/*QUAKED script_vehicle_nx_blackhawk_armed (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER maps\_nx_blackhawk_armed::main( "nx_vehicle_blackhawk_minigun_armed" ); include,nx_vehicle_blackhawk_minigun_armed sound,vehicle_blackhawk,vehicle_standard,all_sp defaultmdl="nx_vehicle_blackhawk_minigun_armed" default:"vehicletype" "blackhawk" default:"script_team" "allies" */ #include maps\_vehicle; #include maps\_vehicle_aianim; #using_animtree( "vehicles" ); main( model, type, no_death ) { build_template( "blackhawk", model, type ); build_localinit( ::init_local ); build_deathmodel( "nx_vehicle_blackhawk_minigun_armed" ); build_drive( %bh_rotors, undefined, 0 ); if ( !isdefined( no_death ) ) { blackhawk_death_fx = []; blackhawk_death_fx[ "nx_vehicle_blackhawk_minigun_armed" ] = "explosions/helicopter_explosion"; build_deathfx( "explosions/helicopter_explosion_secondary_small", "tag_engine_left", "blackhawk_helicopter_hit", undefined, undefined, undefined, 0.2, true ); build_deathfx( "explosions/helicopter_explosion_secondary_small", "elevator_jnt", "blackhawk_helicopter_secondary_exp", undefined, undefined, undefined, 0.5, true ); build_deathfx( "fire/fire_smoke_trail_L", "elevator_jnt", "blackhawk_helicopter_dying_loop", true, 0.05, true, 0.5, true ); build_deathfx( "explosions/helicopter_explosion_secondary_small", "tag_engine_right", "blackhawk_helicopter_secondary_exp", undefined, undefined, undefined, 2.5, true ); build_deathfx( "explosions/helicopter_explosion_secondary_small", "tag_deathfx", "blackhawk_helicopter_secondary_exp", undefined, undefined, undefined, 4.0 ); build_deathfx( blackhawk_death_fx[ model ], undefined, "blackhawk_helicopter_crash", undefined, undefined, undefined, - 1, undefined, "stop_crash_loop_sound" ); build_rocket_deathfx( "explosions/aerial_explosion_heli_large", "tag_deathfx", "blackhawk_helicopter_crash",undefined, undefined, undefined, undefined, true, undefined, 0 ); } build_treadfx(); build_wash(); build_life( 999, 500, 1500 ); build_team( "allies" ); build_aianims( ::setanims, ::set_vehicle_anims ); build_attach_models( ::set_attached_models ); build_unload_groups( ::Unload_Groups ); build_compassicon( "helicopter", false ); build_turret( "nx_turret_blackhawk_ai", "tag_turret_ai", "weapon_blackhawk_armed_turret", undefined, "auto_ai", 10, 20, -14 ); randomStartDelay = randomfloatrange( 0, 1 ); build_light( model, "cockpit_blue_cargo01", "tag_light_cargo01", "misc/aircraft_light_cockpit_red", "interior", 0.0 ); build_light( model, "cockpit_blue_cockpit01", "tag_light_cockpit01", "misc/aircraft_light_cockpit_blue", "interior", 0.0 ); build_light( model, "white_blink", "tag_light_belly", "misc/aircraft_light_white_blink", "running", randomStartDelay ); build_light( model, "white_blink_tail", "tag_light_tail", "misc/aircraft_light_white_blink", "running", randomStartDelay ); build_light( model, "wingtip_green", "tag_light_L_wing", "misc/aircraft_light_wingtip_green", "running", randomStartDelay ); build_light( model, "wingtip_red", "tag_light_R_wing", "misc/aircraft_light_wingtip_red", "running", randomStartDelay ); } init_local() { self.originheightoffset = distance( self gettagorigin( "tag_origin" ), self gettagorigin( "tag_ground" ) );// TODO - FIXME: this is ugly. Derive from distance between tag_origin and tag_base or whatever that tag was. self.fastropeoffset = 762;// TODO - FIXME: this is ugly. If only there were a getanimendorigin() command self.script_badplace = false;// All helicopters dont need to create bad places //maps\_vehicle::lights_on( "running" ); //maps\_vehicle::lights_on( "interior" ); } #using_animtree( "vehicles" ); set_vehicle_anims( positions ) { // positions[ 0 ].vehicle_getinanim = %tigertank_hatch_open; for ( i = 0;i < positions.size;i++ ) positions[ i ].vehicle_getoutanim = %bh_idle; return positions; } #using_animtree( "generic_human" ); setanims() { positions = []; for ( i = 0;i < 9;i++ ) positions[ i ] = spawnstruct(); positions[ 0 ].idle = %bh_Pilot_idle; positions[ 1 ].idle = %bh_coPilot_idle; // 1, 2, 4, 5, 8, 6 positions[ 2 ].idle = %bh_1_idle; positions[ 3 ].idle = %bh_2_idle; positions[ 4 ].idle = %nx_tp_blackhawk_armed_idle_low_guy01; positions[ 5 ].idle = %nx_tp_blackhawk_armed_idle_low_guy02; positions[ 6 ].idle = %bh_8_idle; positions[ 7 ].idle = %bh_6_idle; positions[ 0 ].sittag = "tag_detach"; positions[ 1 ].sittag = "tag_detach"; positions[ 2 ].sittag = "tag_detach"; positions[ 3 ].sittag = "tag_detach"; positions[ 4 ].sittag = "tag_detach"; positions[ 5 ].sittag = "tag_detach"; positions[ 6 ].sittag = "tag_detach"; positions[ 7 ].sittag = "tag_detach"; positions[ 8 ].sittag = "tag_turret_ai_guy"; // 1, 2, 4, 5, 8, 6 positions[ 2 ].getout = %bh_1_drop; positions[ 3 ].getout = %bh_2_drop; positions[ 4 ].getout = %nx_tp_blackhawk_armed_getout_low_guy01; positions[ 5 ].getout = %nx_tp_blackhawk_armed_getout_low_guy02; positions[ 6 ].getout = %bh_8_drop; positions[ 7 ].getout = %bh_6_drop; positions[ 2 ].getoutstance = "crouch"; positions[ 3 ].getoutstance = "crouch"; positions[ 4 ].getoutstance = "crouch"; positions[ 5 ].getoutstance = "crouch"; positions[ 6 ].getoutstance = "crouch"; positions[ 7 ].getoutstance = "crouch"; positions[ 2 ].ragdoll_getout_death = true; positions[ 3 ].ragdoll_getout_death = true; positions[ 4 ].ragdoll_getout_death = true; positions[ 5 ].ragdoll_getout_death = true; positions[ 6 ].ragdoll_getout_death = true; positions[ 7 ].ragdoll_getout_death = true; positions[ 2 ].ragdoll_fall_anim = %fastrope_fall; positions[ 3 ].ragdoll_fall_anim = %fastrope_fall; positions[ 4 ].ragdoll_fall_anim = %fastrope_fall; positions[ 5 ].ragdoll_fall_anim = %fastrope_fall; positions[ 6 ].ragdoll_fall_anim = %fastrope_fall; positions[ 7 ].ragdoll_fall_anim = %fastrope_fall; positions[ 1 ].rappel_kill_achievement = 1; positions[ 2 ].rappel_kill_achievement = 1; positions[ 3 ].rappel_kill_achievement = 1; positions[ 4 ].rappel_kill_achievement = 1; positions[ 5 ].rappel_kill_achievement = 1; positions[ 6 ].rappel_kill_achievement = 1; positions[ 7 ].rappel_kill_achievement = 1; // 1, 2, 4, 5, 6, & 8 positions[ 2 ].fastroperig = "TAG_FastRope_RI";// 1 %bh_1_drop positions[ 3 ].fastroperig = "TAG_FastRope_RI"; // 2 %bh_2_drop positions[ 4 ].fastroperig = "TAG_FastRope_LE"; // 4 %bh_4_drop positions[ 5 ].fastroperig = "TAG_FastRope_LE"; // 5 %bh_5_drop positions[ 6 ].fastroperig = "TAG_FastRope_RI";// 8 %bh_8_drop positions[ 7 ].fastroperig = "TAG_FastRope_LE";// 6 %bh_6_drop positions[ 8 ].mgturret = 0;// which of the turrets is this guy going to use return positions; } //WIP.. posible to unload different sets of people wirh vehicle notify( "unload", set ); sets defined here. unload_groups() { unload_groups = []; unload_groups[ "left" ] = []; unload_groups[ "right" ] = []; unload_groups[ "both" ] = []; unload_groups[ "left" ][ unload_groups[ "left" ].size ] = 4; unload_groups[ "left" ][ unload_groups[ "left" ].size ] = 5; unload_groups[ "left" ][ unload_groups[ "left" ].size ] = 7; unload_groups[ "right" ][ unload_groups[ "right" ].size ] = 2; unload_groups[ "right" ][ unload_groups[ "right" ].size ] = 3; unload_groups[ "right" ][ unload_groups[ "right" ].size ] = 6; unload_groups[ "both" ][ unload_groups[ "both" ].size ] = 2; unload_groups[ "both" ][ unload_groups[ "both" ].size ] = 3; unload_groups[ "both" ][ unload_groups[ "both" ].size ] = 4; unload_groups[ "both" ][ unload_groups[ "both" ].size ] = 5; unload_groups[ "both" ][ unload_groups[ "both" ].size ] = 6; unload_groups[ "both" ][ unload_groups[ "both" ].size ] = 7; unload_groups[ "default" ] = unload_groups[ "left" ]; return unload_groups; } set_attached_models() { array = []; array[ "TAG_FastRope_LE" ] = spawnstruct(); array[ "TAG_FastRope_LE" ].model = "rope_test"; array[ "TAG_FastRope_LE" ].tag = "TAG_FastRope_LE"; array[ "TAG_FastRope_LE" ].idleanim = %bh_rope_idle_le; array[ "TAG_FastRope_LE" ].dropanim = %nx_bh_rope_drop_le; array[ "TAG_FastRope_RI" ] = spawnstruct(); array[ "TAG_FastRope_RI" ].model = "rope_test_ri"; array[ "TAG_FastRope_RI" ].tag = "TAG_FastRope_RI"; array[ "TAG_FastRope_RI" ].idleanim = %bh_rope_idle_ri; array[ "TAG_FastRope_RI" ].dropanim = %bh_rope_drop_ri; strings = getarraykeys( array ); for ( i = 0;i < strings.size;i++ ) { precachemodel( array[ strings[ i ] ].model ); } return array; }