82 lines
2.9 KiB
Text
82 lines
2.9 KiB
Text
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#include maps\_vehicle;
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#include maps\_vehicle_aianim;
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#using_animtree ("vehicles");
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main( model, type )
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{
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build_template( "cobra", model, type );
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build_localinit( ::init_local );
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build_deathmodel( "vehicle_cobra_helicopter", "vehicle_cobra_helicopter_fly");
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build_deathmodel( "vehicle_cobra_helicopter_fly", "vehicle_cobra_helicopter_fly");
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build_drive( %bh_rotors, undefined, 0,3.0 );
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build_deathfx( "explosions/large_vehicle_explosion",undefined,"explo_metal_rand");
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build_treadfx();
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build_life ( 999, 500, 1500 );
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build_team( "allies");
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build_mainturret();
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build_light ( model, "wingtip_green", "tag_light_L_wing", "misc/aircraft_light_wingtip_green", "running", 0.1);
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build_light ( model, "wingtip_red", "tag_light_R_wing", "misc/aircraft_light_wingtip_red", "running", 0.0);
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build_light ( model, "white_blink", "tag_light_belly", "misc/aircraft_light_white_blink", "running", 0.0);
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build_light ( model, "white_blink_tail", "tag_light_tail", "misc/aircraft_light_white_blink", "running", 0.4);
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build_aianims( ::setanims , ::set_vehicle_anims );
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}
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init_local()
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{
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self.delete_on_death = true;
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self.script_badplace = false; //All helicopters dont need to create bad places
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}
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set_vehicle_anims(positions)
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{
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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 < 2;i++ )
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positions[ i ] = spawnstruct();
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positions[ 0 ].sittag = "tag_pilot";
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positions[ 1 ].sittag = "tag_gunner";
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positions[ 0 ].bHasGunWhileRiding = false;
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positions[ 1 ].bHasGunWhileRiding = false;
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positions[ 0 ].idle[ 0 ] = %helicopter_pilot1_idle;
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positions[ 0 ].idle[ 1 ] = %helicopter_pilot1_twitch_clickpannel;
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positions[ 0 ].idle[ 2 ] = %helicopter_pilot1_twitch_lookback;
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positions[ 0 ].idle[ 3 ] = %helicopter_pilot1_twitch_lookoutside;
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positions[ 0 ].idleoccurrence[ 0 ] = 500;
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positions[ 0 ].idleoccurrence[ 1 ] = 100;
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positions[ 0 ].idleoccurrence[ 2 ] = 100;
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positions[ 0 ].idleoccurrence[ 3 ] = 100;
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positions[ 1 ].idle[ 0 ] = %helicopter_pilot2_idle;
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positions[ 1 ].idle[ 1 ] = %helicopter_pilot2_twitch_clickpannel;
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positions[ 1 ].idle[ 2 ] = %helicopter_pilot2_twitch_lookoutside;
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positions[ 1 ].idle[ 3 ] = %helicopter_pilot2_twitch_radio;
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positions[ 1 ].idleoccurrence[ 0 ] = 450;
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positions[ 1 ].idleoccurrence[ 1 ] = 100;
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positions[ 1 ].idleoccurrence[ 2 ] = 100;
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positions[ 1 ].idleoccurrence[ 3 ] = 100;
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return positions;
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// add generic helicopter pilot anims
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// - helicopter_pilot1_idle
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// - helicopter_pilot1_twitch_clickpannel
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// - helicopter_pilot1_twitch_lookback
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// - helicopter_pilot1_twitch_lookoutside
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// - helicopter_pilot2_idle
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// - helicopter_pilot2_twitch_clickpannel
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// - helicopter_pilot2_twitch_lookoutside
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// - helicopter_pilot2_twitch_radio
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// - adjust mi17 / mi24 / mi28 / cobra tag for new anims
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}
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