@E.T@外星人 Posted 2005年3月14日 05:53 Author Posted 2005年3月14日 05:53 根据你的教学.在MOHDM2里增加了两辆能驾驶的坦克.在开动过程中.原地图中那辆报废坦克非常当事.想删除.我看了官方源码地图又看不懂.盼你查到模型编号后.教一下我该怎样删除.
@E.T@外星人 Posted 2005年3月15日 01:54 Author Posted 2005年3月15日 01:54 根据你的教学在DM里增加了坦克.(如下)但却不能在OBJ地图里加入坦克.在OBJ里应该如何加入坦克?请赐教. // SOUTHERN FRANCE // ARCHITECTURE: SENN // SCRIPTING: POWZER main: // set scoreboard messages setcvar "g_obj_alliedtext1" "eeee" setcvar "g_obj_alliedtext2" "pk pk" 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
@E.T@外星人 Posted 2005年3月15日 01:57 Author Posted 2005年3月15日 01:57 对不起 上面发错了 // DESTROYED VILLAGE // ARCHITECTURE: NED // SCRIPTING: NED main: exec global/playervehicle.scr ( -2383.22 -2527.03 -119.88 ) 15 1 // 1 (tank) exec global/playervehiclesound.scr // mohaa local.V2 = spawn models/static/v2.tik local.V2.origin = ( -2953.69 -2562.81 -5.88 ) local.V2.angle = 0 local.V2 solid exec global/playervehicle.scr ( -354.05 1053.44 23.81 ) 180 1 // 1 (tank) exec global/playervehiclesound.scr // mohaa // set scoreboard messages setcvar "g_obj_alliedtext1" "EEEE" setcvar "g_obj_alliedtext2" "PK PK" setcvar "g_obj_alliedtext3" "" setcvar "g_obj_axistext1" "" setcvar "g_obj_axistext2" "" setcvar "g_obj_axistext3" "" setcvar "g_scoreboardpic" "mohdm2" // 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/mohdm2.scr exec global/ambient.scr mohdm2 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
@E.T@外星人 Posted 2005年3月15日 02:44 Author Posted 2005年3月15日 02:44 我照如下加入语句后.进入地图.里面的音效 天气都改变了.请你帮忙看一下.那里没有对. // OMAHA BEACH OBJECTIVE DM // BY ADAM "SENN" BELLEFEUIL main: level waittill prespawn exec global/playervehicle.scr ( 440.37 -3139.26 -443.93 ) 100 1 // 1 (tank) exec global/playervehiclesound.scr // mohaa exec global/playervehicle.scr ( 1949.82 -3450.71 -422.21 ) 100 1 // 1 (tank) local.V2 = spawn models/static/v2.tik local.V2.origin = ( 419.58 264.61 284.73 ) local.V2.angle = 0 local.V2 exec global/DMprecache.scr thread global/minefield.scr::minefield_setup $spawn_allied2 disablespawn $spawn_allied3 disablespawn $spawn_axis3 disablespawn $spawn_axis4 disablespawn $bangalore_nopulse_left hide $bangalore_nopulse_center hide $bangalore_nopulse_right hide $world northyaw 270 $world farplane 7500 $world farplane_color (0.675 0.663 0.651) level.script = maps/obj/obj_team5.scr exec global/ambient.scr obj_team5 setcvar "g_obj_alliedtext1" "- Breach the shingle" setcvar "g_obj_alliedtext2" "- Destroy two 15cm" setcvar "g_obj_alliedtext3" "cannons" setcvar "g_obj_axistext1" "- Prevent Allies from" setcvar "g_obj_axistext2" "taking the beach" setcvar "g_obj_axistext3" "" setcvar "g_scoreboardpic" "objdm5" 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 level.bomb_damage = 200 level.bomb_explosion_radius = 640 level.defusing_team = "axis" level.planting_team = "allies" level.targets_to_destroy = 2 level.dmrespawning = 1 // 1 or 0 level.dmroundlimit = 10 // round time limit in minutes level.clockside = axis // set to axis, allies, kills, or draw ///////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////// level waittill roundstart $88mm_explosive1 thread global/obj_dm.scr::bomb_thinker $88mm_explosive2 thread global/obj_dm.scr::bomb_thinker $88mm_explosive1 thread axis_win_timer thread allies_win_bomb thread bomb1_exploded $88mm_explosive1 thread bomb2_exploded $88mm_explosive2 thread random_explode_setup thread shingle_setup end //*** -------------------------------------------- //*** "Axis Victory" //*** -------------------------------------------- axis_win_timer: level waittill axiswin end //*** -------------------------------------------- //*** "Allied Victory" //*** -------------------------------------------- allies_win_bomb: while(level.targets_destroyed < level.targets_to_destroy) waitframe teamwin allies end //*** -------------------------------------------- //*** "Bomb 