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Posted

Driveable JEEP in stock map?

--------------------------------------------------------------------------------

Anyone know if it's possible to have a driveable JEEP in stock map?

I can apawn a jeep no probs, but I'd like to be able to have ppl jump in, drive fast and get out. No need for it to fire, just driveable would be good.

Thanks in anticipation!

Posted
//////////////////////////////this is for mohdm7//////////////////////////////
level waittill spawn

thread location
level.jeepspeed = 350
level.triggercount = 0
level.nodenum = 0
thread jeep

location:
println $player[1].origin
println $player[1].angles
wait 5
goto location
end

jeep:
spawn script_origin "targetname" "jnode1"
$jnode1.origin = (146 1110 -288)
$jnode1.target = NULL

spawn script_origin "targetname" "jnode2"
$jnode2.origin = (148 1110 -288)
$jnode2.target = NULL

spawn vehicles/jeep.tik "targetname" "jeep1" "origin" "114 -1110 -288" "angles" "0 88 0"
$jeep1 nodamage

thread spawnjeeptrigger
wait 1
$jeep1 thread setup_jeep
thread onjeepgun
end
////////////////////////////////////////
setup_jeep:
self immune grenade
self immune bullet
self immune fast_bullet
self immune explosion
self immune rocket
self removeimmune grenade
self removeimmune bullet
self removeimmune fast_bullet
self removeimmune explosion
self removeimmune rocket
self vehiclespeed level.jeepspeed

self.jeepinuse = 0
self.jeepmginuse = 0

self.destroyed = 0
self.health = 700
self.startorigin = self.origin
self.startangles = self.angles
end
////////////////////////////////////////
onjeepgun:
$jeep1_trigger[level.triggercount] waittill trigger
$jeep1 thread players_jeep_mg
end
////////////////////////////////////////
players_jeep_mg:
local.player = parm.other

self rendereffects "-shadow"
self.jeepmginuse = 1
self removeondeath 1

local.vturretent = self queryturretslotentity 0
local.vturretent unlock
self attachturretslot 0 local.player
local.player perferredweapon ".30cal Machine Gun"
local.vturretent lock
local.player.jeepmg = 1

level.gunnerstillon = 1
self thread checkongunner

while (isAlive local.player)
{
if (level.gunnerstillon == 0)
goto skipjeeploop
level.nodenum = level.nodenum + 1
if (level.nodenum == 31)
level.nodenum = 1
self drive ("jnode" + level.nodenum)
self waittill drive
self stop
}
skipjeeploop:
thread spawnjeeptrigger
wait 1
thread onjeepgun
end
////////////////////////////////////////
checkongunner:
local.player = parm.other
checkgunneragain:
if (isAlive local.player)
{
wait .2
goto checkgunneragain
}
else
level.gunnerstillon = 0
end
////////////////////////////////////////
spawnjeeptrigger:
level.triggercount = level.triggercount + 1
spawn script_object "targetname" "jeep1_trigger" "classname" "trigger_multiple"
$jeep1_trigger[level.triggercount].origin = $jeep1.origin + ( 0 150 30)
$jeep1_trigger[level.triggercount].target = $jeep1
println ("spawned jeep trigger" + level.triggercount + " at " + $jeep1_trigger[level.triggercount].origin)
end[/code]

Posted

In my map "The rescue" there is a global/playervehicle.scr and global/playervehiclesound.scr . It spawns either a tank or jeep . It uses a custom jeep.tik that changes the jeep from classname drivableVehicle to classname VehicleTank so that it can be driven , the tik name is the same and I think it should work on a server without a download .

It is for mohaa so the playervehiclesound.scr is not for spearhead there is another playervehiclesound.scr in the ubersound directory for that and all you need to do is have it in the ubersound dir fir SH . Also if you decide to use it for spearhead you need to remove a couple of lines from the global/playervehicle.scr they may stop BT from running also so move the pak when playing BT .

local.ent.projectile= "models/projectiles/tigercannonshell.tik"

these lines appear twice remove them also for SH

if((self.projectile !=nill)||(self.projectile != null))

self.gun dmprojectile self.projectile

You use it like this

exec global/playervehicle.scr ( 2944.99 -1716.46 67.43 ) 177.8 1 // coord , angle , 1 (tank)

exec global/playervehicle.scr ( 595.98 -1297.28 29.23 ) 177.8 2 // coord ,angle , 2 (jeep)

exec global/playervehiclesound.scr // mohaa

Posted

deadeye arrow's jeep script for Algiers works for me mates....but some changes would be nice.

