cod5-sdk/raw/maps/_halftrack.gsc

141 lines
5.8 KiB
Text
Raw Normal View History

2008-11-20 00:00:00 +00:00
// _halftrack.gsc
// Sets up the behavior for the German Halftrack.
#include maps\_vehicle_aianim;
#include maps\_vehicle;
main(model,type, do_build_death)
{
build_template( "halftrack", model, type );
build_localinit( ::init_local );
// dguzzo 12/12/07 - as far as i know, this is the correct model to be using. need a destroyed version still...
build_deathmodel( "vehicle_ger_tracked_halftrack", "vehicle_ger_tracked_halftrack_d", undefined, do_build_death );
build_deathmodel( "vehicle_halftrack_mg_brush", "vehicle_halftrack_mg_brush_d", undefined, do_build_death );
build_deathmodel( "vehicle_halftrack_mg_woodland", "vehicle_halftrack_mg_woodland_d", undefined, do_build_death );
build_deathmodel( "vehicle_halftrack_rockets_woodland", "vehicle_halftrack_rockets_woodland_d", do_build_death );
build_deathmodel( "vehicle_halftrack_mg_snow", "vehicle_halftrack_mg_brush_d", undefined, do_build_death );
build_deathmodel( "vehicle_halftrack_rockets_snow", "vehicle_halftrack_mg_brush_d", undefined, do_build_death );
build_shoot_shock( "tankblast" );
//build_drive( %abrams_movement, %abrams_movement_backwards, 10 );
build_exhaust( "vehicle/exhaust/fx_exhaust_halftrack" );
//build_deckdust( "dust/abrams_desk_dust" );
build_deathfx( "vehicle/vexplosion/fx_vexplode_ger_halftrack", "tag_origin", "explo_metal_rand" );
build_deathquake( 0.7, 1.0, 600 );
build_turret( "mg42_bipod_stand", "tag_turret", "weapon_ger_mg_mg42", true ); // SRS 05/15/07 fixed typo in modelname
build_treadfx();
build_life( 999, 500, 1500 );
build_rumble( "tank_rumble", 0.15, 4.5, 600, 1, 1 );
build_team( "axis" );
//build_compassicon();
build_aianims( ::setanims , ::set_vehicle_anims );
}
// Anthing specific to this vehicle, used globally.
init_local()
{
}
// Animtion set up for vehicle anims
#using_animtree ("tank");
set_vehicle_anims(positions)
{
return positions;
}
// Animation set up for AI on the tank
// 2/21/07 - THESE ARE TEMP ANIMS
#using_animtree ("generic_human");
setanims ()
{
positions = [];
for( i=0; i < 11; i++ )
{
positions[i] = spawnstruct();
}
positions[0].sittag = "tag_gunner1";
positions[1].sittag = "tag_passenger2";
positions[2].sittag = "tag_passenger3";
positions[3].sittag = "tag_passenger4";
positions[4].sittag = "tag_passenger5";
positions[5].sittag = "tag_passenger6";
positions[6].sittag = "tag_passenger7";
positions[7].sittag = "tag_passenger8";
positions[8].sittag = "tag_passenger9";
// SCRIPTER_MOD: SRS 5/15/07 this anim has been renamed, using TEMP IW asset for now
//positions[0].idle = %standMG42gunner_aim;
positions[0].idle = %technical_turret_aim_level_center;
positions[0].mgturret = 0;
// SCRIPTER_MOD: dguzzo (12/12/2007): final anims, still need anims for last four positions
positions[1].idle = %crew_halftrack_passenger2_idle;
positions[2].idle = %crew_halftrack_passenger3_idle;
positions[3].idle = %crew_halftrack_passenger4_idle;
positions[4].idle = %crew_halftrack_passenger5_idle;
positions[5].idle = %crew_halftrack_passenger6_idle;
positions[6].idle = %crew_halftrack_passenger7_idle;
positions[7].idle = %crew_halftrack_passenger8_idle;
positions[8].idle = %crew_halftrack_passenger9_idle;
//positions[ 0 ].getout = %technical_driver_climb_out; // probably don't want the MG guy to unload
// SCRIPTER_MOD: dguzzo (12/12/2007): final anims, still need anims for last four positions
positions[ 1 ].getout = %crew_halftrack_passenger2_exit_normal;
positions[ 2 ].getout = %crew_halftrack_passenger3_exit_normal;
positions[ 3 ].getout = %crew_halftrack_passenger4_exit_normal;
positions[ 4 ].getout = %crew_halftrack_passenger5_exit_normal;
positions[ 5 ].getout = %crew_halftrack_passenger6_exit_normal;
positions[ 6 ].getout = %crew_halftrack_passenger7_exit_normal;
positions[ 7 ].getout = %crew_halftrack_passenger8_exit_normal;
positions[ 8 ].getout = %crew_halftrack_passenger9_exit_normal;
positions[ 1 ].getout_combat = %crew_halftrack_passenger2_exit_jumpout;
positions[ 2 ].getout_combat = %crew_halftrack_passenger3_exit_jumpout;
positions[ 3 ].getout_combat = %crew_halftrack_passenger4_exit_jumpout;
positions[ 4 ].getout_combat = %crew_halftrack_passenger5_exit_jumpout;
positions[ 5 ].getout_combat = %crew_halftrack_passenger6_exit_jumpout;
positions[ 6 ].getout_combat = %crew_halftrack_passenger7_exit_jumpout;
positions[ 7 ].getout_combat = %crew_halftrack_passenger8_exit_jumpout;
positions[ 8 ].getout_combat = %crew_halftrack_passenger9_exit_jumpout;
return positions;
}
unload_groups()
{
unload_groups = [];
unload_groups["passengers"] = [];
unload_groups["all"] = [];
group = "passengers";
unload_groups[group][unload_groups[group].size] = 3;
unload_groups[group][unload_groups[group].size] = 4;
unload_groups[group][unload_groups[group].size] = 5;
unload_groups[group][unload_groups[group].size] = 6;
unload_groups[group][unload_groups[group].size] = 7;
unload_groups[group][unload_groups[group].size] = 8;
unload_groups[group][unload_groups[group].size] = 9;
unload_groups[group][unload_groups[group].size] = 10;
group = "all";
unload_groups[group][unload_groups[group].size] = 0;
unload_groups[group][unload_groups[group].size] = 1;
unload_groups[group][unload_groups[group].size] = 2;
unload_groups[group][unload_groups[group].size] = 3;
unload_groups[group][unload_groups[group].size] = 4;
unload_groups[group][unload_groups[group].size] = 5;
unload_groups[group][unload_groups[group].size] = 6;
unload_groups[group][unload_groups[group].size] = 7;
unload_groups[group][unload_groups[group].size] = 8;
unload_groups[group][unload_groups[group].size] = 9;
unload_groups[group][unload_groups[group].size] = 10;
unload_groups["default"] = unload_groups["passengers"];
return unload_groups;
}