cod4-sdk/raw/maps/_zpu_antiair.gsc

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2008-01-19 00:00:00 +00:00
#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 );
}
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;
}