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S-22

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  1. 张老师能否给个链接?
  2. 1. 看看 mohdm5.scr; 2.3. $world farplane 7500 $world farplane_color (1 0 0)
  3. 首先确保 Z_JeepTank.pk3 文件在 main 目录内;其次确保没有其他obj3的配置文件在你修改的文件之后载入。
  4. main: level waittill prespawn exec global/DMprecache.scr exec global/playervehicle.scr ( 440.37 -3139.26 -443.93 ) 100 1 // 1 (tank) exec global/playervehiclesound.scr // mohaa exec global/playervehicle.scr ( 1949.82 -3450.71 -422.21 ) 100 1 // 1 (tank) thread global/minefield.scr::minefield_setup $spawn_allied2 disablespawn $spawn_allied3 disablespawn $spawn_axis3 disablespawn $spawn_axis4 disablespawn $bangalore_nopulse_left hide $bangalore_nopulse_center hide $bangalore_nopulse_right hide $world northyaw 270 $world farplane 7500 $world farplane_color (0.675 0.663 0.651) level.script = maps/obj/obj_team5.scr exec global/ambient.scr obj_team5 setcvar "g_obj_alliedtext1" "- Breach the shingle" setcvar "g_obj_alliedtext2" "- Destroy two 15cm" setcvar "g_obj_alliedtext3" "cannons" setcvar "g_obj_axistext1" "- Prevent Allies from" setcvar "g_obj_axistext2" "taking the beach" setcvar "g_obj_axistext3" "" setcvar "g_scoreboardpic" "objdm5" level waittill spawn level.bomb_damage = 200 level.bomb_explosion_radius = 640 level.defusing_team = "axis" level.planting_team = "allies" level.targets_to_destroy = 2 level.dmrespawning = 1 // 1 or 0 level.dmroundlimit = 10 // round time limit in minutes level.clockside = axis // set to axis, allies, kills, or draw ///////////////////////////////////////////////////////////////////////////////// local.V2 = spawn models/static/v2.tik local.V2.origin = ( 419.58 264.61 284.73 ) local.V2.angle = 0 local.V2 ///////////////////////////////////////////////////////////////////////////////// level waittill roundstart $88mm_explosive1 thread global/obj_dm.scr::bomb_thinker $88mm_explosive2 thread global/obj_dm.scr::bomb_thinker $88mm_explosive1 thread axis_win_timer thread allies_win_bomb thread bomb1_exploded $88mm_explosive1 thread bomb2_exploded $88mm_explosive2 thread random_explode_setup thread shingle_setup end //*** -------------------------------------------- //*** "Axis Victory" //*** -------------------------------------------- axis_win_timer: level waittill axiswin end //*** -------------------------------------------- //*** "Allied Victory" //*** -------------------------------------------- allies_win_bomb: while(level.targets_destroyed waitframe teamwin allies end //*** -------------------------------------------- //*** "Bomb 1 Exploded" //*** -------------------------------------------- bomb1_exploded local.bomb1: while (local.bomb1.exploded != 1) wait .1 iprintlnbold "Allies have destroyed the Western Cannon!" $spawn_axis2 disablespawn $spawn_axis3 enablespawn end //*** -------------------------------------------- //*** "Bomb 2 Exploded" //*** -------------------------------------------- bomb2_exploded local.bomb2: while (local.bomb2.exploded != 1) wait .1 iprintlnbold "Allies have destroyed the Eastern Cannon!" $spawn_axis2 disablespawn $spawn_axis4 enablespawn end //*** -------------------------------------------- //*** "Shingle" //*** -------------------------------------------- shingle_setup: thread shingle_left_start thread shingle_center_start thread shingle_right_start end shingle_left_start: $bangalore_trigger_left waittill trigger local.player = parm.other if (local.player.dmteam != axis) { goto shingle_left } end shingle_left: $bangalore_left playsound plantbomb1 $bangalore_left remove $bangalore_nopulse_left show wait 8 $bangalore_explosion_left1 anim start $bangalore_explosion_left2 anim start radiusdamage $bangalore_explosion_left2.origin 640 384 $bangalore_nopulse_left remove $barbwire_clip_left remove $barbwire_collision_left remove $barbwire_left remove $spawn_axis1 disablespawn end shingle_center_start: $bangalore_trigger_center waittill