IW4-Dump-Files/maps/_zpu_antiair.gsc

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#include maps\_vehicle_aianim;
#include maps\_vehicle;
#using_animtree( "vehicles" );
main( model, type )
{
build_template( "zpu_antiair", model, type );
build_localinit( ::init_local );
build_deathmodel( "vehicle_zpu4", "vehicle_zpu4_burn" );
build_deathmodel( "vehicle_zpu4_low", "vehicle_zpu4_burn" );
zpu_death_fx = [];
zpu_death_fx[ "vehicle_zpu4" ] = "explosions/vehicle_explosion_bmp";
zpu_death_fx[ "vehicle_zpu4_low" ] = "explosions/vehicle_explosion_bmp";
build_deathfx( zpu_death_fx[ model ], undefined, "exp_armor_vehicle", undefined, undefined, undefined, 0 );
build_mainturret( "tag_flash", "tag_flash2", "tag_flash1", "tag_flash3" );
build_radiusdamage( ( 0, 0, 53 ), 512, 300, 20, false );
build_life( 999, 500, 1500 );
build_team( "axis" );
build_aianims( ::setanims, ::set_vehicle_anims );
build_compassicon( "", false );
}
init_local()
{
}
set_vehicle_anims( positions )
{
positions[ 0 ].vehicle_turret_fire = %zpu_gun_fire_a;
return positions;
}
#using_animtree( "generic_human" );
setanims()
{
positions = [];
for ( i = 0;i < 1;i++ )
positions[ i ] = spawnstruct();
positions[ 0 ].sittag = "tag_driver";
// positions[ 0 ].turret_fire = %zpu_gunner_fire_a;
positions[ 0 ].idle = %zpu_gunner_fire_a;
return positions;
}
/*QUAKED script_vehicle_zpu4 (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_zpu_antiair::main( "vehicle_zpu4" );
and these lines in your CSV:
include,vehicle_zpu4_zpu_antiair
defaultmdl="vehicle_zpu4"
default:"vehicletype" "zpu_antiair"
*/
/*QUAKED script_vehicle_zpu4_low (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_zpu_antiair::main( "vehicle_zpu4_low" );
and these lines in your CSV:
include,vehicle_zpu4_low_zpu_antiair
defaultmdl="vehicle_zpu4_low"
default:"vehicletype" "zpu_antiair"
*/