1 Exploded" //*** -------------------------------------------- bomb1_exploded local.bomb1: while (local.bomb1.exploded != 1) wait .1 iprintlnbold "Allies have destroyed the Western Cannon!" $spawn_axis2 disablespawn $spawn_axis3 enablespawn end //*** -------------------------------------------- //*** "Bomb 2 Exploded" //*** -------------------------------------------- bomb2_exploded local.bomb2: while (local.bomb2.exploded != 1) wait .1 iprintlnbold "Allies have destroyed the Eastern Cannon!" $spawn_axis2 disablespawn $spawn_axis4 enablespawn end //*** -------------------------------------------- //*** "Shingle" //*** -------------------------------------------- shingle_setup: thread shingle_left_start thread shingle_center_start thread shingle_right_start end shingle_left_start: $bangalore_trigger_left waittill trigger local.player = parm.other if (local.player.dmteam != axis) { goto shingle_left } end shingle_left: $bangalore_left playsound plantbomb1 $bangalore_left remove $bangalore_nopulse_left show wait 8 $bangalore_explosion_left1 anim start $bangalore_explosion_left2 anim start radiusdamage $bangalore_explosion_left2.origin 640 384 $bangalore_nopulse_left remove $barbwire_clip_left remove $barbwire_collision_left remove $barbwire_left remove $spawn_axis1 disablespawn end shingle_center_start: $bangalore_trigger_center waittill trigger local.player = parm.other if (local.player.dmteam != axis) { goto shingle_center } end shingle_center: $bangalore_center playsound plantbomb1 $bangalore_center remove $bangalore_nopulse_center show wait 8 $bangalore_explosion_center1 anim start $bangalore_explosion_center2 anim start radiusdamage $bangalore_nopulse_center.origin 640 384 $bangalore_nopulse_center remove $barbwire_clip_center remove $barbwire_collision_center remove $barbwire_center remove $spawn_axis1 disablespawn $spawn_allied1 disablespawn $spawn_allied2 enablespawn end shingle_right_start: $bangalore_trigger_right waittill trigger local.player = parm.other if (local.player.dmteam != axis) { goto shingle_right } end shingle_right: $bangalore_right playsound plantbomb1 $bangalore_right remove $bangalore_nopulse_right show wait 8 $bangalore_explosion_right1 anim start $bangalore_explosion_right2 anim start radiusdamage $bangalore_nopulse_right.origin 640 384 $bangalore_nopulse_right remove $barbwire_clip_right remove $barbwire_collision_right remove $barbwire_right remove $spawn_axis1 disablespawn $spawn_axis2 enablespawn $spawn_allied1 disablespawn $spawn_allied3 enablespawn end //*** -------------------------------------------- //*** "Random Beach Explosions" //*** -------------------------------------------- random_explode_setup: thread random_explode1 thread random_explode2 thread random_explode3 thread random_explode4 thread random_explode5 thread random_explode6 thread random_explode7 end random_explode1: wait (randomfloat 13 + 23) $random_explode1_origin playsound arty_leadinmp wait 1 $random_explode1 anim start radiusdamage $random_explode1_origin 256 384 goto random_explode1 random_explode2: wait (randomfloat 7 + 20) $random_explode2_origin playsound arty_leadinmp wait 1 $random_explode2 anim start radiusdamage $random_explode2_origin 256 384 goto random_explode2 random_explode3: wait (randomfloat 9 + 18) $random_explode3_origin playsound arty_leadinmp wait 1 $random_explode3 anim start radiusdamage $random_explode3_origin 256 384 goto random_explode3 random_explode4: wait (randomfloat 12 + 18) $random_explode4_origin playsound arty_leadinmp wait 1 $random_explode4 anim start radiusdamage $random_explode4_origin 256 384 goto random_explode4 random_explode5: wait (randomfloat 15 + 22) $random_explode5_origin playsound arty_leadinmp wait 1 $random_explode5 anim start radiusdamage $random_explode5_origin 256 384 goto random_explode5 random_explode6: wait (randomfloat 8 + 15) $random_explode6_origin playsound arty_leadinmp wait 1 $random_explode6 anim start radiusdamage $random_explode6_origin 256 384 goto random_explode6 random_explode7: wait (randomfloat 10 + 24) $random_explode7_origin playsound arty_leadinmp wait 1 $random_explode7 anim start radiusdamage $random_explode7_origin 256 384 goto random_explode7 end
