由 S-22 发布的全部内容
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steal SH bike Steal sh player animationa dn model glue player to new bike with bones and classname changes spawn and attach fake model unless u make a aplyer anim for the player sorted if u want a realisc movement without faking it to be the tank ur going to have to script it (hahaha goood luck) and then scripts above are not realistc i mean checking in front of u, chcking below u. checking high below and ground type and steapness etc to determin ur view.
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local.trig = spawn trigger_multiple local.trig.origin = ( 375.51 78.53 386.29 ) local.trig setsize ( -50 -50 -10 ) ( 50 50 10 ) local.trig setthread bike local.trig message "You Are A Motor Bike For 60 Secsonds" local.trig wait 2 // How often the trig acts local.trig delay 0 // How long before trig acts bike: local.player=parm.other if (local.player.packon == 1) { end } while (local.player isalive) { local.player.packon = 1 } local.static = spawn script_model local.static model "static/vehicle_bmwbike.tik" local.static notsolid local.static.scale=1 local.static.origin = (local.player.origin + ( 100 190 100 )) local.static.angle = "-45" local.static glue local.player local.player.scale= .01 local.player stufftext "say w00t Im A Motor Bike" parm.other stopwatch 60 wait 60 local.player.packon = 0 local.player.scale=1 local.static remove end[/code] that should work
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Using Demon's idea i'm gonna make a script out of the blue here to wat i think would work the best...anyone who has any suggestions could post them below local.bike = spawn script_model targetname bike local.bike model "static/vehicle_bmwbike.tik" local.bike.origin = ( x y z ) local.bike.angles = ( a b c ) local.bike nodamage local.biketrig = spawn trigger_use targetname biketrig local.biketrig.origin = $bike.origin local.biketrig setsize = ( -30 -30 0 ) ( 30 30 100 ) local.biketrig setthread glue_bike glue_bike: local.player waittil $biketrig local.player = parm.other if(local.player.bike !=1) { local.player glue $bike local.player.origin = $bike + ( 0 15 0 ) //or whatever it takes to give the illusion that he is above the handlebars driving the bike local.player take weapon local.player iprint "You are now driving the motorcycle" local.player playsound motorbikesound1 local.player sv_runspeed 500 } end[/code] I'm not even sure this is gonna work any help appreciated!!!
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local.bike = spawn script_model targetname bike local.bike model "vehicles/bmw.tik" local.bike.origin = ( x y z ) local.bike.angles = ( a b c ) local.bike nodamage local.biketrig = spawn trigger_multiple targetname biketrig local.biketrig.origin = $bike.origin local.biketrig setsize = ( -30 -30 0 ) ( 30 30 100 ) local.biketrig setthread glue_bike gluebike: local.player = parm.other if(local.player.bike = 1) end local.gluemodel = spawn script_model targetname gluemodel local.gluemodel model $bike model local.gluemodel notsolid local.player.bike = 1 local.gluemodel glue local.player local.player stufftext "say I am driving." wait 10 local.player.bike = 0 $gluemodel delete end[/code] I just made that off the spot, I don't know if it works. But you get the idea.
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I know that cardevsan has managed to achieve drivable vehicles in his modding. I was wondering if anyone could summarize a script necessary to be able to drive a motorbike? I would like to please this into my upcoming Stadt mod as theirs not enough room for a tank or a truck...but their sure is enough room for a motorbike!!
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I'd appreciate it. Better yet, if you could take a look at the thread "For people who wanted a drivable vehicle/usable flak88", and take a look at the drivable vehicles script, and explain to me how to use it, that would be even better. I can spawn a jeep, I just cant make it use the script, and have no clue what to do.
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AHAHAHAHAHAHAHAAHHAH!!!! Just kidding mate If You Want A Dual control jeep that u can drive and gun then first off u dont use ANY nodes. Also; Im not seeing any threads that mount the gunner or driver onto the vehicle. I will try to re-write parts of this script for you later today m8(i gotta go to school in a few minutes) If i forget then PM me.
