2024-02-13 13:20:49 +01:00

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// IW6 GSC SOURCE
// Generated by https://github.com/xensik/gsc-tool
#using_animtree("vehicles");
main( var_0, var_1, var_2 )
{
maps\_vehicle::build_template( "hind_battle", var_0, var_1, var_2 );
maps\_vehicle::build_localinit( ::init_local );
maps\_vehicle::build_deathmodel( "vehicle_battle_hind" );
maps\_vehicle::build_deathmodel( "vehicle_battle_hind_alpha_rotors" );
var_3 = [];
var_3["vehicle_battle_hind"] = "fx/explosions/helicopter_explosion_hind_chernobyl";
var_3["vehicle_battle_hind_low"] = "fx/explosions/helicopter_explosion_hind_chernobyl";
var_3["vehicle_battle_hind_no_lod"] = "fx/explosions/helicopter_explosion_hind_chernobyl";
var_3["vehicle_battle_hind_alpha_rotors"] = "fx/explosions/helicopter_explosion_hind_chernobyl";
var_4 = [];
var_4["vehicle_battle_hind"] = "fx/explosions/aerial_explosion_hind_chernobyl";
var_4["vehicle_battle_hind_low"] = "fx/explosions/aerial_explosion_hind_chernobyl";
var_4["vehicle_battle_hind_no_lod"] = "fx/explosions/aerial_explosion_hind_chernobyl";
var_4["vehicle_battle_hind_alpha_rotors"] = "fx/explosions/aerial_explosion_hind_chernobyl";
maps\_vehicle::build_drive( %battle_hind_spinning_rotor, undefined, 0 );
var_5 = var_3[var_0];
maps\_vehicle::build_deathfx( "fx/explosions/grenadeexp_default", "tag_engine_left", "hind_helicopter_hit", undefined, undefined, undefined, 0.2, 1, undefined );
maps\_vehicle::build_deathfx( "fx/explosions/grenadeexp_default", "tail_rotor_jnt", "hind_helicopter_secondary_exp", undefined, undefined, undefined, 0.5, 1, undefined );
maps\_vehicle::build_deathfx( "fx/fire/fire_smoke_trail_L", "tail_rotor_jnt", "hind_helicopter_dying_loop", 1, 0.05, 1, 0.5, 1, undefined );
if ( issubstr( var_2, "_sand" ) )
{
maps\_vehicle::build_deathfx( "vfx/gameplay/vehicle_destruction/air/vfx_aerl_expl_bhind_", "tag_deathfx", "hind_helicopter_crash", undefined, undefined, undefined, undefined, 0, "stop_crash_loop_sound" );
maps\_vehicle::build_rocket_deathfx( "vfx/gameplay/vehicle_destruction/air/vfx_aerl_expl_bhind_", "tag_deathfx", "hind_helicopter_crash", undefined, undefined, undefined, undefined, 1, undefined, 0 );
}
else if ( !issubstr( var_2, "_final" ) )
{
maps\_vehicle::build_deathfx( "fx/explosions/aerial_explosion", "tag_engine_right", "hind_helicopter_secondary_exp", undefined, undefined, undefined, 2.5, 1, undefined );
maps\_vehicle::build_deathfx( "fx/explosions/aerial_explosion", "tag_deathfx", "hind_helicopter_secondary_exp", undefined, undefined, undefined, 4.0, undefined, undefined );
maps\_vehicle::build_deathfx( var_5, "tag_deathfx", "hind_helicopter_crash", undefined, undefined, undefined, -1, undefined, "stop_crash_loop_sound" );
maps\_vehicle::build_rocket_deathfx( var_4[var_0], "tag_deathfx", "hind_helicopter_crash", undefined, undefined, undefined, undefined, 1, undefined, 0 );
}
maps\_vehicle::build_treadfx( var_2, "default", "fx/treadfx/heli_dust_default", 0 );
maps\_vehicle::build_life( 3000, 2800, 3100 );
maps\_vehicle::build_team( "axis" );
maps\_vehicle::build_aianims( ::setanims, ::set_vehicle_anims );
var_6 = randomfloatrange( 0, 1 );
maps\_vehicle::build_light( var_2, "cockpit_blue_cargo01", "tag_light_cargo01", "fx/misc/aircraft_light_cockpit_red", "interior", 0.0 );
maps\_vehicle::build_light( var_2, "cockpit_blue_cockpit01", "tag_light_cockpit01", "fx/misc/aircraft_light_cockpit_blue", "interior", 0.1 );
maps\_vehicle::build_light( var_2, "white_blink", "tag_light_belly", "fx/misc/aircraft_light_white_blink", "running", var_6 );
maps\_vehicle::build_light( var_2, "white_blink_tail", "tag_light_tail", "fx/misc/aircraft_light_red_blink", "running", var_6 );
maps\_vehicle::build_light( var_2, "wingtip_green", "tag_light_L_wing", "fx/misc/aircraft_light_wingtip_green", "running", var_6 );
maps\_vehicle::build_light( var_2, "wingtip_red", "tag_light_R_wing", "fx/misc/aircraft_light_wingtip_red", "running", var_6 );
maps\_vehicle::build_light( var_2, "spot", "tag_passenger", "fx/misc/aircraft_light_hindspot", "spot", 0.0 );
maps\_vehicle::build_bulletshield( 1 );
maps\_vehicle::build_is_helicopter();
}
setup_lights( var_0 )
{
}
init_local()
{
self.script_badplace = 0;
maps\_vehicle::vehicle_lights_on( "running" );
}
set_vehicle_anims( var_0 )
{
}
setanims()
{
}