S-22 Posted 2005年3月15日 02:54 Posted 2005年3月15日 02:54 main: level waittill prespawn exec global/DMprecache.scr exec global/playervehicle.scr ( 440.37 -3139.26 -443.93 ) 100 1 // 1 (tank) exec global/playervehiclesound.scr // mohaa exec global/playervehicle.scr ( 1949.82 -3450.71 -422.21 ) 100 1 // 1 (tank) thread global/minefield.scr::minefield_setup $spawn_allied2 disablespawn $spawn_allied3 disablespawn $spawn_axis3 disablespawn $spawn_axis4 disablespawn $bangalore_nopulse_left hide $bangalore_nopulse_center hide $bangalore_nopulse_right hide $world northyaw 270 $world farplane 7500 $world farplane_color (0.675 0.663 0.651) level.script = maps/obj/obj_team5.scr exec global/ambient.scr obj_team5 setcvar "g_obj_alliedtext1" "- Breach the shingle" setcvar "g_obj_alliedtext2" "- Destroy two 15cm" setcvar "g_obj_alliedtext3" "cannons" setcvar "g_obj_axistext1" "- Prevent Allies from" setcvar "g_obj_axistext2" "taking the beach" setcvar "g_obj_axistext3" "" setcvar "g_scoreboardpic" "objdm5" level waittill spawn level.bomb_damage = 200 level.bomb_explosion_radius = 640 level.defusing_team = "axis" level.planting_team = "allies" level.targets_to_destroy = 2 level.dmrespawning = 1 // 1 or 0 level.dmroundlimit = 10 // round time limit in minutes level.clockside = axis // set to axis, allies, kills, or draw ///////////////////////////////////////////////////////////////////////////////// local.V2 = spawn models/static/v2.tik local.V2.origin = ( 419.58 264.61 284.73 ) local.V2.angle = 0 local.V2 ///////////////////////////////////////////////////////////////////////////////// level waittill roundstart $88mm_explosive1 thread global/obj_dm.scr::bomb_thinker $88mm_explosive2 thread global/obj_dm.scr::bomb_thinker $88mm_explosive1 thread axis_win_timer thread allies_win_bomb thread bomb1_exploded $88mm_explosive1 thread bomb2_exploded $88mm_explosive2 thread random_explode_setup thread shingle_setup end //*** -------------------------------------------- //*** "Axis Victory" //*** -------------------------------------------- axis_win_timer: level waittill axiswin end //*** -------------------------------------------- //*** "Allied Victory" //*** -------------------------------------------- allies_win_bomb: while(level.targets_destroyed waitframe teamwin allies end //*** -------------------------------------------- //*** "Bomb 1 Exploded" //*** -------------------------------------------- bomb1_exploded local.bomb1: while (local.bomb1.exploded != 1) wait .1 iprintlnbold "Allies have destroyed the Western Cannon!" $spawn_axis2 disablespawn $spawn_axis3 enablespawn end //*** -------------------------------------------- //*** "Bomb 2 Exploded" //*** -------------------------------------------- bomb2_exploded local.bomb2: while (local.bomb2.exploded != 1) wait .1 iprintlnbold "Allies have destroyed the Eastern Cannon!" $spawn_axis2 disablespawn $spawn_axis4 enablespawn end //*** -------------------------------------------- //*** "Shingle" //*** -------------------------------------------- shingle_setup: thread shingle_left_start thread shingle_center_start thread shingle_right_start end shingle_left_start: $bangalore_trigger_left waittill trigger local.player = parm.other if (local.player.dmteam != axis) { goto shingle_left } end shingle_left: $bangalore_left playsound plantbomb1 $bangalore_left remove $bangalore_nopulse_left show wait 