nx1-gsc-dump/maps/_nx_chinese_vtol_low.gsc

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#include maps\_anim;
#include maps\_utility;
#include common_scripts\utility;
#include maps\_vehicle;
#include maps\_vehicle_aianim;
#using_animtree( "vehicles" );
main( model, hideparts, type, no_death )
{
build_template( "nx_chinese_vtol", model, type );
build_localinit( ::init_local );
//build_deathfx( "explosions/aerial_explosion_harrier", "tag_deathfx", "explo_metal_rand", undefined, undefined, undefined, undefined, undefined, undefined, 0 );
build_life( 24000, 22000, 26000 );
build_team( "axis" );
build_drive ( %nx_vh_chinese_vtol_movement,undefined, 150 );
// build_rumble( "mig_rumble", 0.05, 0.2, 1500, 0.05, 0.05 );
if ( !isdefined( no_death ) )
{
blackhawk_death_fx = [];
blackhawk_death_fx[ "nx_vehicle_chinese_vtol" ] = "explosions/helicopter_explosion";
build_deathfx( "explosions/helicopter_explosion_secondary_small", "tag_threat_id_1", "vtol_helicopter_primary_exp", undefined, undefined, undefined, 0.2, true );
build_deathfx( "explosions/helicopter_explosion_secondary_small", "back_l_thruster", "vtol_helicopter_secondary_exp", undefined, undefined, undefined, 0.5, true );
build_deathfx( "nx/fire/nx_fire_smoke_trail_emitter_rocket", "back_l_thruster", "vtol_helicopter_dying_loop", undefined, undefined, true, 0.5, true );
build_deathfx( "nx/fire/nx_fire_smoke_trail_emitter_rocket", "tag_wing_l_missile_turret","vtol_helicopter_dying_loop", undefined, undefined, true, 0.5, true );
build_deathfx( "explosions/helicopter_explosion", "tag_threat_id_2", "vtol_helicopter_tertiary_exp", undefined, undefined, undefined, 0.0, true );
build_deathfx( "explosions/helicopter_explosion", "tag_threat_id_2", "vtol_helicopter_tertiary_exp", undefined, undefined, undefined, 2.5, true );
build_deathfx( "nx/explosions/nx_rocket_vtol_explosion_bridge", "tag_deathfx", "vtol_helicopter_secondary_exp", undefined, undefined, undefined, 4.0 );
build_deathfx( blackhawk_death_fx[ model ], undefined, "vtol_helicopter_crash", undefined, undefined, undefined, - 1, undefined, "stop_crash_loop_sound" );
build_rocket_deathfx( "nx/explosions/nx_rocket_vtol_explosion_bridge", "tag_deathfx", undefined,undefined, undefined, undefined, undefined, true, undefined, 0 );
}
build_treadfx();
build_aianims( ::setanims, ::set_vehicle_anims );
build_attach_models( ::set_attached_models );
build_unload_groups( ::Unload_Groups );
build_mainturret();
delete_delay = 10.0;
build_turret( "nx_chinese_vtol_turret", "tag_wing_l_gun_turret", "nx_vehicle_chinese_vtol_gun_turret", undefined, undefined, delete_delay );
build_turret( "nx_chinese_vtol_turret", "tag_wing_l_missle_turret", "nx_vehicle_chinese_vtol_missile_turret", undefined, undefined, delete_delay );
build_turret( "nx_chinese_vtol_turret", "tag_wing_r_gun_turret", "nx_vehicle_chinese_vtol_gun_turret", undefined, undefined, delete_delay );
build_turret( "nx_chinese_vtol_turret", "tag_wing_r_missle_turret", "nx_vehicle_chinese_vtol_missile_turret", undefined, undefined, delete_delay );
build_flare( %nx_vh_chinese_vtol_stopflare, 0.2 );
//special for ec_vtol/////
level._effect[ "engineeffect_large" ] = loadfx( "nx/misc/nx_ec_vtol_thruster_large" );
level._effect[ "engineeffect_med" ] = loadfx( "nx/misc/nx_ec_vtol_thruster_med" );
level._effect[ "engineeffect_small" ] = loadfx( "nx/misc/nx_ec_vtol_thruster_small" );
level._effect[ "afterburner" ] = loadfx( "fire/jet_afterburner_ignite" );
level._effect[ "contrail" ] = loadfx( "smoke/jet_contrail" );
////////////////////////
// Hide parts.