The only problem is that while connected to the jeep one can't seem to leave it again. The only way to leave the jeep now is to get shoot by the enemy.

From the looks of this script it goes from node A to node B and if onboard player is still alive it stops there and wait for him to die. The jeep will nor respawn until the player is dead.

It would be nice if the player could leave the Jeep. Once that is sorted one could fairly easy adapt this to all stockmaps and to make the nodes go from A --> B and back again (loop), kind of like the vehicles is Black Hawk Down.

However for this to work the Jeep should go back to it's start node if the onboard player gets killed.

Anyone got any ideas for how to make these changes ???

I've not looked at your map Bdbodger, but I will.

Posted

You could try this:

level.direction = 0
while (isAlive local.player)
{
if (level.gunnerstillon == 0)
goto skipjeeploop

if(level.direction == 0)
level.nodenum = level.nodenum + 1
else
level.nodenum = level.nodenum - 1

if (level.nodenum == 31)
{
level.nodenum = 30
level.direction = 1
}
if (level.nodenum == 0)
{
level.nodenum = 1
level.direction = 0
}
self drive ("jnode" + level.nodenum)
self waittill drive
self stop
if(local.player.useheld == 1)
{
local.vect = angles_toleft (local.player.angles)
local.dist = -100

local.vect[0] = local.vect[0] * (local.dist)
local.vect[1] = local.vect[1] * (local.dist)
local.vect[2] = local.vect[2] * local.dist

local.spot = local.vect + local.player.origin

local.vturretent unlock
local.vturretent detachturrretslot 0 local.spot
local.vturretent remove
local.vturretnew = "vehicles/jeep_30cal.tik"
local.vturretent spawnturret 0 local.vturretnew
local.vturretent lock
level.gunnerstillon = 0
self.jeepmginuse = 0
local.player.jeepmg = 0
break
}[/code]

Posted

I used your script and I have successfully made drivable jeeps in Omaha. Pretty fun, but any idea how to adjust the collision box because it bumps into a lot of things.

Posted

Nice work BdBodger, I got the jeep working in Destroyed Village, but with no sound..Checked the playervehiclesound.scr and all looks fine...??

Are there any issues that would make it difficult to use it in a DM server with 24 clients? I have not tested it yet, but I'd love to use it in DV, Algiers and Remegan.

Posted

you know you are right about the sound I think I cut and pasted the sound from somewhere I don't know where now because they are wrong . Substitute this for the section of the playervehiclesound.scr for the jeep I will make the changes in my map's pk3 as well .

// Jeep

local.master aliascache jeep_snd_idle sound/vehicle/veh_jeep_idle.wav soundparms 0.5 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m "

local.master aliascache jeep_snd_run sound/vehicle/veh_jeep_move.wav soundparms 0.8 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m "

local.master aliascache jeep_snd_revup sound/vehicle/veh_jeep_start.wav soundparms 1.2 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m "

local.master aliascache jeep_snd_revdown sound/vehicle/veh_jeep_revdown.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m "

local.master aliascache jeep_snd_shift1 sound/vehicle/veh_jeep_shiftin.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m "

local.master aliascache jeep_snd_shift2 sound/vehicle/veh_jeep_shiftout.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m "

local.master aliascache jeep_snd_on sound/vehicle/veh_jeep_start.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m "

local.master aliascache jeep_snd_start sound/vehicle/veh_jeep_on.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m "

local.master aliascache jeep_snd_off sound/vehicle/veh_jeep_off.wav soundparms 1.5 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m "

local.master aliascache jeep_snd_stop sound/vehicle/veh_jeep_off.wav soundparms 1.5 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m "

local.master aliascache jeep_snd_doorclose sound/mechanics/DoorJeepClose_02.wav soundparms 1.2 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m "

local.master aliascache jeep_tread_snd_dirt sound/vehicle/veh_tread_grass.wav soundparms 0.28 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m "

local.master aliascache jeep_tread_snd_stone sound/vehicle/veh_tread_grass.wav soundparms 0.28 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m "

local.master aliascache jeep_tread_snd_grass sound/vehicle/veh_tread_grass.wav soundparms 0.28 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m "

local.master aliascache jeep_tread_snd_wood sound/vehicle/veh_tread_grass.wav soundparms 0.28 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m "

local.master aliascache jeep_tread_snd_mud sound/vehicle/veh_tread_grass.wav soundparms 2.8 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m "

local.master aliascache jeep_vehicle_crash sound/null.wav soundparms 0.7 0.4 1.0 0.5 100 1600 auto loaded maps " dm obj t m "

Posted

Un tested on a busy server in my map if player left the jeep while it was in the water server crached no other problems reported .

