cod5-sdk/raw/maps/_see2_panther.gsc
2008-11-20 00:00:00 +00:00

173 lines
5.3 KiB
Text

// _panther.gsc
// Sets up the behavior for the Panther Tank and variants.
#include maps\_vehicle_aianim;
#include maps\_vehicle;
main(model,type)
{
build_template( "see2_panther", model, type );
build_localinit( ::init_local );
build_deathmodel( "vehicle_ger_tracked_panther", "vehicle_ger_tracked_panther_d_base" );
build_deathmodel( "vehicle_ger_tracked_panther_winter", "vehicle_ger_tracked_panther_d_base" );
build_shoot_shock( "tankblast" );
//build_drive( %abrams_movement, %abrams_movement_backwards, 10 );
build_exhaust( "vehicle/exhaust/fx_exhaust_panther" );
//build_deckdust( "dust/abrams_desk_dust" );
build_deathfx( "vehicle/vexplosion/fx_vexplode_ger_panther", undefined, "explo_metal_rand" );
build_deathfx( "vehicle/vfire/fx_vfire_ger_panther", "tag_origin", undefined );
build_deathfx( "vehicle/vfire/fx_vsmoke_ger_panther", "tag_origin", undefined );
build_deathquake( 0.7, 1.0, 600 );
build_turret( "panther_coaxial_mg", "tag_turret", "weapon_machinegun_tiger", false );
build_treadfx();
build_life( 1000, 999, 1000 );
build_rumble( "tank_rumble", 0.15, 4.5, 600, 1, 1 );
build_team( "axis" );
build_mainturret();
build_compassicon();
build_aianims( ::setanims , ::set_vehicle_anims );
build_frontarmor( .33 ); //regens this much of the damage from attacks to the front
precachemodel( "vehicle_ger_tracked_panther_seta_body" );
precachemodel( "vehicle_ger_tracked_panther_seta_turret" );
precachemodel( "vehicle_ger_tracked_panther_setb_body" );
precachemodel( "vehicle_ger_tracked_panther_setb_turret" );
precachemodel( "vehicle_ger_tracked_panther_setc_body" );
precachemodel( "vehicle_ger_tracked_panther_setc_turret" );
}
// Anthing specific to this vehicle, used globally.
init_local()
{
//self thread keep_track_of_guys_hitting_me();
//self thread reward_assist_points();
}
keep_track_of_guys_hitting_me()
{
self endon("death");
self.hit_by_player_array = [];
self.hit_by_player_array[0] = false;
self.hit_by_player_array[1] = false;
self.hit_by_player_array[2] = false;
self.hit_by_player_array[3] = false;
player_hit_me = undefined;
while(1)
{
self waittill("damage", amount, attacker );
self.last_thing_to_hit_me = attacker;
if( IsPlayer( attacker ) )
{
player_hit_me = attacker;
}
else if( IsDefined(attacker.classname) && attacker.classname == "script_vehicle" )
{
veh_owner = attacker GetVehicleOwner();
if(IsDefined(veh_owner) && IsPlayer(veh_owner))
{
player_hit_me = attacker;
}
}
if(IsDefined(player_hit_me))
{
players = maps\_utility::get_players();
for( i=0; i < players.size; i++ )
{
if(players[i] == player_hit_me)
{
self.hit_by_player_array[i] = true;
}
}
player_hit_me = undefined;
}
}
}
reward_assist_points()
{
self waittill("death");
players = maps\_utility::get_players();
for(i = 0; i < players.size; i++)
{
if(self.hit_by_player_array[i] && self.last_thing_to_hit_me != players[i])
{
maps\_utility::arcademode_assignpoints("arcademode_score_bombplant", players[i] );
}
}
}
// 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<10;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[4].sittag = "tag_guy5";
positions[5].sittag = "tag_guy6";
positions[6].sittag = "tag_guy7";
positions[7].sittag = "tag_guy8";
positions[8].sittag = "tag_guy9";
positions[9].sittag = "tag_guy10";
//
// positions[0].idle = %humvee_passenger_idle_R;
// positions[1].idle = %humvee_passenger_idle_R;
// positions[2].idle = %humvee_passenger_idle_R;
// positions[3].idle = %humvee_passenger_idle_R;
// positions[4].idle = %humvee_passenger_idle_R;
// positions[5].idle = %humvee_passenger_idle_R;
// positions[6].idle = %humvee_passenger_idle_R;
// positions[7].idle = %humvee_passenger_idle_R;
// positions[8].idle = %humvee_passenger_idle_R;
// positions[9].idle = %humvee_passenger_idle_R;
//
// positions[0].getout = %humvee_passenger_out_R;
// positions[1].getout = %humvee_passenger_out_R;
// positions[2].getout = %humvee_passenger_out_R;
// positions[3].getout = %humvee_passenger_out_R;
// positions[4].getout = %humvee_passenger_out_R;
// positions[5].getout = %humvee_passenger_out_R;
// positions[6].getout = %humvee_passenger_out_R;
// positions[7].getout = %humvee_passenger_out_R;
// positions[8].getout = %humvee_passenger_out_R;
// positions[9].getout = %humvee_passenger_out_R;
//
// positions[0].getin = %humvee_passenger_in_R;
// positions[1].getin = %humvee_passenger_in_R;
// positions[2].getin = %humvee_passenger_in_R;
// positions[3].getin = %humvee_passenger_in_R;
// positions[4].getin = %humvee_passenger_in_R;
// positions[5].getin = %humvee_passenger_in_R;
// positions[6].getin = %humvee_passenger_in_R;
// positions[7].getin = %humvee_passenger_in_R;
// positions[8].getin = %humvee_passenger_in_R;
// positions[9].getin = %humvee_passenger_in_R;
//
return positions;
}