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

97 lines
3.3 KiB
Text

#include maps\_vehicle_aianim;
#include maps\_vehicle;
#using_animtree( "vehicles" );
main( model, type )
{
build_template( "bmp", model, type );
build_localinit( ::init_local );
build_deathmodel( "vehicle_bmp", "vehicle_bmp_dsty" );
build_deathmodel( "vehicle_bmp_woodland", "vehicle_bmp_woodland_dsty" );
build_deathmodel( "vehicle_bmp_woodland_low", "vehicle_bmp_dsty_low" );
build_deathmodel( "vehicle_bmp_woodland_jeepride", "vehicle_bmp_dsty" );
build_deathmodel( "vehicle_bmp_desert", "vehicle_bmp_dsty" );
build_deathmodel( "vehicle_bmp_thermal", "vehicle_bmp_thermal_dsty" );
build_deathmodel( "vehicle_bmp_low", "vehicle_bmp_dsty_low" );
bmp_death_fx = [];
bmp_death_fx[ "vehicle_bmp" ] = "explosions/vehicle_explosion_bmp";
bmp_death_fx[ "vehicle_bmp_woodland" ] = "explosions/vehicle_explosion_bmp";
bmp_death_fx[ "vehicle_bmp_woodland_jeepride" ] = "explosions/vehicle_explosion_bmp";
bmp_death_fx[ "vehicle_bmp_woodland_low" ] = "explosions/vehicle_explosion_bmp_low";
bmp_death_fx[ "vehicle_bmp_desert" ] = "explosions/vehicle_explosion_bmp";
bmp_death_fx[ "vehicle_bmp_thermal" ] = "explosions/large_vehicle_explosion_IR";
bmp_death_fx[ "vehicle_bmp_low" ] = "explosions/vehicle_explosion_bmp_low";
// build_deathfx( effect, tag, sound, bEffectLooping, delay, bSoundlooping, waitDelay, stayontag, notifyString )
build_deathfx( "fire/firelp_med_pm", "tag_deathfx" );
build_deathfx( "fire/firelp_med_pm", "tag_cargofire", "fire_metal_medium", undefined, undefined, true, 0 );
build_deathfx( bmp_death_fx[ model ], undefined, "exp_armor_vehicle", undefined, undefined, undefined, 0 );
build_drive( %bmp_movement, %bmp_movement_backwards, 10 );
if ( issubstr( model, "_low" ) )
build_turret( "bmp_turret2", "tag_turret2", "vehicle_bmp_machine_gun_low", false );
else
build_turret( "bmp_turret2", "tag_turret2", "vehicle_bmp_machine_gun", false );
build_radiusdamage( ( 0, 0, 53 ), 512, 300, 20, false );
build_treadfx();
build_life( 999, 500, 1500 );
build_team( "axis" );
build_aianims( ::setanims, ::set_vehicle_anims );
build_frontarmor( .33 );// regens this much of the damage from attacks to the front
}
init_local()
{
}
set_vehicle_anims( positions )
{
// positions[ 0 ].vehicle_getinanim = %tigertank_hatch_open;
// positions[ 1 ].vehicle_getoutanim = %tigertank_hatch_open;
positions[ 0 ].vehicle_getoutanim = %bmp_doors_open;
positions[ 0 ].vehicle_getoutanim_clear = false;
return positions;
}
#using_animtree( "generic_human" );
setanims()
{
positions = [];
for ( i = 0;i < 4;i++ )
positions[ i ] = spawnstruct();
positions[ 0 ].sittag = "tag_guy1";
positions[ 1 ].sittag = "tag_guy2";
positions[ 2 ].sittag = "tag_guy3";
positions[ 3 ].sittag = "tag_guy4";
positions[ 0 ].idle = %bmp_idle_1;
positions[ 1 ].idle = %bmp_idle_2;
positions[ 2 ].idle = %bmp_idle_3;
positions[ 3 ].idle = %bmp_idle_4;
positions[ 0 ].getout = %bmp_exit_1;
positions[ 1 ].getout = %bmp_exit_2;
positions[ 2 ].getout = %bmp_exit_3;
positions[ 3 ].getout = %bmp_exit_4;
positions[ 0 ].getin = %humvee_driver_climb_in;
positions[ 1 ].getin = %humvee_passenger_in_L;
positions[ 2 ].getin = %humvee_passenger_in_R;
positions[ 3 ].getin = %humvee_passenger_in_R;
return positions;
}