74 lines
2.4 KiB
Text
74 lines
2.4 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( "seaknight_airlift", model, type );
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build_localinit( ::init_local );
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build_deathmodel( "vehicle_ch46e");
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//build_turret( "seaknight_mark19", "tag_turret", "weapon_pickup_technical_mg50cal", true );
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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_drive( %sniper_escape_ch46_rotors, undefined, 0 );
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build_light ( model, "cockpit_red_cargo02", "tag_light_cargo02", "misc/aircraft_light_cockpit_red", "interior", 0.0 );
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build_light ( model, "cockpit_blue_cockpit01", "tag_light_cockpit01", "misc/aircraft_light_cockpit_blue", "interior", 0.1 );
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build_light ( model, "white_blink", "tag_light_belly", "misc/aircraft_light_red_blink", "running", 0.0 );
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build_light ( model, "white_blink_tail", "tag_light_tail", "misc/aircraft_light_red_blink", "running", 0.3 );
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build_light ( model, "wingtip_green1", "tag_light_L_wing1", "misc/aircraft_light_wingtip_green", "running", 0.0 );
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build_light ( model, "wingtip_green2", "tag_light_L_wing2", "misc/aircraft_light_wingtip_green", "running", 0.0 );
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build_light ( model, "wingtip_red1", "tag_light_R_wing1", "misc/aircraft_light_wingtip_red", "running", 0.2 );
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build_light ( model, "wingtip_red2", "tag_light_R_wing2", "misc/aircraft_light_wingtip_red", "running", 0.0 );
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}
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init_local()
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{
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self.originheightoffset = distance( self gettagorigin( "tag_origin" ), self gettagorigin( "tag_ground" ) );
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self.fastropeoffset = 652; //TODO-FIXME: this is ugly.
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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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positions[ 1 ].vehicle_getoutanim = %ch46_doors_open;
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positions[ 1 ].vehicle_getoutanim_clear = false;
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positions[ 1 ].vehicle_getinanim = %ch46_doors_close;
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positions[ 1 ].vehicle_getinanim_clear = false;
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positions[ 1 ].vehicle_getoutsound = "seaknight_door_open";
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positions[ 1 ].vehicle_getinsound = "seaknight_door_close";
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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<0;i++)
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positions[i] = spawnstruct();
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//copy from _blackhawk when anims are rigged.
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return positions;
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}
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unload_groups()
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{
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}
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set_attached_models()
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{
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}
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