moh8888 Posted 2005年1月14日 05:58 Posted 2005年1月14日 05:58 // DESTROYED VILLAGE // ARCHITECTURE: NED // SCRIPTING: NED main: // set scoreboard messages setcvar "g_obj_alliedtext1" "Destroyed Village" setcvar "g_obj_alliedtext2" "" setcvar "g_obj_alliedtext3" "" setcvar "g_obj_axistext1" "88" setcvar "g_obj_axistext2" "www.mohchina.com" setcvar "g_obj_axistext3" "" setcvar "g_scoreboardpic" "mohdm2" // 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/mohdm2.scr exec global/ambient.scr mohdm2 level waittill spawn //------------------------> (Cobras Random Explosions in the craters) //coords and random times thread random_explosions ( 5 634 -32 ) 10,80 thread random_explosions ( -3006 559 -52 ) 20,90 thread random_explosions ( -2535 1058 -59 ) 30,100 thread random_explosions ( -970 1087 -79 ) 40,110 thread random_explosions ( 47 -975 -83 ) 50,120 thread random_explosions ( -444 -2028 -83 ) 60,130 thread random_explosions ( -959 -2994 -83 ) 70,140 end //-----------------> (Cobras Random Artillery bit) random_explosions local.location local.wait1 local.wait2: wait (randomfloat local.wait1 + local.wait2) local.hurt = spawn script_origin local.hurt.origin = local.location + ( 0 0 64 ) // raise it up 4 feet local.explosion = spawn script_model local.explosion model models/animate/fx_mortar_dirt.tik local.explosion.origin = local.location + ( 0 0 -16 ) local.hurt playsound leadinmp wait 1 local.explosion anim start // has it own sound radiusdamage local.hurt 256 384 wait 4 local.explosion remove local.hurt remove wait 25 thread random_explosions local.location local.wait1 local.wait2 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] //请以上内容全部替换mohdm2.scr内容
yrh Posted 2005年2月25日 13:20 Posted 2005年2月25日 13:20 能不能作一个炸铁丝网的爆破程序,奥玛哈海滩那关,有铁丝网,过不去,挺烦人的,我以前添加过爆破筒,但没有搞爆破装置,所以还是不行,请老兄搞一个我用一下吧
moh8888 Posted 2005年3月2日 03:00 Author Posted 2005年3月2日 03:00 要是按USE键爆破容易些, 要是加入反复拆卸的爆破比较难了.. 那个OMAHA有些铁丝网能不能炸掉, 要看它的BSP内有没有物件的代号(如V2的火箭) 没有的话可能不行了...俺看一下再说了...
moh8888 Posted 2005年3月3日 04:03 Author Posted 2005年3月3日 04:03 能不能作一个炸铁丝网的爆破程序,奥玛哈海滩那关,有铁丝网,过不去,挺烦人的,我以前添加过爆破筒,但没有搞爆破装置,所以还是不行,请老兄搞一个我用一下吧 原OBJ3板面有3段的铁丝网可删除,那是原稿的左,中,右放爆破筒的位置 其它的铁丝网看来是不能删除了.... 但也不是没有方法,俺有一种方法就是将barbwire_long.tik(大铁丝网) 全部删掉(模型内容清空),然后用小段铁丝网(模型)拼成,再放上爆破筒 即可,只是要些功夫... // Entity #120 //**************右边 { "testanim" "idle" "angles" "0 90 0" "classname" "script_model" "scale" "1.0" "model" "animate//barbwire_long.tik" "origin" "2247.53 -2496.11 -279.90" "targetname" "barbwire_right" "spawnflags" "1" } // Entity #121 //****************中间 { "targetname" "barbwire_center" "origin" "769.08 -2483.25 -279.90" "model" "animate//barbwire_long.tik" "scale" "1.0" "classname" "script_model" "angles" "0 95 0" "testanim" "idle" "spawnflags" "1" } // Entity #122 //****************左边 { "targetname" "barbwire_left" "origin" "-920.66 -2516.36 -282.76" "model" "animate//barbwire_long.tik" "scale" "1.0" "classname" "script_model" "angles" "0 85 6" "testanim" "idle" "spawnflags" "1" }[/code]
moh8888 Posted 2005年3月24日 00:45 Author Posted 2005年3月24日 00:45 把上边的内容贴进去,就可以实现爆破了吧? 看俺那个触发小程序 有空俺传一个上来
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