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