uaz_ac130"
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*/
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// disabled the winter destructible. It doesn't have tags fr the guys.
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/*QUAKED script_vehicle_uaz_winter_destructible (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\_uaz::main( "vehicle_uaz_winter_destructible" );
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and these lines in your CSV:
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include,vehicle_uaz_winter_destructible
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sound,vehicle_car_exp,vehicle_standard,all_sp
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sound,vehicle_uaz,vehicle_standard,all_sp
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defaultmdl="vehicle_uaz_winter_destructible"
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default:"vehicletype" "uaz"
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*/
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/*QUAKED script_vehicle_uaz_winter_physics (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\_uaz::main( "vehicle_uaz_winter_destructible", "uaz_physics" );
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and these lines in your CSV:
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include,vehicle_uaz_winter_destructible
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sound,vehicle_car_exp,vehicle_standard,all_sp
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sound,vehicle_uaz,vehicle_standard,all_sp
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defaultmdl="vehicle_uaz_winter_destructible"
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default:"vehicletype" "uaz_physics"
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*/
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/*QUAKED script_vehicle_uaz_winter (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\_uaz::main( "vehicle_uaz_winter" );
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and these lines in your CSV:
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include,vehicle_uaz_winter
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sound,vehicle_uaz,vehicle_standard,all_sp
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defaultmdl="vehicle_uaz_winter"
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default:"vehicletype" "uaz"
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*/
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/*QUAKED script_vehicle_uaz_light (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\_uaz::main( "vehicle_uaz_light" );
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and these lines in your CSV:
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include,vehicle_uaz_light
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sound,vehicle_uaz,vehicle_standard,all_sp
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defaultmdl="vehicle_uaz_light"
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default:"vehicletype" "uaz"
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*/
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/*QUAKED script_vehicle_uaz_open_physics (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\_uaz::main( "vehicle_uaz_open", "uaz_physics" );
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and these lines in your CSV:
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include,vehicle_uaz_open_uaz
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sound,vehicle_uaz,vehicle_standard,all_sp
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sound,vehicle_car_exp,vehicle_standard,all_sp
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defaultmdl="vehicle_uaz_open"
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default:"vehicletype" "uaz_physics"
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default:"script_team" "axis"
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*/
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/*QUAKED script_vehicle_uaz_hardtop_physics (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\_uaz::main( "vehicle_uaz_hardtop", "uaz_physics" );
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and these lines in your CSV:
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include,vehicle_uaz_hardtop_uaz
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sound,vehicle_uaz,vehicle_standard,all_sp
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sound,vehicle_car_exp,vehicle_standard,all_sp
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defaultmdl="vehicle_uaz_hardtop"
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default:"vehicletype" "uaz_physics"
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default:"script_team" "axis"
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*/ |