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Could someone try to explain the process of making a drivable jeep in detail? Memphis..you said you got it to work.could you tell me what you did? I really want to get a drivable jeep, but cant get it to work. I have a spanwed jeep with a gun on the back. I cannot use the gun or get into the jeep. It won't move unless I hit use while touching the front of it...then it proceeds to run me over and kill me, then drive into a wall eventually. If I touch the jeep after that..(the front) it kills me. I am a complete newb at this, so any help would be greatly appreciated. I probably did soemthing wrong or put soemthing out of order or what not. My code is from bdodger and deadeye arrow..as it seemed to me they both added code to be used as one script. // call additional stuff for playing this map round based is needed if(level.roundbased) thread roundbasedthread // 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/stalingrad_beta.scr level waittill spawn pain: $hurtme volumedamage 25 thread bigaagun thread location level.jeepspeed = 350 level.triggercount = 0 level.nodenum = 0 thread jeep end bigaagun: spawn statweapons/P_aagun_base.tik "targetname" "aa1" "classname" "turretweapon_player_aagun" $aa1.origin = ( 47 150 -114) $aa1.angles = (0 142 0) //init aagun params spawn statweapons/P_aagun_cannon.tik "targetname" "aa1g" "classname" "ProjectileGenerator_gun" $aa1g.origin = ( 47 150 -80 ) $aa1g.angles = (0 142 0) $aa1g.accuracy = 10 $aa1g.bulletlarge = 3 $aa1g.cycles = 0 $aa1g.maxdelay = 4 $aa1g.maxduration = 4 $aa1g.maxnumshots = 40 $aa1g.mindelay = 3 $aa1g.minduration = 4 $aa1g.minnumshots = 40 $aa1g.spawnflags = 128 $aa1g.tracerspeed = 0.5 $aa1g.testanim = idle $aa1g_turret0 maxyawoffset 180 $aa1g_turret0 turnspeed 50 $aa1g_turret0 pitchspeed 50 $aa1g_turret0 pitchcaps "-50 50 -50" // changed "-50 10 0" $aa1g_turret0 viewjitter 1 $aa1g_turret0 firedelay 0.00 $aa1g immune aagun $aa1g_turret0 setaimtarget $aagun1_aim $aa1g nodamage $aa1 nodamage end 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" "-646 -1834 -105" "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 level.gunnerstillon = 1 self thread checkongunner level.direction = 0 while (isAlive local.player) { 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 detachturretslot 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 } } end 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] I'm new, so to you pro scripters, I've probably made some hilarious newb errors ont his. Laugh all you want...JUST HELP ME PLEASE! Hehe Oh yeah..the AA gun works great so ignore that part.
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you know what would be great....If someone made a tutorial for driveable jeeps/tanks!!! I was a tutorial at manstiens level design, but it didn't work. So someone, PLEASE make a tutorial.....I'm sure there are hundreds of guys that would appreciate that!! P.S. I saw a downloadable tut at some recycle (something) web site, but when I downloaded it.....there was no tank or jeep....just an empty courtyard.....lol
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ok from what i'v read in this thread i got //Vehicles //Jeep local.jeep = spawn script_model local.jeep model "vehicles/jeep.tik" local.jeep.origin = ( 103 924 48 ) local.jeep.angles = ( 0 0 0 ) local.jeep solid //Vehicles //Jeep_30cal local.jeep_30cal = spawn script_model local.jeep_30cal model "vehicles/jeep_30cal.tik" local.jeep_30cal.origin = ( 103 924 51 ) local.jeep_30cal.angles = ( 0 0 0 ) local.jeep_30cal solid //Vehicles //Jeep_30cal local.jeep = spawn script_model local.jeep model "vehicles/jeep_30cal_viewmodel.tik" local.jeep.origin = ( 103 924 48 ) local.jeep.angles = ( 0 0 0 ) local.jeep solid //exec global/playervehicle.scr ( -8.04 507.85 48.13 ) 0.0 1 exec global/playervehicle.scr ( 103 924 48 ) -97.08 2 exec global/playervehiclesound.scr[/code] i gotta put the 30 cal in the back park of the jeep but so far is this right? hopeefully it will be driveable (southern france) and do i have to put this on too vehicles/jeep_bench.tik ..like [code] //Vehicles //Jeep_bench local.jeep_bench = spawn script_model local.jeep_bench model "vehicles/vehicles/jeep_bench.tik" local.jeep_bench.origin = ( 103 924 48 ) local.jeep_bench.angles = ( 0 0 0 ) local.jeep_bench solid