Heres Truck:
main:
exec global/loadout.scr maps/test_lkwfahrt.scr
exec global/ai.scr
level waittill prespawn
level.script = maps/test_lkwfahrt.scr
exec global/ambient.scr obj_team3
level waittill spawn
$player stufftext "tmstartloop sound/music/mus_15a_mystery.mp3"
//$faketruck_model notsolid
$faketruck_collision notsolid
$faketruck_model anim idlelights
$faketruck_collision bind $faketruck_model // Bind the getawaytruck bed collision to the fake truck
$faketruck_playerspot bind $faketruck_model
$fluchtlkw_fahrer exec global/disable_ai.scr // Disable getaway driver AI
$fluchtlkw_fahrer notsolid // Make getaway driver nonsolid
$fluchtlkw_fahrer rendereffects "-shadow" // No shadow
$fluchtlkw_fahrer anim_scripted opel_driver // Play driver animation
$fluchtlkw_fahrer bind $faketruck_model
$fluchtlkw_fahrer show
end
obj7_complete:
thread intro_truck
end
intro_truck:
//*** temporarily set the disguise so the AI won't shoot at him
$player.has_disguise = 1
//*** put the player into the truck
$player glue $faketruck_playerspot 0
$player physics_off
//*** jitter routine for the player
level.intruck = 1
thread intro_truck_jitter
//*** lock the players view
//level.lockview = 1
//thread intro_truck_lockview
//*** play the sound for the ride
$faketruck_model playsound m4l3_truck1
//*** fade the view in
//fadein 2 0 0 0 1
//*** get the truck moving on its path
$faketruck_model followpath $faketruck_entrypath
$faketruck_model waitmove
// lkw f?hrt r?ckw?rts in die einfahrt
$faketruck_model followpath $faketruck_entrypath2
$faketruck_model waitmove
//*** play the sound for idling
$faketruck_model loopsound m4l2_truckidle
//*** re-activate the player and give him his weapons back
$faketruck_collision solid
$player physics_on
$player unglue
level.intruck = 0
thread player_prep
//*** autosave the game
//exec global/autosave.scr 1
wait .5
$faketruck_model stoploopsound
$player playsound dfr_m4l3_add06 //go, now, quickly
end
//*********************************************
// prep the player
//*********************************************
player_prep:
$player item weapons/silencedpistol.tik
$player item weapons/shotgun.tik
$player item weapons/KAR98sniper.tik
$player item weapons/mp40.tik
$player item weapons/steilhandgranate.tik
$player ammo pistol 80
$player ammo rifle 200
$player ammo smg 200
$player ammo grenade 6
$player ammo shotgun 92
$player ammo heavy 92
$player useweaponclass heavy
$player.has_disguise = 0
iprintlnbold "Bitte aussteigen!"
end
//*************************************************************
// lock the players view once beyond the gate
intro_truck_lockview:
$player.viewangles = (0 90 0)
while (level.lockview == 1)
{
if ($player.viewangles[1] < 20)
{
local.x_angles = $player.viewangles[0]
local.y_angles = 20
local.z_angles = $player.viewangles[2]
$player.viewangles = (local.x_angles local.y_angles local.z_angles)
}
else if ($player.viewangles[1] > 160)
{
local.x_angles = $player.viewangles[0]
local.y_angles = 160
local.z_angles = $player.viewangles[2]
$player.viewangles = (local.x_angles local.y_angles local.z_angles)
}
waitframe
}
end
//*************************************************************
// shaking the players view while riding the truck
intro_truck_jitter:
while (level.intruck == 1)
{
if (level.intruck == 1)
{
waitexec global/earthquake.scr .3 .1 0 0
}
if (level.intruck == 1)
{
waitexec global/earthquake.scr 3 .05 0 0
}
if (level.intruck == 1)
{
waitexec global/earthquake.scr .5 .15 0 0
}
if (level.intruck == 1)
{
waitexec global/earthquake.scr 1.5 .05 0 0
}
if (level.intruck == 1)
{
waitexec global/earthquake.scr .2 .2 0 0
}
if (level.intruck == 1)
{
waitexec global/earthquake.scr 3 .05 0 0
}
}
end
Heres Jeep:
main:
exec global/loadout.scr maps/test_jeepfahrt.scr
level waittill prespawn
level.script = maps/test_jeepfahrt.scr
exec global/ambient.scr obj_team3
level.slowspeed = 200 //was 200
level.fastspeed = 400 //was 400
level.reversespeed = -120 //was -150
level.lookahead = 256
level.playerjeep = $playerjeep
level.playerjeep thread global/vehicles_thinkers.scr::PLAYER_JEEP_CONTROLLER $s1_trigger1
level waittill spawn
level.playerjeep thread PLAYER_JEEP_Drive
end
PLAYER_JEEP_Drive local.trigger:
self drive $jeeppath1 level.slowspeed 80 200 level.lookahead
self waitTill drive
self stop
wait 4
// fahrt nach hinten
self drive $jeeppath2 level.reversespeed 50 200 level.lookahead
wait 1
self waitTill drive
self stop
end