Posted

bdboger, i played ur map, its awesome, and i want to add a jeep and tank to algiers, but i dont know how to change the coords, i think its something to do with this thoigh:

exec global/playervehicle.scr ( 2944.99 -1716.46 67.43 ) 177.8 1

exec global/playervehicle.scr ( 595.98 -1297.28 29.23 ) 177.8 2

exec global/playervehiclesound.scr

i dont get which one u put coord in, which one is it, i tried to change the ( 2944.99 -1716.46 67.43 ) bit and it didnt appear into the map, could u make a pk3 for me like posisitioning a driveable tank and jeep in algiers, please

Posted

Go to the spot in your map that you want to spawn the jeep into . type coord or whereami 1 into the console and write down the coordinates and angles . The second number of the angles is what you need . The syntax of the playervehicle.scr is :

exec global/playervehicle.scr ( coordinates ) angle type

type 1 = tank

type 2 = jeep

The jeep in the map is a modified jeep that changes it's classname from classname drivableVehicle to classname VehicleTank in the jeep.tik

Posted

Go to the spot in your map that you want to spawn the jeep into . type coord or whereami 1 into the console and write down the coordinates and angles . The second number of the angles is what you need . The syntax of the playervehicle.scr is :

exec global/playervehicle.scr ( coordinates ) angle type

type 1 = tank

type 2 = jeep

The jeep in the map is a modified jeep that changes it's classname from classname drivableVehicle to classname VehicleTank in the jeep.tik

thanks dude, lol i dont go into games and type coord, i do it my way, i wrote a tutorial on it http://twisted-dreamer.org/bother/tutorial.htm u might find it usefull (it may be down at this current moment time). do u have msn messenger?

Posted

hmmm.....darnit, it still doesnt spawn where i want it, i know the coords are right cause i have used them before, it should go under the bridge on southeren france: my code is this:

exec global/playervehicle.scr ( 482.14 459.64 48.13 ) 0.0 1

//exec global/playervehicle.scr ( 482.14 459.64 48.13 ) 0.0 1

exec global/playervehiclesound.scr

in my .pk3 i have these files and directorys:

global> playervehicle.scr

playervehiclesound.scr

maps>dm> mohdm1.scr

models>vehicles> jeep.tik

ubersound> playervehiclesounds.scr

im sure these are right, but it dont work, my .pk3 is named: user-dansmod.pk3

Posted

Type 1 is a tank not a jeep I tested it in mohdm1 and the tank barely fits under the bridge . You are better off with a jeep .

Try this instead

exec global/playervehicle.scr ( 482.14 459.64 48.13 ) -97.08 2 // 2 for jeep

exec global/playervehiclesound.scr

Posted
// SOUTHERN FRANCE
// ARCHITECTURE: SENN
// SCRIPTING: POWZER

main:

// set scoreboard messages
setcvar "g_obj_alliedtext1" "Southern France"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""

setcvar "g_scoreboardpic" "mohdm1"

// call additional stuff for playing this map round based is needed
if(level.roundbased)
 thread roundbasedthread
 
level waitTill prespawn

//*** Precache Dm Stuff
exec global/DMprecache.scr

level.script = maps/dm/mohdm1.scr
exec global/ambient.scr mohdm1

//exec global/ambient.scr mohdm2

//$world farplane 5000
//$world farplane_color (.333 .333 .329)

level waittill spawn

//exec global/playervehicle.scr ( -8.04 507.85 48.13 ) 0.0 1
exec global/playervehicle.scr ( 482.14 459.64 48.13 ) -97.08 2
exec global/playervehiclesound.scr



end

//-----------------------------------------------------------------------------

roundbasedthread:

// Can specify different scoreboard messages for round based games here.

level waitTill prespawn

level waittill spawn

// set the parameters for this round based match
level.dmrespawning = 0 // 1 or 0
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = kills // set to axis, allies, kills, or draw

level waittill roundstart

end[/code]

Posted

Did you copy the script into mohdm1.scr and put it in the maps/dm directory? are you playing it in mohaa ? What isn't working ? Did you open the console and look for errors ? Is the pak with the global/playervehicle.scr in your main directory ?

