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上面那段脚本有些问题,你下载这个吧。但这个我认为并不是最好的脚本。 里面的例子是在OMAHA地图里面有一辆坦克和吉普。 如果要在其他地图中使用,调用方法是在地图的.scr文件里的main下面输入: exec global/playervehicle.scr ( 坐标 ) 角度 类型 类型 = 1 坦克;类型 = 2 吉普。 譬如: exec global/playervehicle.scr ( 2944 -1716 67 ) 177 1 就是在坐标( 2944 -1716 67 )的177角度有一辆坦克。
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这些都是别人递交的检测报告。 http://www.fpschina.com/index.php?showforum=65
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还是没有运行工具啊!工具运行后会打开一个记事本,内容如下: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~ ~~~~~~ ~~~~~~ 荣誉勋章全系列文件检查器 V1 ~~~~~~ ~~~~~~ ~~~~~~ ~~~~~~ Created by S-22 ~~~~~~ ~~~~~~ ~~~~~~ ~~~~~~ www.fpschina.com ~~~~~~ ~~~~~~ ~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 如果您运行荣誉勋章有问题,请将此文本的内容贴到我们论坛: http://www.fpschina.com/index.php?showforum=65 我们会根据您递交的文件列表帮助您解决问题。 以下是您硬盘上的荣誉勋章文件列表: 。。。。。。。。 所以请运行检测工具。
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系统重装但游戏没重装是不是?注册表信息丢失。 安装的是不是游侠的独立安装版? 先运行一下检测工具,我先看看文件有无问题。 http://www.fpschina.com/index.php?showtopic=898
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先安装V2.15繁体版升级补丁: http://moh.q3acn.com/dl.asp?id=121&path=/d...C_215_Q3ACN.exe
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短期内我恐怕没有时间继续写教学。 DM7的脚本: //////////////////////////////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]
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FOR LEARNING PURPOSES COPY AND PASTE THE FOLLOWING INTO YOUR MAPFIX FILE local.fix = spawn script_model local.fix model "static/vehicle_bmwbike.tik" //under bridge local.fix.origin = ( 228 474 384 ) local.fix.angles = ( 0 0 0 ) local.fix.scale = 1.0 local.fix ghost local.fix = spawn script_model local.fix model "static/vehicle_bmwbike.tik" //under bridge local.fix.origin = ( 228 474 384 ) local.fix.angles = ( 0 0 0 ) local.fix.scale = 1.0 local.fix ghost //========================= START OF TRIGGER1 ============================ //======================================================================= local.trig = spawn trigger_multiple local.trig.origin = ( 228 474 384 ) local.trig setsize ( -10 -10 -10 ) ( 10 10 10 ) local.trig setthread Trigger1 local.trig message "You are touching Trigger1" local.trig wait 1 local.trig delay 0 //========================= START OF TRIGGER2 ============================ //======================================================================= local.trig = spawn trigger_multiple local.trig.origin = ( 0 0 100 ) local.trig setsize ( -10 -10 -100 ) ( 10 10 100 ) local.trig setthread Trigger1 local.trig message "You are touching Trigger2" local.trig wait 1 local.trig delay 0 Trigger1: self waittill trigger local.player=parm.other if (local.player.isTrigger1==1) end local.player.isTrigger1=1 local.player tele 0 0 900 wait 10 local.player.scale .5 local.player.isTrigger1=0 end Trigger2: self waittill trigger local.player=parm.other if (local.player.isTrigger2==1) end local.player.isTrigger2=1 local.player wuss wait 5 local.player dog local.player.isTrigger2=0 end
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Adding Triggers A trigger is simply an invisible square you define that executes a command of your choosing onto a player who walks into that invisible box you made. Once you’ve learned how to edit maps, You’ll probably want to know how to add triggers to maps. With triggers you can make players taller, shorter, have god mode, play a sound, glow a color and many more things. Step 1: Open the map fix file that you made from the Map Modding Tutorial that you want the trigger in. Go to the very bottom of that file, make a blank line to separate items and triggers. Open the game, go to the exact spot you want the trigger to be on the map. Once in that spot open console and type in the word coord. It will give you a list of numbers, the only ones you are interested in are the first three. Ex: Location: -1864.26 944 12.03 Now with those three numbers go to the mapfix file, //======================================================================= //========================= START OF TRIGGER1 ============================ //======================================================================= local.trig = spawn trigger_multiple local.trig.origin = ( -1864.26 944 12.03 ) // This is where you place the cords you have. local.trig setsize ( -10 -10 -10 ) ( 10 10 10 ) //The way this works is it defines the box size. (the larger the numbers the larger the area) //Directions for the size(south east down) (north west up) I believe these are in inches local.trig setthread Trigger1 //Name of thread. local.trig message "You are touching Trigger1" //This is what flashes on the players screen when they are on the trigger. local.trig wait 1 // How often the trigger repeats