MOHAA俺的SERVER_SIDE V2飞弹代码
MOHAA俺的SERVER_SIDE V2飞弹代码
用法:
在图的SCR中加入一条
exec global/v2shoot.scr ( 3347 -653 195 ) //坐标是OBJ3中的,你可加在别的图中,,坐标要相应改动啊
将v2shoot.scr放到global/
作用是走到V2近前会操控V2,再按E发射V2
v2shoot.scr的内容是以下代码
main local.origin: local.master = spawn ScriptMaster local.master aliascache fire_v2 sound/amb/Amb_FireLoop_03.wav soundparms 1.0 0.0 1.0 0.0 400 6000 auto loaded maps "m dm moh obj" local.v2 = spawn script_model local.v2 model static/v2.tik local.v2.origin = local.origin local.v2.scale = .3 local.v2 light 1 1 0 100 local.v2 notsolid local.v2 rotatey 100 local.trig14 = spawn trigger_multiple local.trig14.origin = local.origin local.trig14 setsize ( -50 -50 -5 ) ( 50 50 50 ) local.trig14 waittill trigger local.trig14 setthread launchv2 end launchv2: local.player14 = parm.other local.v2 = spawn script_model local.v2 model static/v2.tik local.v2.origin = self.origin + ( 0 0 500 ) local.v2.scale = .3 local.v2 speed 10000 local.v2 physics_on local.v2 setsize ( -20 -20 0 ) ( 20 20 200 ) local.v2.fire = spawn script_model local.v2.fire model emitters/firescreen.tik local.v2.fire.origin = local.v2.origin local.v2.fire glue local.v2 local.v2.fire notsolid local.player14 forcelegsstate STAND local.player14 hide local.player14 stufftext "say look! my V2 bomb !!!" local.player14 takedamage //local.player14 notsolid local.player14 physics_off local.player14.usingv2 = 1 local.v2 thread crashv2 local.player14 local.player14 playsound bazooka_snd_fire local.player14 loopsound fire_v2 while(local.player14.usingv2) { if(local.player14.jumpedout != 1) { local.v2.angles = local.player14.viewangles + ( 90 0 0 ) local.player14.origin = local.v2.origin + ( 0 0 -65 ) + local.v2.upvector * -50 //-85 } if(local.player14.fireheld) local.player14.jumpedout = 1 local.player14 notsolid local.v2.velocity = local.v2.upvector * 500 waitframe } end crashv2 local.player14: self waittill touch local.player14 stoploopsound local.player14 takedamage local.player14.usingv2 = 0 self.fire unglue self.fire remove local.boom = spawn script_model local.boom model emitters/explosion_mine.tik local.boom.origin = self.origin local.boom anim start radiusdamage local.boom.origin 600 300 waitframe local.boom remove self remove if(local.player14.jumpedout != 1) { local.player14 physics_on local.player14 volumedamage 1000 } else { wait 1 local.player14 respawn local.player14 physics_on local.player14.jumpedout = 0 } end
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