cod4-sdk/raw/maps/_seaknight_airlift.gsc
2008-01-19 00:00:00 +00:00

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#include maps\_vehicle;
#include maps\_vehicle_aianim;
#using_animtree ("vehicles");
main(model,type)
{
build_template( "seaknight_airlift", model, type );
build_localinit( ::init_local );
build_deathmodel( "vehicle_ch46e");
//build_turret( "seaknight_mark19", "tag_turret", "weapon_pickup_technical_mg50cal", true );
build_deathfx( "explosions/large_vehicle_explosion",undefined,"explo_metal_rand");
build_treadfx();
build_life ( 999, 500, 1500 );
build_team( "allies");
build_drive( %sniper_escape_ch46_rotors, undefined, 0 );
build_light ( model, "cockpit_red_cargo02", "tag_light_cargo02", "misc/aircraft_light_cockpit_red", "interior", 0.0 );
build_light ( model, "cockpit_blue_cockpit01", "tag_light_cockpit01", "misc/aircraft_light_cockpit_blue", "interior", 0.1 );
build_light ( model, "white_blink", "tag_light_belly", "misc/aircraft_light_red_blink", "running", 0.0 );
build_light ( model, "white_blink_tail", "tag_light_tail", "misc/aircraft_light_red_blink", "running", 0.3 );
build_light ( model, "wingtip_green1", "tag_light_L_wing1", "misc/aircraft_light_wingtip_green", "running", 0.0 );
build_light ( model, "wingtip_green2", "tag_light_L_wing2", "misc/aircraft_light_wingtip_green", "running", 0.0 );
build_light ( model, "wingtip_red1", "tag_light_R_wing1", "misc/aircraft_light_wingtip_red", "running", 0.2 );
build_light ( model, "wingtip_red2", "tag_light_R_wing2", "misc/aircraft_light_wingtip_red", "running", 0.0 );
}
init_local()
{
self.originheightoffset = distance( self gettagorigin( "tag_origin" ), self gettagorigin( "tag_ground" ) );
self.fastropeoffset = 652; //TODO-FIXME: this is ugly.
self.script_badplace = false; //All helicopters dont need to create bad places
}
set_vehicle_anims(positions)
{
positions[ 1 ].vehicle_getoutanim = %ch46_doors_open;
positions[ 1 ].vehicle_getoutanim_clear = false;
positions[ 1 ].vehicle_getinanim = %ch46_doors_close;
positions[ 1 ].vehicle_getinanim_clear = false;
positions[ 1 ].vehicle_getoutsound = "seaknight_door_open";
positions[ 1 ].vehicle_getinsound = "seaknight_door_close";
return positions;
}
#using_animtree ("generic_human");
setanims ()
{
positions = [];
for(i=0;i<0;i++)
positions[i] = spawnstruct();
//copy from _blackhawk when anims are rigged.
return positions;
}
unload_groups()
{
}
set_attached_models()
{
}