S-22 Posted 2005年3月11日 05:08 Posted 2005年3月11日 05:08 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!
S-22 Posted 2005年3月11日 05:08 Author Posted 2005年3月11日 05:08 //////////////////////////////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]
S-22 Posted 2005年3月11日 05:10 Author Posted 2005年3月11日 05:10 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
S-22 Posted 2005年3月11日 05:13 Author Posted 2005年3月11日 05:13 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.
S-22 Posted 2005年3月11日 05:14 Author Posted 2005年3月11日 05:14 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]
S-22 Posted 2005年3月11日 07:45 Author Posted 2005年3月11日 07:45 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.
S-22 Posted 2005年3月11日 07:54 Author Posted 2005年3月11日 07:54 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.
S-22 Posted 2005年3月11日 07:55 Author Posted 2005年3月11日 07:55 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 "
S-22 Posted 2005年3月11日 07:56 Author Posted 2005年3月11日 07:56 Works a treat m8y - n1 Will this work ok on a busy multiplayer server?
S-22 Posted 2005年3月11日 07:57 Author Posted 2005年3月11日 07:57 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 .
S-22 Posted 2005年3月11日 07:57 Author Posted 2005年3月11日 07:57 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
S-22 Posted 2005年3月11日 07:57 Author Posted 2005年3月11日 07:57 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
S-22 Posted 2005年3月11日 08:00 Author Posted 2005年3月11日 08:00 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?
S-22 Posted 2005年3月11日 08:01 Author Posted 2005年3月11日 08:01 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
S-22 Posted 2005年3月11日 08:02 Author Posted 2005年3月11日 08:02 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
S-22 Posted 2005年3月11日 08:03 Author Posted 2005年3月11日 08:03 please say me what is your modded .scr file of your mohdm 1
S-22 Posted 2005年3月11日 08:04 Author Posted 2005年3月11日 08:04 // 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]
S-22 Posted 2005年3月11日 08:05 Author Posted 2005年3月11日 08:05 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 ?
S-22 Posted 2005年3月11日 08:05 Author Posted 2005年3月11日 08:05 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....
S-22 Posted 2005年3月11日 08:05 Author Posted 2005年3月11日 08:05 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]
S-22 Posted 2005年3月11日 08:07 Author Posted 2005年3月11日 08:07 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
S-22 Posted 2005年3月11日 08:07 Author Posted 2005年3月11日 08:07 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?
S-22 Posted 2005年3月11日 08:07 Author Posted 2005年3月11日 08:07 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......
S-22 Posted 2005年3月11日 08:07 Author Posted 2005年3月11日 08:07 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
S-22 Posted 2005年3月11日 08:08 Author Posted 2005年3月11日 08:08 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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