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Posted

There you go try osprey97's vehicles. The script I wrote was just a basic one for one map I made . It works ok but try others I am sure there is a better script out there somewhere .

Posted

ospery97 ive sent i pms (lol) but u dont reply, duno if ull even see this, if sum1 has his jeep mods can u send em 2 me plz or gimme a link

cheerz

Posted

got ur pm... just email dwfoor@comcast.net for the mod

and yes- im sending it to a few of u (3 of u i think) already... working on one for MOHdm 4, Remagen (3) and .... one other one apart from the server/client side one i have with new shermans, 30 cals that work like mg42s and new feature being impletemented: Parachuting in.. having probs tho

Posted

if you get it working please send it to me cus its proly a lot better than mine as mine is a very simple one.

i have a trigger on the play wen they spawn in the air, the players gravity is reduces, then when they reach the target origin on the ground their gravity is returned back to normal. while they parachute it tells them and it appears also for everyone else that a parachuter is inbound. thats my version, i was gonna do sumfin better (nxt paragraph) but i cudnt be bothered, thou its fairly easy.

add a parachute model and stick it to the play origin (+ sumfin on the Z value so its on their back) and stick a backpack on them with + sumfin to Z value too, then it looks realistic, and do what i sed in the last paragraph, then remove the models, works well but i lost the script and i cant be bothered to do it again.

and btw, all server side

hope i helped

Posted

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

Posted

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

Posted

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.

Posted

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.

Posted

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.

Posted

Sorry to open this up again :P

but...Are the driveable jeeps able to work on Objective maps also ?

...Seems most of you work on DM maps

Posted

There have been several vehicles scripts made that work on TDM, OBJ. Some don't work wellt hough,a nd all have a lot of weird bugs.

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