parts = [];
if ( IsDefined( type ) && type == "nx_chinese_vtol_troop_cabin_low" )
{
parts[ parts.size ] = "tag_ec_ugv_cabin";
}
else
{
parts[ parts.size ] = "tag_troop_cabin";
parts[ parts.size ] = "tag_troop_cabin_btm_door_l";
parts[ parts.size ] = "tag_troop_cabin_btm_door_r";
parts[ parts.size ] = "tag_troop_cabin_top_door_l";
parts[ parts.size ] = "tag_troop_cabin_top_door_r";
parts[ parts.size ] = "tag_fast_rope_hook_arm";
}
build_hideparts( parts );
}
init_local()
{
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.
self.script_badplace = false;// All helicopters dont need to create bad places
thread playEngineEffects();
//thread test();
self maps\_nx_chinese_vtol::vtol_disable_turrets();
}
#using_animtree( "vehicles" );
test()
{
level._scr_animtree[ "nx_chinese_vtol" ] = #animtree;
level._scr_anim[ "nx_chinese_vtol" ][ "nx_vh_chinese_vtol_getout" ] = %nx_vh_chinese_vtol_getout_low;
level._scr_model[ "nx_chinese_vtol" ] = "nx_vehicle_chinese_vtol";
//iprintlnbold( "burn!" );
//playAfterBurner();
//playfxontag( level._effect[ "engineeffect_large" ], self, "tag_fx_back_r_thruster_exhst" );
addNotetrack_customFunction( "nx_chinese_vtol", "fx_vtol_unflare_nt", ::playAfterBurner );
}
#using_animtree( "vehicles" );
set_vehicle_anims( positions )
{
for ( i = 0;i < positions.size;i++ )
positions[ i ].vehicle_getoutanim = %nx_vh_chinese_vtol_getout_low;
return positions;
}
#using_animtree( "generic_human" );
setanims()
{
positions = maps\_nx_chinese_vtol::setanims();
// Overrides for low version.
positions[ 0 ].getout = %nx_tp_chinese_vtol_guy2_getout_low;
positions[ 1 ].getout = %nx_tp_chinese_vtol_guy3_getout_low;
positions[ 2 ].getout = %nx_tp_chinese_vtol_guy4_getout_low;
positions[ 3 ].getout = %nx_tp_chinese_vtol_guy6_getout_low;
return positions;
}
unload_groups()
{
unload_groups = [];
unload_groups[ "left" ] = [];
unload_groups[ "right" ] = [];
unload_groups[ "both" ] = [];
unload_groups[ "left" ][ unload_groups[ "left" ].size ] = 0;
unload_groups[ "left" ][ unload_groups[ "left" ].size ] = 1;
unload_groups[ "right" ][ unload_groups[ "right" ].size ] = 0;
unload_groups[ "right" ][ unload_groups[ "right" ].size ] = 1;
unload_groups[ "right" ][ unload_groups[ "right" ].size ] = 2;
unload_groups[ "right" ][ unload_groups[ "right" ].size ] = 3;
unload_groups[ "both" ][ unload_groups[ "both" ].size ] = 0;
unload_groups[ "both" ][ unload_groups[ "both" ].size ] = 1;
unload_groups[ "both" ][ unload_groups[ "both" ].size ] = 2;
unload_groups[ "both" ][ unload_groups[ "both" ].size ] = 3;
unload_groups[ "default" ] = unload_groups[ "both" ];
return unload_groups;
}
set_attached_models()
{
array = [];
array[ "TAG_FastRope_LE" ] = spawnstruct();
array[ "TAG_FastRope_LE" ].model = "rope_test";
array[ "TAG_FastRope_LE" ].tag = "TAG_FastRope_LE";
array[ "TAG_FastRope_LE" ].idleanim = %nx_pr_chinese_vtol_rope_idle_low;
array[ "TAG_FastRope_LE" ].dropanim = %nx_pr_chinese_vtol_rope_getout_low;
array[ "TAG_FastRope_RI" ] = spawnstruct();
array[ "TAG_FastRope_RI" ].model = "rope_test_ri";
array[ "TAG_FastRope_RI" ].tag = "TAG_FastRope_RI";
array[ "TAG_FastRope_RI" ].idleanim = %nx_pr_chinese_vtol_rope_idle_low;
array[ "TAG_FastRope_RI" ].dropanim = %nx_pr_chinese_vtol_rope_getout_low;
strings = getarraykeys( array );
for ( i = 0;i < strings.size;i++ )
{
precachemodel( array[ strings[ i ] ].model );
}
return array;
}
/*
ec_vtol_get_vehicle_velocity()
{
org1 = self.origin;
wait 0.1;
vec = ( self.origin - org1 );
return vector_multiply( vec, 20 );
}
ec_vtol_am_i_hovering()
//vel = ec_vtol_get_vehicle_velocity();
vel = self.GetVelocity();
if ( vel = 0 )
continue;
iprintlnbold( "i am hovering" );
}
*/
playDamageEffects( health_threshold, efx_idx )
{
// Dan: Last minute HACK to get some pre-death damage effects on the VTOLs.
