#include maps\_vehicle; #include maps\_vehicle_aianim; #using_animtree( "vehicles" ); main( model, type, no_death ) { build_template( "nx_parachute", model, type ); build_localinit( ::init_local ); build_life( 999, 500, 1500 ); build_team( "allies" ); build_drive ( %nx_vh_hhh_parachute_idle, undefined, 10 ); build_aianims( ::setanims, ::set_vehicle_anims ); build_treadfx(); } init_local() { self.script_badplace = false;// All helicopters dont need to create bad places } #using_animtree( "vehicles" ); set_vehicle_anims( positions ) { for ( i = 0;i < positions.size;i++ ) positions[ i ].vehicle_getoutanim = %nx_vh_hhh_parachute_idle; return positions; } #using_animtree( "generic_human" ); setanims() { positions = []; for ( i = 0;i < 1;i++ ) positions[ i ] = spawnstruct(); positions[ 0 ].idle = %nx_tp_hhh_parachute_idle; positions[ 0 ].sittag = "tag_driver"; return positions; } /*QUAKED script_vehicle_nx_parachute (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER maps\_nx_parachute::main( "vehicle_parachute" ); include,nx_vehicle_parachute defaultmdl="vehicle_parachute" default:"vehicletype" "nx_parachute" default:"script_team" "allies" */