#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 }