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