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