Try no to be too scared of the stalingrad map, some of the gear for the tank is behind the shed nearby like the mg and the hidden ai that fires it, so make sure you copy those entities as well, get the path right and you will be goin orf.
I will paste the script you need below here for ya. Btw it isnt the most efficientr script around but it done in a way I can understand.
One more note the script does refer to soem global scripts you need them in your pak as well, also my ai or jv's at least.
Keep trying if you get it right from your own efforts it becomes yours
**************************************************
level waittill prespawn ///////////////////////////////////////////////////////////////////////
thread get_zem_ready
level waittill spawn //////////////////////////////////////////////////////////////////////////
thread tanks
end // ************************************************
get_zem_ready:
$panzer_mg_gunner notsolid
$panzer_mg_gunner nodamage
$panzer_tankman nodamage
$panzer_tankman notsolid
$panzer_mg_gunner exec global/disable_ai.scr
$panzer_tankman exec global/disable_ai.scr
$panzer_mg_gunner hide
$panzer_chunk notsolid
$panzer_mg notsolid
$panzer_tankmanspot bind $panzer_chunk
$panzer_tankman glue $panzer_tankmanspot
$panzer_mg_spot bind $panzer_chunk
$panzer_mg glue $panzer_mg_spot
$panzergunnerspot bind $panzer_chunk
$panzer_mg_gunner glue $panzergunnerspot
$panzer_mg tracerFrequency 1
$panzer_chunk glue $panzer
$panzer.health = 700
$panzer.destroyed_model = "models/vehicles/panzer_iv_eud.tik"
$panzer.accuracy = 75
$panzer.shoottime = 0.5
$panzer.firedelay = 1.5
end // **************************************************
tanks:
// exec global/jv_mp_players.scr::main_player_handler
// $panzer_tankmanspot.origin = $panzer_tankmanspot.origin + ( 0 0 510 )
/*
$panzer_chunk notsolid
$panzer_mg notsolid
$panzer_tankmanspot bind $panzer_chunk
$panzer_tankman glue $panzer_tankmanspot
$panzer_mg_spot bind $panzer_chunk
$panzer_mg glue $panzer_mg_spot
$panzergunnerspot bind $panzer_chunk
$panzer_mg_gunner glue $panzergunnerspot
$panzer_mg tracerFrequency 1
$panzer_chunk glue $panzer
$panzer.health = 700
$panzer.destroyed_model = "models/vehicles/panzer_iv_eud.tik"
$panzer.accuracy = 75
$panzer.shoottime = 0.5
$panzer.firedelay = 1.5
*/
$panzer waitexec global/jv_mp_library.scr::tank_setup
$panzer.turret.targetlist = NULL
$panzer thread targeting
$panzer thread global/jv_mp_library.scr::think
while (level.roundstart != 1)
wait 2
thread driving_miss_daisy // global/jv_mp_library.scr::tank_drive_path $panzerroute 7
wait 1
// $panzer thread dontcrushbots
$panzer waittill death
wait 0.5
$panzer_destroyed thread getout
end //***************************************************
get_targets:
// find player targets
local.players = waitthread global/jv_mp_players.scr::get_active_players $player
local.enemy_players = waitthread global/jv_mp_players.scr::get_team_players local.players allies
local.enemy_players_inrange = waitthread global/jv_mp_players.scr::get_area_entities local.enemy_players self.origin self.maxrange
// find bot targets
local.j = 0
if(level.botlastid != NIL)
{
for(local.i = 1; local.i <= level.botlastid; local.i++)
{
local.bot = level.actualbots[local.i]
if(isAlive local.bot)
{
if(local.bot.dmteam == allies)
{
if(vector_within local.bot.origin self.origin self.maxrange)
{
local.j++
local.enemy_bots_inrange[local.j] = local.bot
}
}
}
}
}
for(local.i = 1; local.i <= local.enemy_players_inrange.size; local.i++)
local.targets[local.i] = local.enemy_players_inrange[local.i]
for(local.i = local.enemy_players_inrange.size + 1; local.i <= local.enemy_players_inrange.size + local.enemy_bots_inrange.size; local.i++)
local.targets[local.i] = local.enemy_bots_inrange[local.i]
end local.targets
targeting:
// panzer tank barrel targeting
while(self)
{
local.targets = waitthread get_targets
// ready!
self.turret.targetlist = local.targets
// self.mg.targetlist = local.targets // new
waitframe
}
end // *****************************************************
dontcrushbots:
while(isAlive self && self.driving)
{
if(level.botlastid != NIL)
{
for(local.i = 1; local.i <= level.botlastid; local.i++)
{
local.bot = level.actualbots[local.i]
if(self cansee local.bot 45 500)
{
// wait
//self modifydrive 0 20 256
while(self.driving && isAlive self && isAlive local.bot && self cansee local.bot 45 500)
{
self modifydrive 0 20 256
waitframe
}
if(self.driving && isAlive self)
self modifydrive self.speed 20 256
}
if !(self.driving && isAlive self)
break
}
}
waitframe
}
end //*****************************************************
// copied from vehicles_thinkers.scr
getout:
$panzer_tankman remove
$panzer_mg remove
$panzer_chunk remove
$panzer_mg_gunner remove
local.anims[0] = panzer_exit_1
local.anims[1] = panzer_exit_2
local.anims[2] = panzer_exit_3
local.name = self
wait 3
if (self.state != "open")
self anim open
wait 1
//self waittill animdone
if (self.state != "open")
{
self anim open_idle
self.state = "open"
}
//insert roberts random sorter here
exec global/randomorder.scr local.anims
for (local.i = 0; local.i < 4; local.i ++)
{
if ((randomint 100) <= 70)
{
if (local.anims[local.i])
{
waitthread tank_guy_spawn local.anims[local.i] local.name
}
}
}
end // ****************************************************
tank_guy_spawn local.type local.name:
println "z: spawning guy to get out " local.type
local.model_type = "models/human/sumo_german_wehrmact_soldier_2.tik"
local.ent = spawn local.model_type
local.ent.origin = self gettagposition "tag_start"
local.ent.angles = self gettagangles "tag_start"
local.ent noticescale 1
local.ent sight 4500
local.ent mindist 2024
local.ent maxdist 2448
local.ent leash 10000
if (level.dontdropweapons == 1)
local.ent dontdropweapons
local.ent exec global/disable_ai.scr
local.ent notsolid
println "z: starting anim: " local.name " " local.type
local.ent anim_noclip local.type
local.ent waittill animdone
println "z: ending anim: " local.name " " local.type
if (local.type == "panzer_exit_2")
local.ent.position = "crawl"
else if (local.type == "panzer_exit_3")
local.ent.health = 45
wait .4
println "z: making solid: " local.name " " local.type
local.ent solid
// wait 3
println "z: enabling AI: " local.name " " local.type
local.ent exec global/enable_ai.scr
end