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Posted

remove 这个坦克就行了 模型编号我哪天查查吧。或者你打开官方源码地图的这个关卡。

Posted

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.

Posted

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

Posted

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

Posted

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

Posted

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

Posted

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。

Posted

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

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