nx1-gsc-dump/maps/_nx_parachute.gsc

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#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"
*/