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https://github.com/reaaLx/nx1-gsc-dump.git
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156 lines
4.4 KiB
Plaintext
156 lines
4.4 KiB
Plaintext
/*QUAKED script_vehicle_nx_moving_platform (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
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maps\_nx_moving_platform_vh::main("nx_vehicle_moving_platform");
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include,nx_vehicle_moving_platform
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defaultmdl="nx_vehicle_moving_platform"
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default:"vehicletype" "nx_moving_platform"
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default:"script_team" "allies"
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*/
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/*QUAKED script_vehicle_nx_moving_platform_ai_turret (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
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maps\_nx_moving_platform_vh::main("nx_vehicle_moving_platform", "nx_moving_platform_ai_turret");
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include,nx_vehicle_moving_platform
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defaultmdl="nx_vehicle_moving_platform"
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default:"vehicletype" "nx_moving_platform_ai_turret"
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default:"script_team" "allies"
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*/
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/*QUAKED script_vehicle_nx_moving_platform_enemy_ai_turret (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
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maps\_nx_moving_platform_vh::main("nx_vehicle_moving_platform", "nx_moving_platform_enemy_ai_turret");
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include,nx_vehicle_moving_platform
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defaultmdl="nx_vehicle_moving_platform"
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default:"vehicletype" "nx_moving_platform_enemy_ai_turret"
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default:"script_team" "axis"
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*/
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#include common_scripts\utility;
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#include maps\_utility;
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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 )
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{
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build_template( "nx_moving_platform", model, type );
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build_localinit( ::init_local );
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build_life( 99999, 99998, 99999 );
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build_drive( %nx_vh_moving_platform_movement, undefined, 100 );
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if ( IsDefined( type ) )
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{
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if( type == "nx_moving_platform_ai_turret" )
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{
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build_aianims( ::setanims, ::set_vehicle_anims );
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build_turret( "nx_chinese_lgv_turret_skimmer",
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"tag_turret_ai",
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"nx_vehicle_chinese_lgv_main_turret",
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undefined,
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"auto_ai",
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0.2,
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15,
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-14 );
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}
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else if ( type == "nx_moving_platform_enemy_ai_turret" )
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{
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build_aianims( ::setanims_enemy, ::set_vehicle_anims );
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build_turret( "nx_chinese_lgv_turret_skimmer",
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"tag_turret_ai_2",
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"nx_vehicle_chinese_lgv_main_turret",
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undefined,
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"auto_ai",
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0.2,
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15,
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-14 );
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}
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}
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//fx
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level._effect[ "maglevfx_normal" ] = loadfx( "nx/nx_lava/nx_lava_train_propulsion_distortion_01" );
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}
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//*******************************************************************
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// *
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// *
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//*******************************************************************
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init_local()
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{
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// 'Vignette' vehicles should not run expensive entity-affecting code.
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self SetTouchEntities( 0 );
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//_lauch off the maglex train parks: apm
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self train_maglex_fx();
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}
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train_maglex_fx()
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{
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self endon( "death" );
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self endon( "engines_off" );
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maglevfx_normal = GetFX( "maglevfx_normal" );
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PlayFXOnTag( maglevfx_normal, self, "TAG_FX_WHEEL_BACK_RIGHT" );
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PlayFXOnTag( maglevfx_normal, self, "TAG_FX_WHEEL_BACK_LEFT" );
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wait 0.01;
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PlayFXOnTag( maglevfx_normal, self, "TAG_FX_WHEEL_FRONT_RIGHT" );
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PlayFXOnTag( maglevfx_normal, self, "TAG_FX_WHEEL_FRONT_LEFT" );
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}
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stop_train_maglex_fx()
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{
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maglevfx_normal = GetFX( "maglevfx_normal" );
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StopFXOnTag( maglevfx_normal, self, "TAG_FX_WHEEL_BACK_RIGHT" );
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StopFXOnTag( maglevfx_normal, self, "TAG_FX_WHEEL_BACK_LEFT" );
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StopFXOnTag( maglevfx_normal, self, "TAG_FX_WHEEL_FRONT_RIGHT" );
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StopFXOnTag( maglevfx_normal, self, "TAG_FX_WHEEL_FRONT_LEFT" );
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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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positions[ 0 ] = spawnstruct();
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positions[ 0 ].sittag = "tag_gunner";
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positions[ 0 ].idle = %nx_tp_chinese_lgv_gunner_idle;
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positions[ 0 ].getin = %nx_tp_chinese_lgv_gunner_mount;
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positions[ 0 ].getout = %nx_tp_chinese_lgv_gunner_getout;
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positions[ 0 ].death = %nx_tp_chinese_lgv_gunner_death;
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positions[ 0 ].exit_allow_death = true;
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positions[ 0 ].exit_death_ragdoll_immediate = true;
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positions[ 0 ].death_no_ragdoll = true;
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positions[ 0 ].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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setanims_enemy()
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{
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positions = [];
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positions[ 0 ] = spawnstruct();
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positions[ 0 ].sittag = "tag_gunner_2";
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positions[ 0 ].idle = %nx_tp_chinese_lgv_gunner_idle;
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positions[ 0 ].getin = %nx_tp_chinese_lgv_gunner_mount;
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positions[ 0 ].getout = %nx_tp_chinese_lgv_gunner_getout;
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positions[ 0 ].death = %nx_tp_chinese_lgv_gunner_death;
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positions[ 0 ].exit_allow_death = true;
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positions[ 0 ].exit_death_ragdoll_immediate = true;
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positions[ 0 ].death_no_ragdoll = true;
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positions[ 0 ].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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set_vehicle_anims( positions )
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{
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//empty for now.
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return positions;
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}
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