// Coopting the loaded death effects.
self endon( "death" );
self endon( "stop_looping_death_fx" );
for ( ;; )
{
//IPrintLn( self GetEntNum() + ": health = " + self.health );
if ( self.health < health_threshold )
{
//IPrintLnBold( self GetEntNum() + ": SMOKE!" );
typemodel = self.vehicletype + self.model;
struct_fire = level._vehicle_death_fx[ typemodel ][ efx_idx ];
struct_expl_big = level._vehicle_death_fx[ typemodel ][ 4 ];
struct_expl_sml = level._vehicle_death_fx[ typemodel ][ 0 ];
PlayFXOnTag( struct_expl_sml.effect, self, "tag_threat_id_1" );
wait 0.05;
PlayFXOnTag( struct_expl_sml.effect, self, "tag_wing_l_missile_turret" );
wait 0.05;
PlayFXOnTag( struct_expl_sml.effect, self, "tag_threat_id_1" );
wait 0.1;
PlayFXOnTag( struct_expl_sml.effect, self, "tag_wing_l_missile_turret" );
wait 0.05;
PlayFXOnTag( struct_expl_sml.effect, self, "back_l_thruster" );
wait 0.2;
PlayFXOnTag( struct_fire.effect, self, struct_fire.tag );
return;
}
wait 0.05;
}
}
playEngineEffects()
{
self endon( "death" );
self endon( "stop_engineeffects" );
self ent_flag_init( "engineeffects" );
self ent_flag_set( "engineeffects" );
engineeffects_large = getfx( "engineeffect_large" );
engineeffects_med = getfx( "engineeffect_med" );
engineeffects_small = getfx( "engineeffect_small" );
for ( ;; )
{
self ent_flag_wait( "engineeffects" );
playfxontag( engineeffects_small, self, "tag_fx_back_r_thruster_exhst" );
playfxontag( engineeffects_small, self, "tag_fx_back_l_thruster_exhst" );
playfxontag( engineeffects_small, self, "tag_fx_front_r_thruster_exhst" );
playfxontag( engineeffects_small, self, "tag_fx_front_l_thruster_exhst" );
self ent_flag_waitopen( "engineeffects" );
StopFXOnTag( engineeffects_small, self, "tag_fx_back_r_thruster_exhst" );
StopFXOnTag( engineeffects_small, self, "tag_fx_back_l_thruster_exhst" );
Stopfxontag( engineeffects_small, self, "tag_fx_front_r_thruster_exhst" );
Stopfxontag( engineeffects_small, self, "tag_fx_front_l_thruster_exhst" );
}
}
////scripted_engine_transition_scripts
play_engine_hover()
{
iprintlnbold( "burn!" );
self endon( "death" );
self endon( "stop_engineeffects" );
engineeffects_large = getfx( "engineeffect_large" );
engineeffects_med = getfx( "engineeffect_med" );
engineeffects_small = getfx( "engineeffect_small" );
playfxontag( level._effect[ "engineeffects_small" ], self, "tag_fx_back_l_thruster_exhst" );
playfxontag( level._effect[ "engineeffects_small" ], self, "tag_fx_back_r_thruster_exhst" );
playfxontag( level._effect[ "engineeffects_small" ], self, "tag_fx_front_l_thruster_exhst" );
playfxontag( level._effect[ "engineeffects_small" ], self, "tag_fx_front_r_thruster_exhst" );
}
//*******************************************************************
// *
// *
//*******************************************************************
playAfterBurner()
{
//After Burners are pretty much like turbo boost. They don't use them all the time except when
//bursts of speed are needed. Needs a cool sound when they're triggered. Currently, they are set
//to be on all the time, but it would be cool to see them engauge as they fly away.
iprintlnbold( "burn!" );
playfxontag( level._effect[ "afterburner" ], self, "tag_fx_back_l_thruster_exhst" );
playfxontag( level._effect[ "afterburner" ], self, "tag_fx_back_r_thruster_exhst" );
}
//*******************************************************************
// *
// *
//*******************************************************************
vtol_thruster_unflare_fx () {
iprintlnbold( "disengading hover mode" );
playAfterBurner();
}
/*QUAKED script_vehicle_nx_ec_chinese_vtoltroopcabin_closed_low (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
maps\_nx_chinese_vtol_low::main( "nx_vehicle_chinese_vtol", "ignored", "nx_chinese_vtol_troop_cabin_low" );
include,nx_vehicle_chinese_vtol_low
defaultmdl="nx_vehicle_chinese_vtol"
default:"vehicletype" "nx_chinese_vtol_troop_cabin_low"
default:"script_team" "axis"
*/