S-22 Posted 2005年3月11日 08:08 Author 分享 Posted 2005年3月11日 08:08 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 . 引用 Link to comment Share on other sites More sharing options...
S-22 Posted 2005年3月11日 08:09 Author 分享 Posted 2005年3月11日 08:09 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 引用 Link to comment Share on other sites More sharing options...
S-22 Posted 2005年3月11日 08:09 Author 分享 Posted 2005年3月11日 08:09 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 引用 Link to comment Share on other sites More sharing options...
S-22 Posted 2005年3月11日 08:09 Author 分享 Posted 2005年3月11日 08:09 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 引用 Link to comment Share on other sites More sharing options...
S-22 Posted 2005年3月11日 08:11 Author 分享 Posted 2005年3月11日 08:11 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 引用 Link to comment Share on other sites More sharing options...
S-22 Posted 2005年3月11日 08:12 Author 分享 Posted 2005年3月11日 08:12 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 引用 Link to comment Share on other sites More sharing options...
S-22 Posted 2005年3月11日 08:12 Author 分享 Posted 2005年3月11日 08:12 i could write one, and btw the tut u downloaded was a spearhead one thats why they weren't there 引用 Link to comment Share on other sites More sharing options...
S-22 Posted 2005年3月11日 08:13 Author 分享 Posted 2005年3月11日 08:13 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. 引用 Link to comment Share on other sites More sharing options...
S-22 Posted 2005年3月11日 08:13 Author 分享 Posted 2005年3月11日 08:13 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. 引用 Link to comment Share on other sites More sharing options...
S-22 Posted 2005年3月11日 08:14 Author 分享 Posted 2005年3月11日 08:14 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. 引用 Link to comment Share on other sites More sharing options...
S-22 Posted 2005年3月11日 08:14 Author 分享 Posted 2005年3月11日 08:14 Sorry to open this up again but...Are the driveable jeeps able to work on Objective maps also ? ...Seems most of you work on DM maps 引用 Link to comment Share on other sites More sharing options...
S-22 Posted 2005年3月11日 08:15 Author 分享 Posted 2005年3月11日 08:15 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. 引用 Link to comment Share on other sites More sharing options...
S-22 Posted 2005年3月11日 08:15 Author 分享 Posted 2005年3月11日 08:15 Ok works now.. Any way to fix the Camera..so u can see where your going ? 引用 Link to comment Share on other sites More sharing options...
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