127 lines
5.1 KiB
Text
127 lines
5.1 KiB
Text
// _sherman.gsc
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// Sets up the behavior for the Sherman Tank and variants.
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#include maps\_vehicle_aianim;
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#include maps\_vehicle;
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main(model,type)
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{
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build_template( "sherman", model, type );
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build_localinit( ::init_local );
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build_deathmodel( "vehicle_usa_tracked_shermanm4a3", "vehicle_usa_tracked_shermanm4a3" );
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build_deathmodel( "vehicle_usa_tracked_shermanm4a3_green_w", "vehicle_usa_tracked_shermanm4a3_green_d_w" );
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build_deathmodel( "vehicle_usa_tracked_shermanm4a3_green", "vehicle_usa_tracked_shermanm4a3_green_d" );
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build_deathmodel( "vehicle_usa_tracked_shermanm4a3_camo", "vehicle_usa_tracked_shermanm4a3_camo_d" );
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//build_deathmodel( "vehicle_usa_tracked_shermanm4a3_winter", "vehicle_usa_tracked_shermanm4a3_camo_dest" );
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build_shoot_shock( "tankblast" );
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build_shoot_rumble( "tank_fire" );
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//build_drive( %abrams_movement, %abrams_movement_backwards, 10 );
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build_exhaust( "vehicle/exhaust/fx_exhaust_sherman" );
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//build_deckdust( "dust/abrams_desk_dust" );
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build_deathfx( "vehicle/vexplosion/fx_vexplode_usa_sherman", "tag_origin", "explo_metal_rand" );
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build_deathquake( 0.7, 1.0, 600 );
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build_turret( "sherman_tank_mg", "tag_turret2", "weapon_machinegun_tiger", false );
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build_treadfx( type );
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build_life( 999, 500, 1500 );
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build_rumble( "tank_rumble", 0.15, 4.5, 600, 1, 1 );
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build_team( "allies" );
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build_mainturret();
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build_compassicon();
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build_aianims( ::setanims , ::set_vehicle_anims );
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build_frontarmor( .33 ); //regens this much of the damage from attacks to the front
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level.vehicletypefancy["sherman"] = &"VEHICLENAME_SHERMAN_TANK";
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}
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// Anything specific to this vehicle, used globally.
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init_local()
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{
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}
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// Animtion set up for vehicle anims
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#using_animtree ("tank");
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set_vehicle_anims(positions)
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{
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return positions;
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}
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// Animation set up for AI on the tank
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// 2/21/07 - THESE ARE TEMP ANIMS
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#using_animtree ("generic_human");
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setanims ()
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{
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positions = [];
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for(i=0;i<10;i++)
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positions[i] = spawnstruct();
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positions[0].sittag = "tag_driver";
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positions[1].sittag = "tag_passenger";
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positions[2].sittag = "tag_passenger2";
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positions[3].sittag = "tag_passenger3";
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positions[4].sittag = "tag_passenger4";
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positions[5].sittag = "tag_passenger5";
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positions[6].sittag = "tag_passenger6";
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positions[7].sittag = "tag_passenger7";
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positions[8].sittag = "tag_passenger8";
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positions[9].sittag = "tag_passenger9";
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// Idle animation setup
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positions[0].idle = %crew_tank1_commander_idle;
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positions[1].idle = %crew_tank1_passenger1_idle;
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positions[2].idle = %crew_tank1_passenger2_idle;
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positions[3].idle = %crew_tank1_passenger3_idle;
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positions[4].idle = %crew_tank1_passenger4_idle;
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positions[5].idle = %crew_tank1_passenger5_idle;
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positions[6].idle = %crew_tank1_passenger6_idle;
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positions[7].idle = %crew_tank1_passenger7_idle;
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positions[8].idle = %crew_tank1_passenger8_idle;
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positions[9].idle = %crew_tank1_passenger9_idle;
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//SCRIPTER MOD : Sumeet Added support for the combat ride animations - we need following animations
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//positions[0].idle_combat = %crew_tank1_commander_combatidle;
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//positions[1].idle_combat = %crew_tank1_passenger1_combatidle;
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//positions[2].idle_combat = %crew_tank1_passenger2_combatidle;
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//positions[3].idle_combat = %crew_tank1_passenger3_combatidle;
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// Old animations
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positions[4].idle_combat = %crew_sherman_passenger4_combatidle;
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positions[5].idle_combat = %crew_sherman_passenger5_combatidle;
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positions[6].idle_combat = %crew_sherman_passenger6_combatidle;
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positions[7].idle_combat = %crew_tank1_passenger7_combatidle;
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positions[8].idle_combat = %crew_tank1_passenger8_combatidle;
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positions[9].idle_combat = %crew_tank1_passenger9_combatidle;
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// Dismount animation setup
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positions[0].getout = %crew_tank1_commander_dismount;
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positions[1].getout = %crew_tank1_passenger1_dismount;
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positions[2].getout = %crew_tank1_passenger2_dismount;
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positions[3].getout = %crew_tank1_passenger3_dismount;
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positions[4].getout = %crew_tank1_passenger4_dismount;
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positions[5].getout = %crew_tank1_passenger5_dismount;
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positions[6].getout = %crew_tank1_passenger6_dismount;
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positions[7].getout = %crew_tank1_passenger7_dismount;
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positions[8].getout = %crew_tank1_passenger8_dismount;
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positions[9].getout = %crew_tank1_passenger9_dismount;
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//SCRIPTER MOD : Sumeet Added support for the combat jumpout animations - we need following animations
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//positions[ 0 ].getout_combat = %crew_tank1_commander_combatdismount;
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//positions[ 1 ].getout_combat = %crew_tank1_passenger1_combatdismount;
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//positions[ 2 ].getout_combat = %crew_tank1_passenger2_combatdismount;
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//positions[ 3 ].getout_combat = %crew_tank1_passenger3_combatdismount;
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positions[ 4 ].getout_combat = %crew_sherman_passenger4_combatdismount_a;
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positions[ 5 ].getout_combat = %crew_sherman_passenger5_combatdismount_a;
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positions[ 6 ].getout_combat = %crew_sherman_passenger6_combatdismount_a;
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positions[ 7 ].getout_combat = %crew_tank1_passenger7_combatdismount;
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positions[ 8 ].getout_combat = %crew_tank1_passenger8_combatdismount;
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positions[ 9 ].getout_combat= %crew_tank1_passenger9_combatdismount;
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return positions;
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}
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