itself. local.trig delay 0 // How long before trig acts. Trigger1: //This is the name of the thread you defined earlier in setthread. self waittill trigger //Tells it to wait until the trigger is set off and is something you will never change. local.player=parm.other //Something you will never change. if (local.player.isTrigger1==1) //Change this to the name of the thread, in this case Trigger1. end //This defines the end of this thread. local.player.isTrigger1=1 //Since we made the player turn on the trigger, this says what to do once it’s turned on. local.player tele 0 0 900 // This is where you execute the command. You never change the words “local.player”. wait 5 //If you want 2 commands to execute per trigger this is the pause between them. local.player kill // This is where you execute the 2nd command. You never change the words “local.player”. local.player.isTrigger1=0 //Again make sure this has the name of the thread above for it to work. end //This defines the end of this trigger. //======================== END OF TRIGGER1 ============================== Now that you have the trigger in your file, here are some options that I know work for the triggers local.player dog //Gives the player god mode local.player wuss //Gives the player all guns local.player noclip //This makes the player fly through anything like a ghost local.player.scale = .5 //This makes the player a midget local.player.scale = 2 //This makes the player a giant local.player light 1 0 0 200 // 1st number is red 2nd is green, 3rd is blue and 4th is size of circle local.player jumpxy 100 100 100 //Mess with these numbers for fun it makes the player jump local.player gravity .2 //This lowers gravity for the person local.player respawn //This makes the player respawn local.player stufftext “say I LIKE PINK FLOWERS” //This makes the player say what ever you want local.player kill //This kills the player local.player volumedamage 2 //This hurts the player 2 health points every time they touch the trigger Once you have the trigger in the map, save it and reload it and see if it works
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Ok, im working on drivable vehicles. I can get all my other vehicles to work and fire perfectly, but when it comes to the sdkfz it can drive fine, it can fire on Primary fine, but when i do Secondary fire with the mg42 it crashes the game, does anyone know the problem? Im sure its ethier sdfkz.tik or something in global that controls the way vehicles think. Heres my sdfkz.tik TIKI setup { scale 0.52 // Set default scale to 16/30.5 since world is in 16 units per foot and model is in cm's path models/vehicles/sdkfz skelmodel sdkfz.skd surface sdkfz_tredz shader sdkfz_tredz surface sdkfz_i_cog shader sdkfz_i_cog surface sdkfz_rims shader sdkfz_rims surface sdkfz_f_cog shader sdkfz_f_cog surface sdkfz_o_cog shader sdkfz_o_cog surface sdkfz_w_tred shader sdkfz_w_tred surface sdkfz_wheel shader sdkfz_wheel surface sdkfz shader sdkfz } init { server { classname VehicleTankTandem setsize "-168 -72 12" "184 72 112"// vehicleWheelCorners "300 114 114" "0 0 -2"/ vehiclespeed 200 vehiclemass 1500 vehicletread 10 vehicleradius 0.33 vehiclerollingresistance 0.5 vehicledrag 0.00001 mass 1500 turnrate 18 health 500 AnimationSet "sdkfz_" SoundSet "sdkfz_" spawnturret 0 "vehicles/sdkfz_mg42.tik" spawnturret 1 "static/vehicle_sdkfz.tik" pitchcaps "-27 40 40" maxyawoffset 55.0 //spawnturret 1 "vehicles/UnknownWeapon.TIK" //spawnturret 2 "vehicles/UnknownWeapon.Tik" ////////////////////////////////////////// // Pitch-Mod Sound for vehicles by speed // // Linearly Interpolates from the minimum pitch when the vehicle is at the minimum speed to // the maximum pitch when the vehicle is at the maximum speed. // // Speed is in World Units. // // // +--------------- Minimum Speed // | +------------ Minimum Pitch // | | // | | +----- Maximum Speed // | | | +-- Maximum Pitch // V V V V setsoundparameters 0 0.95 200 1 } } animations { idle sdkfz.skc // //high sdkfz_high.skc // lean_back sdkfz_lean_back.skc // lean_forward sdkfz_lean_forward.skc // lean_left sdkfz_lean_left.skc // lean_right sdkfz_lean_right.skc // level sdkfz_level.skc // low sdkfz_low.skc skidding sdkfz.skc { client { entry stopaliaschannel snd_skid_stone entry sound snd_skid_stone first tagspawn "tire_spew_back_left" ( count 1 scale .7 model models/fx/snipesmoke.tik ) first tagspawn "tire_spew_back_right" ( count 1 scale .7 model models/fx/snipesmoke.tik ) first tagspawn "tire_spew_front_left" ( count 1 scale .25 model models/fx/snipesmoke.tik ) first tagspawn "tire_spew_front_right" ( count 1 scale .25 model models/fx/snipesmoke.tik ) } } } /*QUAKED vehicle_german_sdkfz (0.0 .0 0.0) (-168 -64 0) (184 72 112) SDKFZ Halftrack */[/code]