2024-12-11 11:28:08 +01:00

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#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;
}