init
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67
vehicle_scripts/_c130.gsc
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67
vehicle_scripts/_c130.gsc
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#include maps\_utility;
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#include common_scripts\utility;
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#include maps\_vehicle_aianim;
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#include maps\_vehicle;
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#using_animtree( "vehicles" );
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/*QUAKED script_vehicle_c130 (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
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This will be added to your precache script when compile with Repackage Zone/Script:
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vehicle_scripts\_c130::main( "vehicle_ac130_low",undefined, "script_vehicle_c130" );
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These will be added to your levels CSV when compile with Repackage Zone/Script:
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include,vehicle_c130
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defaultmdl="vehicle_ac130_low"
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default:"vehicletype" "c130"
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default:"script_team" "allies"
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*/
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main( model, type, classname)
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{
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build_template( "c130", model, type, classname );
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build_localinit( ::init_local );
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build_deathmodel( "vehicle_ac130_low" );
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build_deathfx( "fx/explosions/large_vehicle_explosion", undefined, "explo_metal_rand" );
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build_life( 999, 500, 1500 );
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build_team( "allies" );
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build_mainturret();
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// model name tag effect group delay
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build_light( classname, "wingtip_green", "tag_light_L_wing", "fx/misc/aircraft_light_wingtip_green", "running", 0.0 );
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build_light( classname, "wingtip_red" , "tag_light_R_wing", "fx/misc/aircraft_light_wingtip_red" , "running", 0.05 );
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build_light( classname, "tail_red" , "tag_light_tail" , "fx/misc/aircraft_light_white_blink" , "running", 0.05 );
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build_light( classname, "white_blink" , "tag_light_belly" , "fx/misc/aircraft_light_red_blink" , "running", 1.0 );
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}
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init_local()
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{
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maps\_vehicle::vehicle_lights_on( "running" );
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self hidepart( "tag_25mm" );
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self hidepart( "tag_40mm" );
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self hidepart( "tag_105mm" );
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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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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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return positions;
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}
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