Posted

houlala.... iv put that into the src file and a pk3 and i dont have instaled anything

sorry im REALLY a n00b iv started scripting the day before yesterday....

Posted

it work but iv the tank AND the jeep

can you help me ?

// NORTH AFRIKA
// ARCHITECTURE: NED, POWZER
// SCRIPTING: POWZER

main:

// set scoreboard messages
setcvar "g_obj_alliedtext1" "Algiers"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""

setcvar "g_scoreboardpic" "mohdm7"

// call additional stuff for playing this map round based is needed
if(level.roundbased)
thread roundbasedthread

level waittill prespawn

//*** Precache Dm Stuff
exec global/DMprecache.scr

exec global/door_locked.scr::lock
level.script = maps/dm/mohdm7.scr
exec global/ambient.scr mohdm7

level waittill spawn

exec global/playervehicle.scr ( 900 57 -151 ) 177.8 1
exec global/playervehicle.scr ( 900 57 -151 ) 177.8 2
exec global/playervehiclesound.scr
exec ubersound/rescue.scr

exec global/minefield.scr::minefield_setup

thread fire_gun1
thread fire_gun2
thread sound

end

//-----------------------------------------------------------------------------

roundbasedthread:

// Can specify different scoreboard messages for round based games here.

level waitTill prespawn

level waittill spawn

// set the parameters for this round based match
level.dmrespawning = 0 // 1 or 0
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = kills // set to axis, allies, kills, or draw

level waittill roundstart

end[/code]

Posted

Comment out the first line, like this:

//exec global/playervehicle.scr ( -8.04 507.85 48.13 ) 0.0 1

exec global/playervehicle.scr ( 482.14 459.64 48.13 ) -97.08 2

exec global/playervehiclesound.scr

See the last number on each line? 1 is for tank and 2 is for jeep

the // means that line won't be executed in the script

Posted

ive done this on sh, and gotten rid of any lines with dmprojectile as its not used in spearhead, and it crashes sometimes, dunno why.

ive tried logfile 1 to log the console

and nothing appears there, theres no problem, it just crashes when i have this mod on.

any ideas?

Posted

only probs visible on console

Loading Ambient.scr

level waittill spawn (global/playervehicle.scr, 3)

level ^

^~^~^ Script Error: invalid waittill spawn for 'Level'

^~^~^ Event 'dmbulletcount' does not exist.

^~^~^ Failed execution of event for class 'VehicleTurretGun'

^~^~^ Entity::ProcessInitCommands: Bad init server command 'dmbulletcount' in 'models/vehicles/jeep_30cal.tik'

^~^~^ Event 'dmfiredelay' does not exist.

^~^~^ Failed execution of event for class 'VehicleTurretGun'

^~^~^ Entity::ProcessInitCommands: Bad init server command 'dmfiredelay' in 'models/vehicles/jeep_30cal.tik'

^~^~^ Event 'dmbulletrange' does not exist.

^~^~^ Failed execution of event for class 'VehicleTurretGun'

^~^~^ Entity::ProcessInitCommands: Bad init server command 'dmbulletrange' in 'models/vehicles/jeep_30cal.tik'

^~^~^ Event 'dmbulletdamage' does not exist.

^~^~^ Failed execution of event for class 'VehicleTurretGun'

^~^~^ Entity::ProcessInitCommands: Bad init server command 'dmbulletdamage' in 'models/vehicles/jeep_30cal.tik'

^~^~^ Event 'dmbulletspread' does not exist.

^~^~^ Failed execution of event for class 'VehicleTurretGun'

^~^~^ Entity::ProcessInitCommands: Bad init server command 'dmbulletspread' in 'models/vehicles/jeep_30cal.tik'

ERROR bLoadForMap: explode_tank3 alias with empty maps specification.

running sound script

ERROR bLoadForMap: explode_tank3 alias with empty maps specification.

but no reason why is shud crash.......

this is annoyin me......

Posted

if u peeps want a GOOD driveable jeep mod for any map just PM me with ur email adress and tell me which map u want it on and how many u want... or just give the origin and in ur MOHDM##.scr or watever just put in exec global/jeep1.scr and ya..... for SH cant find any bugs with my jeeps now

But thats cuz i replaced the 30cal sound with the mg42 one in the tik file

SO U CAN HEAR THE GUN AND ENGINE- BUT GUN SOUNDS LIKE MG42

Posted

Can u guys give a link for a map with the jeep and tank, coz i dont know anything about scripting so...

thanks

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