#include maps\_vehicle; #include maps\_vehicle_aianim; #using_animtree( "vehicles" ); main( model, type ) { build_template( "mi28", model, type ); build_localinit( ::init_local ); build_deathmodel( "vehicle_mi-28_flying" ); build_drive( %mi28_rotors, undefined, 0, 3.0 ); // build_deathfx( "explosions/grenadeexp_default" , "tag_engine_rear_left", "blackhawk_helicopter_hit", undefined, undefined, undefined, 0.2, true ); // build_deathfx( "explosions/grenadeexp_default" , "main_rotor_jnt", "blackhawk_helicopter_hit", undefined, undefined, undefined, 0.5, true ); build_deathfx( "fire/fire_smoke_trail_L" , "main_rotor_jnt", "havoc_helicopter_dying_loop", true, 0.05, true, 0.5, true ); // build_deathfx( "explosions/aerial_explosion" , "tag_engine_rear_right", "blackhawk_helicopter_hit", undefined, undefined, undefined, 2.5, true ); // build_deathfx( "explosions/large_vehicle_explosion", undefined, "explo_metal_rand" ); build_treadfx(); build_life( 999, 500, 1500 ); build_team( "allies" ); build_mainturret(); build_aianims( ::setanims , ::set_vehicle_anims ); 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_red_blink", "running", 0.4 ); } init_local() { // self.delete_on_death = true; self.script_badplace = false;// All helicopters dont need to create bad places self.script_light_toggle = true; maps\_vehicle::lights_on( "running" ); } 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 ].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; positions[ 0 ].bHasGunWhileRiding = false; positions[ 1 ].bHasGunWhileRiding = false; 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 }