82 lines
1.8 KiB
Plaintext
82 lines
1.8 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 )
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{
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build_template( "zpu_antiair", model, type );
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build_localinit( ::init_local );
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build_deathmodel( "vehicle_zpu4", "vehicle_zpu4_burn" );
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build_deathmodel( "vehicle_zpu4_low", "vehicle_zpu4_burn" );
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zpu_death_fx = [];
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zpu_death_fx[ "vehicle_zpu4" ] = "explosions/vehicle_explosion_bmp";
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zpu_death_fx[ "vehicle_zpu4_low" ] = "explosions/vehicle_explosion_bmp";
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build_deathfx( zpu_death_fx[ model ], undefined, "exp_armor_vehicle", undefined, undefined, undefined, 0 );
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build_mainturret( "tag_flash", "tag_flash2", "tag_flash1", "tag_flash3" );
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build_radiusdamage( ( 0, 0, 53 ), 512, 300, 20, false );
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build_life( 999, 500, 1500 );
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build_team( "axis" );
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build_aianims( ::setanims, ::set_vehicle_anims );
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build_compassicon( "", false );
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}
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init_local()
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{
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}
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set_vehicle_anims( positions )
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{
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positions[ 0 ].vehicle_turret_fire = %zpu_gun_fire_a;
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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 < 1;i++ )
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positions[ i ] = spawnstruct();
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positions[ 0 ].sittag = "tag_driver";
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// positions[ 0 ].turret_fire = %zpu_gunner_fire_a;
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positions[ 0 ].idle = %zpu_gunner_fire_a;
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return positions;
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}
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/*QUAKED script_vehicle_zpu4 (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\_zpu_antiair::main( "vehicle_zpu4" );
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and these lines in your CSV:
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include,vehicle_zpu4_zpu_antiair
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defaultmdl="vehicle_zpu4"
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default:"vehicletype" "zpu_antiair"
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*/
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/*QUAKED script_vehicle_zpu4_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\_zpu_antiair::main( "vehicle_zpu4_low" );
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and these lines in your CSV:
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include,vehicle_zpu4_low_zpu_antiair
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defaultmdl="vehicle_zpu4_low"
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default:"vehicletype" "zpu_antiair"
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*/
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