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Topic: Starting out in Blackhawk ? |
Boltriflemaster |
General Member Since: Aug 22, 2006 Posts: 130 Last: Nov 7, 2008 [view latest posts] |
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SparkyMcSparks |
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General Member Since: Feb 28, 2004 Posts: 1713 Last: Dec 29, 2016 [view latest posts] |
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Boltriflemaster |
General Member Since: Aug 22, 2006 Posts: 130 Last: Nov 7, 2008 [view latest posts] |
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SparkyMcSparks |
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General Member Since: Feb 28, 2004 Posts: 1713 Last: Dec 29, 2016 [view latest posts] |
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Category: CoD4 SP Mapping Posted: Thursday, Feb. 28, 2008 12:59 am |
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GSC.
Most of the stuff you can do below (spawning heli, getting the rotors to move, attaching the AI, etc...) with script_vehicle* KVPs, I just decided to do it by hand in script.
Code: helicopter_intro()
{
MusicPlayWrapper("bank_heist_intro_music");
price = getent ( "price", "targetname" );
pilot = getent ( "pilot", "targetname" );
sas2 = getent ( "sas2", "targetname" );
price.animname = ( "price" );
pilot.animname = ( "sas1" );
sas2.animname = ( "sas2" );
guy = [];
guy[0] = price;
guy[1] = sas2;
blackhawk = getent( "blackhawk_intro", "targetname" ); // Get the entity
blackhawk.animname = "blackhawk"; // Assign an animation name reference
vehicle_init( blackhawk );
blackhawk thread rotor_anim(); // Get the rotors to move
//level.player allowCrouch( false );
//level.player disableweapons();
guy[0] linkto( blackhawk, "tag_detach" );
guy[1] linkto( blackhawk, "tag_detach" );
pilot linkto( blackhawk, "tag_detach" );
blackhawk thread anim_single( guy, "idle", "tag_detach" ); // Price + Sas partner
blackhawk thread anim_loop_solo( pilot, "idle", "tag_detach" ); // Pilot
cigar = spawn("script_model", price gettagorigin("tag_inhand") );
cigar.angles = price gettagangles("tag_inhand");
cigar linkto(price, "tag_inhand");
cigar setmodel("prop_price_cigar");
playfxontag (level._effect["cigar_glow"], cigar, "tag_cigarglow");
cigar thread priceCigarDelete();
level.player playerlinktodelta( blackhawk, "tag_playerride");
level.player allowCrouch( false );
level.player disableweapons();
wait 0.5; // Allow some time for everyone to get situated in the helicopter
thread goPath( blackhawk );
}
#using_animtree( "vehicles" );
blackhawk_anims()
{
level.scr_anim[ "blackhawk" ][ "idle" ][ 0 ] = %blackout_bh_evac_heli_idle;
level.scr_anim[ "blackhawk" ][ "landing" ] = %blackout_bh_evac_heli_land;
level.scr_anim[ "blackhawk" ][ "rotors" ] = %bh_rotors;
level.scr_animtree[ "blackhawk" ] = #animtree;
} |
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Boltriflemaster |
General Member Since: Aug 22, 2006 Posts: 130 Last: Nov 7, 2008 [view latest posts] |
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Boltriflemaster |
General Member Since: Aug 22, 2006 Posts: 130 Last: Nov 7, 2008 [view latest posts] |
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SparkyMcSparks |
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General Member Since: Feb 28, 2004 Posts: 1713 Last: Dec 29, 2016 [view latest posts] |
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Category: CoD4 SP Mapping Posted: Friday, Feb. 29, 2008 01:30 am |
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Boltriflemaster writes...Quote: thnx m8, im tring to get it working right now :D
Can you tell me what are the bare essential's that you need to add into your .gsc to get the heli simply floating in midair with rotors spinning, no pilots?
And thnx again for the help, ill post back results of my test.
Just prespawn youre vehicle before _load, it's like
maps\_(vehicle_utility_here)::(blah blah blah);
Blah being the vehicle model.
I scripted it all which is a way longer process to do. Just make a heli, some spawner dudes, and a trigger. Make the trigger whatever you want (multiple, use, etc...), select it and the heli.
Press SHIFT+V to enter the vehicle GUI. Select spawn, and if you want, move (can be done from the same trigger).
Select the heli and the spawner dudes, and in the vehicle GUI select ride vehicle.
Heli should target script_structs, you can give them radiuses but not necessary.
Compile, launch your map, heli should move with AI inside it when you trigger the trigger. |
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SparkyMcSparks |
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General Member Since: Feb 28, 2004 Posts: 1713 Last: Dec 29, 2016 [view latest posts] |
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tombana |
General Member Since: Jun 26, 2006 Posts: 2 Last: Dec 9, 2008 [view latest posts] |
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Category: CoD4 SP Mapping Posted: Thursday, Apr. 3, 2008 02:37 pm |
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Sparks. writes...Quote:
Just prespawn youre vehicle before _load, it's like
maps\_(vehicle_utility_here)::(blah blah blah);
Blah being the vehicle model.
vehicle_utility_here is that a script like maps\_blackhawk.gsc
so a standerd script??
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