8 $bangalore_explosion_left1 anim start $bangalore_explosion_left2 anim start radiusdamage $bangalore_explosion_left2.origin 640 384 $bangalore_nopulse_left remove $barbwire_clip_left remove $barbwire_collision_left remove $barbwire_left remove $spawn_axis1 disablespawn end shingle_center_start: $bangalore_trigger_center waittill trigger local.player = parm.other if (local.player.dmteam != axis) { goto shingle_center } end shingle_center: $bangalore_center playsound plantbomb1 $bangalore_center remove $bangalore_nopulse_center show wait 8 $bangalore_explosion_center1 anim start $bangalore_explosion_center2 anim start radiusdamage $bangalore_nopulse_center.origin 640 384 $bangalore_nopulse_center remove $barbwire_clip_center remove $barbwire_collision_center remove $barbwire_center remove $spawn_axis1 disablespawn $spawn_allied1 disablespawn $spawn_allied2 enablespawn end shingle_right_start: $bangalore_trigger_right waittill trigger local.player = parm.other if (local.player.dmteam != axis) { goto shingle_right } end shingle_right: $bangalore_right playsound plantbomb1 $bangalore_right remove $bangalore_nopulse_right show wait 8 $bangalore_explosion_right1 anim start $bangalore_explosion_right2 anim start radiusdamage $bangalore_nopulse_right.origin 640 384 $bangalore_nopulse_right remove $barbwire_clip_right remove $barbwire_collision_right remove $barbwire_right remove $spawn_axis1 disablespawn $spawn_axis2 enablespawn $spawn_allied1 disablespawn $spawn_allied3 enablespawn end //*** -------------------------------------------- //*** "Random Beach Explosions" //*** -------------------------------------------- random_explode_setup: thread random_explode1 thread random_explode2 thread random_explode3 thread random_explode4 thread random_explode5 thread random_explode6 thread random_explode7 end random_explode1: wait (randomfloat 13 + 23) $random_explode1_origin playsound arty_leadinmp wait 1 $random_explode1 anim start radiusdamage $random_explode1_origin 256 384 goto random_explode1 random_explode2: wait (randomfloat 7 + 20) $random_explode2_origin playsound arty_leadinmp wait 1 $random_explode2 anim start radiusdamage $random_explode2_origin 256 384 goto random_explode2 random_explode3: wait (randomfloat 9 + 18) $random_explode3_origin playsound arty_leadinmp wait 1 $random_explode3 anim start radiusdamage $random_explode3_origin 256 384 goto random_explode3 random_explode4: wait (randomfloat 12 + 18) $random_explode4_origin playsound arty_leadinmp wait 1 $random_explode4 anim start radiusdamage $random_explode4_origin 256 384 goto random_explode4 random_explode5: wait (randomfloat 15 + 22) $random_explode5_origin playsound arty_leadinmp wait 1 $random_explode5 anim start radiusdamage $random_explode5_origin 256 384 goto random_explode5 random_explode6: wait (randomfloat 8 + 15) $random_explode6_origin playsound arty_leadinmp wait 1 $random_explode6 anim start radiusdamage $random_explode6_origin 256 384 goto random_explode6 random_explode7: wait (randomfloat 10 + 24) $random_explode7_origin playsound arty_leadinmp wait 1 $random_explode7 anim start radiusdamage $random_explode7_origin 256 384 goto random_explode7 end
@E.T@外星人 Posted 2005年3月15日 03:10 Author Posted 2005年3月15日 03:10 首先谢谢你的耐心.我用你编辑好的内容替换了OBJ3里的.不知为什么情况还是同上.
S-22 Posted 2005年3月15日 03:49 Posted 2005年3月15日 03:49 首先确保 Z_JeepTank.pk3 文件在 main 目录内;其次确保没有其他obj3的配置文件在你修改的文件之后载入。
@E.T@外星人 Posted 2005年3月15日 05:56 Author Posted 2005年3月15日 05:56 哦.原来必须要Z_JeepTank.pk3 文件.我本以为不需Z_JeepTank.pk3 文件.只需要输入命令.就可创建坦克的.(后来想它毕竟不是坦克模型). 又有问题请教了.我想改变地图的天气状况.不知行不行. 1:把地图改变为冬天的雪景 2:把地图改变为晴天.(增加可视距离.减少浓雾) 3:变夜晚为白昼
S-22 Posted 2005年3月15日 06:40 Posted 2005年3月15日 06:40 1. 看看 mohdm5.scr; 2.3. $world farplane 7500 $world farplane_color (1 0 0)
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