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coolbunny1234

Untitled

Jul 6th, 2011
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  1. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  2. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  3. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  4.  
  5. build_custom_aircraft( type )
  6. {
  7. model = undefined;
  8. death_model = undefined;
  9. death_fx = "explosions/large_vehicle_explosion";
  10. death_sound = "explo_metal_rand";
  11. health = 2000;
  12. min_health = 1000;
  13. max_health = 5000;
  14. team = "allies";
  15. bombs = false;
  16. turretType = "default_aircraft_turret";
  17. turretModel = "weapon_machinegun_tiger";
  18. func = undefined;
  19. spawn = undefined;
  20.  
  21. if( type == "rufe" )
  22. {
  23. model = "defaultvehicle";
  24. death_fx = "explosions/large_vehicle_explosion";
  25. death_model = "defaultvehicle";
  26. health = 750;
  27. min_health = 500;
  28. max_health = 1000;
  29. team = "allies";
  30. func = ::axis_plane_init;
  31. spawn = SpawnVehicle( "defaultvehicle", "new_plane", "defaultvehicle", self.origin + 30, self getplayerangles() );
  32.  
  33. // maps\_vehicle::build_predeathfx( "explosions/large_vehicle_explosion", "tag_origin", undefined, undefined, undefined, undefined, undefined, true );
  34. }
  35.  
  36. maps\_vehicle::build_template( "stuka", model, type );
  37. maps\_vehicle::build_localinit( func );
  38.  
  39. maps\_vehicle::build_deathmodel( model, death_model );
  40.  
  41. // build_deathfx( effect, tag, sound, bEffectLooping, delay, bSoundlooping, waitDelay, stayontag, notifyString )
  42. maps\_vehicle::build_deathfx( death_fx, "tag_engine", death_sound, undefined, undefined, undefined, undefined ); // TODO change to actual explosion fx/sound when we get it
  43. maps\_vehicle::build_life( health, min_health, max_health );
  44.  
  45. maps\_vehicle::build_treadfx();
  46.  
  47. maps\_vehicle::build_team( team );
  48.  
  49. // Bomb stuff: TODO Rebuild.x with actual explosion fx, sound, and bomb model when we get them
  50. // quakepower, quaketime, quakeradius, range, min_damage, max_damage
  51. // maps\_planeweapons::build_bomb_explosions( type, 0.5, 2.0, 1024, 768, 400, 25 );
  52. // maps\_planeweapons::build_bombs( type, "com_trashbag", "explosions/fx_mortarExp_dirt", "artillery_explosion" );
  53.  
  54. maps\_vehicle::build_turret( turretType, "tag_gunLeft", turretModel, true );
  55. maps\_vehicle::build_turret( turretType, "tag_gunRight", turretModel, true );
  56. }
  57. axis_plane_init()
  58. {
  59. set_target( self, "air_target", "air_target_offscreen" );
  60. }
  61.  
  62. set_target( ent, shader, offscreen_shader, offset )
  63. {
  64. if( !IsDefined( offset ) )
  65. {
  66. target_set( ent, ( 0, 0, 0 ) );
  67. }
  68. else
  69. {
  70. target_set( ent, offset );
  71. }
  72.  
  73. target_setshader( ent, level.hud_shaders[shader] );
  74.  
  75. if( IsDefined( offscreen_shader ) )
  76. {
  77. target_setoffscreenshader( ent, level.hud_shaders[offscreen_shader] );
  78. }
  79. }
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