trigger local.player = parm.other if (local.player.dmteam != axis) { goto shingle_center } end shingle_center: $bangalore_center playsound plantbomb1 $bangalore_center remove $bangalore_nopulse_center show wait 8 $bangalore_explosion_center1 anim start $bangalore_explosion_center2 anim start radiusdamage $bangalore_nopulse_center.origin 640 384 $bangalore_nopulse_center remove $barbwire_clip_center remove $barbwire_collision_center remove $barbwire_center remove $spawn_axis1 disablespawn $spawn_allied1 disablespawn $spawn_allied2 enablespawn end shingle_right_start: $bangalore_trigger_right waittill trigger local.player = parm.other if (local.player.dmteam != axis) { goto shingle_right } end shingle_right: $bangalore_right playsound plantbomb1 $bangalore_right remove $bangalore_nopulse_right show wait 8 $bangalore_explosion_right1 anim start $bangalore_explosion_right2 anim start radiusdamage $bangalore_nopulse_right.origin 640 384 $bangalore_nopulse_right remove $barbwire_clip_right remove $barbwire_collision_right remove $barbwire_right remove $spawn_axis1 disablespawn $spawn_axis2 enablespawn $spawn_allied1 disablespawn $spawn_allied3 enablespawn end //*** -------------------------------------------- //*** "Random Beach Explosions" //*** -------------------------------------------- random_explode_setup: thread random_explode1 thread random_explode2 thread random_explode3 thread random_explode4 thread random_explode5 thread random_explode6 thread random_explode7 end random_explode1: wait (randomfloat 13 + 23) $random_explode1_origin playsound arty_leadinmp wait 1 $random_explode1 anim start radiusdamage $random_explode1_origin 256 384 goto random_explode1 random_explode2: wait (randomfloat 7 + 20) $random_explode2_origin playsound arty_leadinmp wait 1 $random_explode2 anim start radiusdamage $random_explode2_origin 256 384 goto random_explode2 random_explode3: wait (randomfloat 9 + 18) $random_explode3_origin playsound arty_leadinmp wait 1 $random_explode3 anim start radiusdamage $random_explode3_origin 256 384 goto random_explode3 random_explode4: wait (randomfloat 12 + 18) $random_explode4_origin playsound arty_leadinmp wait 1 $random_explode4 anim start radiusdamage $random_explode4_origin 256 384 goto random_explode4 random_explode5: wait (randomfloat 15 + 22) $random_explode5_origin playsound arty_leadinmp wait 1 $random_explode5 anim start radiusdamage $random_explode5_origin 256 384 goto random_explode5 random_explode6: wait (randomfloat 8 + 15) $random_explode6_origin playsound arty_leadinmp wait 1 $random_explode6 anim start radiusdamage $random_explode6_origin 256 384 goto random_explode6 random_explode7: wait (randomfloat 10 + 24) $random_explode7_origin playsound arty_leadinmp wait 1 $random_explode7 anim start radiusdamage $random_explode7_origin 256 384 goto random_explode7 end
  5. exec 放到 level waittill prespawn 以下
  6. 芯片组最新驱动装了么?
  7. 把这几个文件移出main目录看看。 2_SFX_Sounds_AA.pk3 Z_JeepTank.pk3 zz-M-14 TACTICAL BLACK.pk3 救人模式1.pk3 救人模式2.pk3 可以复生的BOJ地图.pk3 另外不建议使用中文名字的.pk3文件。
  8. 升级补丁有这个bug,这个星期应该会重新发布一些补丁。另外听说最新的UO版本是 1.61,是么?
  9. 长痛不如短痛,建议去找官方发布的原始版本。COD和CODUO各两张CD,一共四张。
  10. 这是繁体中文版啊。而且是游侠网的有问题的版本。 长痛不如短痛,建议去找官方发布的版本。
  11. 得指定游戏目录,如果游戏安装在 C 盘的 ABC 里,就要浏览指定这个目录才行。
  12. pak0.pk3 pak9.pk3 两个.pk3文件有问题。 uo的文件也不对。 无法联网可能是其他问题,譬如防火墙问题,pk3文件校验等等。
  13. 解决就好,解决就好
  14. 要不咱们开个菊花展吧。
  15. 哪里哪里,如雷贯耳谈不上,如雷洗脚,如雷洗脚!
  16. Data Visualization 公司在这次 GDC2005 大会上透露,公司旗下研发的 SpeedTreeRT 技术和植被引擎已经授权给 Epic 公司,用在 Epic 公司下一代游戏引擎 Unreal Engine3 当中,Data Visualization 公司的 SpeedTreeRT 是可以跟其它 3D 引擎相结合的辅助模块,主要是用来模拟大自然环境下的各种植被计算,包含栩栩如生的树木、草丛、花朵的描绘,甚至是模拟植物成长的过程,比如说一个小树苗成长成大树的实时运算轨迹,上图就是 SpeedTreeRT 技术时事运算模拟虚幻引擎III当中自然场景。
  17. 那就可能搜索端口给屏蔽了。或者写到策略里了。
  18. 检查防火墙是否关闭了cod的游戏端口。
  19. 得指定游戏安装目录。
  20. 整个游戏?短期内没有这个计划啊。 建议你先找齐官方英文版本。简体中文补丁最近要做。
  21. remove 这个坦克就行了 模型编号我哪天查查吧。或者你打开官方源码地图的这个关卡。
  22. 重装也有这个问题么?
  23. 游戏运行有问题么?
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