cod4-sdk/raw/maps/_cobra.gsc

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2008-01-19 00:00:00 +00:00
#include maps\_vehicle;
#include maps\_vehicle_aianim;
#using_animtree ("vehicles");
main( model, type )
{
build_template( "cobra", model, type );
build_localinit( ::init_local );
build_deathmodel( "vehicle_cobra_helicopter", "vehicle_cobra_helicopter_fly");
build_deathmodel( "vehicle_cobra_helicopter_fly", "vehicle_cobra_helicopter_fly");
build_drive( %bh_rotors, undefined, 0,3.0 );
build_deathfx( "explosions/large_vehicle_explosion",undefined,"explo_metal_rand");
build_treadfx();
build_life ( 999, 500, 1500 );
build_team( "allies");
build_mainturret();
build_light ( model, "wingtip_green", "tag_light_L_wing", "misc/aircraft_light_wingtip_green", "running", 0.1);
build_light ( model, "wingtip_red", "tag_light_R_wing", "misc/aircraft_light_wingtip_red", "running", 0.0);
build_light ( model, "white_blink", "tag_light_belly", "misc/aircraft_light_white_blink", "running", 0.0);
build_light ( model, "white_blink_tail", "tag_light_tail", "misc/aircraft_light_white_blink", "running", 0.4);
build_aianims( ::setanims , ::set_vehicle_anims );
}
init_local()
{
self.delete_on_death = true;
self.script_badplace = false; //All helicopters dont need to create bad places
}
set_vehicle_anims(positions)
{
return positions;
}
#using_animtree ("generic_human");
setanims()
{
positions = [];
for ( i = 0;i < 2;i++ )
positions[ i ] = spawnstruct();
positions[ 0 ].sittag = "tag_pilot";
positions[ 1 ].sittag = "tag_gunner";
positions[ 0 ].bHasGunWhileRiding = false;
positions[ 1 ].bHasGunWhileRiding = false;
positions[ 0 ].idle[ 0 ] = %helicopter_pilot1_idle;
positions[ 0 ].idle[ 1 ] = %helicopter_pilot1_twitch_clickpannel;
positions[ 0 ].idle[ 2 ] = %helicopter_pilot1_twitch_lookback;
positions[ 0 ].idle[ 3 ] = %helicopter_pilot1_twitch_lookoutside;
positions[ 0 ].idleoccurrence[ 0 ] = 500;
positions[ 0 ].idleoccurrence[ 1 ] = 100;
positions[ 0 ].idleoccurrence[ 2 ] = 100;
positions[ 0 ].idleoccurrence[ 3 ] = 100;
positions[ 1 ].idle[ 0 ] = %helicopter_pilot2_idle;
positions[ 1 ].idle[ 1 ] = %helicopter_pilot2_twitch_clickpannel;
positions[ 1 ].idle[ 2 ] = %helicopter_pilot2_twitch_lookoutside;
positions[ 1 ].idle[ 3 ] = %helicopter_pilot2_twitch_radio;
positions[ 1 ].idleoccurrence[ 0 ] = 450;
positions[ 1 ].idleoccurrence[ 1 ] = 100;
positions[ 1 ].idleoccurrence[ 2 ] = 100;
positions[ 1 ].idleoccurrence[ 3 ] = 100;
return positions;
// add generic helicopter pilot anims
// - helicopter_pilot1_idle
// - helicopter_pilot1_twitch_clickpannel
// - helicopter_pilot1_twitch_lookback
// - helicopter_pilot1_twitch_lookoutside
// - helicopter_pilot2_idle
// - helicopter_pilot2_twitch_clickpannel
// - helicopter_pilot2_twitch_lookoutside
// - helicopter_pilot2_twitch_radio
// - adjust mi17 / mi24 / mi28 / cobra tag for new anims
}