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moh8888

Posted

2.火箭的编码是$t17

火箭消失就是

$t17 remove

加在level waittill spawn之后

当然消失没有任何的意义

让它往上飞

在盟军没有完成任务,

就是说还没有炸掉它,德军赢的情况下让它发射

如何做?

首先让它往上飞

这个EASY

程序是

$t17 moveup 100 //向上100

经TEST看来太低了,改为

$t17 moveup 1500

然后看到那速度太慢了

要改速度...

moh8888

Posted

3.速度这样表示:

$t17 speed 100 //速度100

然后一看,还是慢

TEST后400合适

完善一下是这个样子:

level waittill spawn

$t17 speed 400

$t17 moveUp 1500

$t17 waitmove

$t17 remove //已经上天了,移除它

这样在建服务器的时后会看到的

但是还没有声音!要加声音,

如何加?.....

moh8888

Posted

4声音的加入:

加入声音的路经

local.master = spawn ScriptMaster

local.master aliascache hydraulic_snd sound/mechanics/Mec_SteamLoop_01.wav soundparms 0.5 0.3 1.0 0.0 2000 1000 item loaded maps "m obj dm train"

这样

$t17 playsound hydraulic_snd //声音开始

$t17 speed 400

$t17 moveUp 1500

$t17 waitmove

$t17 remove

$t17 playsound stop //声音结束

local.fx remove

这样应完整了,可是否要加一些烟雾?

这就需V2捆绑烟雾的bind用法

......

moh8888

Posted

首先将V2火箭的坐标提出放到O1内

local.o1 = spawn script_origin

local.o1.origin = $t17.origin

local.o1.angles = ( 0 0 0 )

local.o1 bind $t17 //坐标捆绑

好了,这个O1坐标可以放烟雾的模型

(你可放火炎等,这里只捆一个,你可多捆...)

烟雾模型俺选的是

local.fx = spawn script_model

local.fx model "emitters/higgins_mushroom.tik"

......

moh8888

Posted

最后的程序


 local.o1 = spawn script_origin

 local.o1.origin = $t17.origin 

 local.o1.angles = ( 0 0 0 )

 local.o1 bind $t17



 local.fx = spawn script_model

 local.fx model "emitters/higgins_mushroom.tik" 

 local.fx.origin = local.o1.origin 

 local.fx glue local.o1

 local.fx.angles = ( 0 0 0 )

 local.fx notsolid

 local.fx scale 2



$t17 playsound hydraulic_snd

$t17 speed 400

$t17 moveUp 1500

$t17 waitmove

$t17 remove

$t17 playsound stop

local.fx remove

wait 15

将以上放在obj2.scr中德军赢前

axis_win_timer:

//←------------------

level waittill axiswin

Sydeny

Posted

服气。8888先生的研究能力和毅力确实让人钦佩。再加上S-22先生,两人可谓中国荣誉又骄啦(当然是研发方面).声明:不是拍马.

moh8888

Posted

s-22比俺强,有些事还得请教他,

其实,俺也忘了在那里看到了V2升天的图,

现在想搞,加上知道那个V2编码,不太难....

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