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

41 lines
1.9 KiB
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// Cleaned up by: SRS (05/02/07)
// STUKA TODO: need final assets for turrets & bombs (models, fx, sounds, turretinfo)
#include maps\_vehicle_aianim;
#include maps\_vehicle;
#include common_scripts\utility;
main( model, type )
{
// set up the vehicle. (see _vehicle for nicely commented explanations of these functions.)
build_template( "stuka", model, type );
build_localinit( ::init_local );
build_deathmodel( "vehicle_stuka_flying", "vehicle_stuka_flying" ); // TODO change to actual deathmodel when we get it
build_deathfx( "explosions/large_vehicle_explosion", undefined, "explo_metal_rand" ); // TODO change to actual explosion fx/sound when we get it
build_life( 99999, 5000, 15000 );
build_team( "axis" );
//build_treadfx();
// Bomb stuff: TODO update with actual explosion fx, sound, and bomb model when we get them
// quakepower, quaketime, quakeradius, range, min_damage, max_damage
maps\_planeweapons::build_bomb_explosions( level.vttype, 0.5, 2.0, 1024, 768, 400, 25 );
maps\_planeweapons::build_bombs( level.vttype, "aircraft_bomb", "explosions/fx_mortarExp_dirt", "artillery_explosion" );
// turret stuff: TODO update with actual turret models and types when we get them
turretType = "stuka_mg";
turretModel = "weapon_machinegun_tiger";
build_turret( turretType, "tag_gunLeft", turretModel, true );
build_turret( turretType, "tag_gunRight", turretModel, true );
// end turret stuff
}
// When the vehicle spawns, it calls this function, so put vehicle-specific post-spawn stuff here.
// self = the vehicle
init_local()
{
wait( 0.05 ); // wait a frame for the vehicle to spawn and get set up by _vehicle
self thread maps\_mgturret::link_turrets( self.mgturret ); // make the turrets fire together
if( IsDefined( self.script_numbombs ) && self.script_numbombs > 0 )
{
self thread maps\_planeweapons::bomb_init( self.script_numbombs );
}
}