codename-47 Posted 2004年8月15日 03:31 Posted 2004年8月15日 03:31 各位达人,有没有在TDM2,也就是 毁坏的村庄 里加坦克的的地图??? 能不能指点个下载的地方 泻了先
U.S.A Posted 2004年8月15日 03:51 Posted 2004年8月15日 03:51 各位达人,有没有在TDM2,也就是 毁坏的村庄 里加坦克的的地图??? 能不能指点个下载的地方 泻了先 <{POST_SNAPBACK}> 88有好多!你找他.
moh8888 Posted 2004年8月15日 03:57 Posted 2004年8月15日 03:57 下一次,你那个泻,俺不告你了.... //******************************* thread tiger end tiger: spawn script_origin "targetname" "node1" //behind tank $node1.origin = ( -3013 -463 75) spawn script_origin "targetname" "node2" //just behind tank $node2.origin = ( -3088 -1152 2) spawn script_origin "targetname" "node3" //garden side of tank $node3.origin = ( -3271 -1879 -66) spawn script_origin "targetname" "node4" //on turn at garden $node4.origin = ( -3185 -2400 -61) spawn script_origin "targetname" "node5" //1/2 way ruin to garden $node5.origin = ( -2015 -2529 -125) spawn script_origin "targetname" "node6" //on turn at ruin sniper house $node6.origin = ( -1150 -2650 -21) spawn script_origin "targetname" "node7" //at ruins, see garden and church $node7.origin = ( -1050 -2550 30) spawn script_origin "targetname" "node8" //perfect view of church, ruins, across from church $node8.origin = ( -1011 -1456 -37) spawn script_origin "targetname" "node9" //facing sniper behind church $node9.origin = ( -1439 -872 -25) spawn script_origin "targetname" "node10" //behined church, see end of st $node10.origin = ( -1392 714 30) spawn script_origin "targetname" "node11" //behind chruch $node11.origin = ( -1032 1129 -20) spawn script_origin "targetname" "node12" //behind church $node12.origin = ( -295 1013 28) spawn script_origin "targetname" "node12x" //behind church $node12x.origin = ( 49 329 12) spawn script_origin "targetname" "node13" //behind church $node13.origin = (561 -208 57) spawn script_origin "targetname" "node14" //turn on side of church, towards ruins $node14.origin = (523 -760 -52) spawn script_origin "targetname" "node15" //between ruins and church $node15.origin = ( -770 -1624 -34) spawn script_origin "targetname" "node16" //far turnaround $node16.origin = ( -3082 282 33) spawn script_origin "targetname" "node17" //far turnaround $node17.origin = ( -2820 770 25) spawn script_origin "targetname" "node18" //far turnaround $node18.origin = ( -2608 581 34) spawn script_origin "targetname" "node19" //far turnaround $node19.origin = ( -2767 309 36) spawn script_origin "targetname" "aim1" //2nd story across from garden $aim1.origin = ( -2646 -1936 327) spawn script_origin "targetname" "aim2" //garden L $aim2.origin = ( -3020 -2891 107) spawn script_origin "targetname" "aim3" //door, ruins $aim3.origin = ( -1678 -2951 20) spawn script_origin "targetname" "aim4" //slant ruins, facing garden $aim4.origin = ( -185 -2378 -11) spawn script_origin "targetname" "aim5" //2nd story over ruins $aim5.origin = ( -1366 -1928 516) spawn script_origin "targetname" "aim6" //church top front $aim6.origin = ( -683 -938 728) spawn script_origin "targetname" "aim7" //2nd story across from church $aim7.origin = ( -2086 -1356 360) spawn script_origin "targetname" "aim8" //3rd story across from church, door $aim8.origin = ( -2085 -452 559) spawn script_origin "targetname" "aim9" //behind church sniper $aim9.origin = ( -1114 1584 234) spawn script_origin "targetname" "aim10" //behind church sniper 2 $aim10.origin = ( -1107 1549 179) spawn script_origin "targetname" "aim11" //from church across to st end $aim11.origin = ( -2994 1607 388) spawn script_origin "targetname" "aim12" //church, story 2 $aim12.origin = ( -805 -572 384) spawn script_origin "targetname" "aim13" //church, story 1 $aim13.origin = ( -569 -596 100) spawn script_origin "targetname" "aim14" //church tower $aim14.origin = ( -602 -924 715) spawn script_origin "targetname" "aim15" // 2nd story ruins $aim15.origin = ( -1372 -1956 350) spawn script_origin "targetname" "aim16" //3rd story, across from church $aim16.origin = ( -2042 -1326 581) spawn script_origin "targetname" "aim17" //house wall, by ruin sniper house, 2nd floor $aim17.origin = ( -1515 -3288 263) spawn script_origin "targetname" "aim18" //corber field, sniper house $aim18.origin = ( -826 -3722 190) spawn script_origin "targetname" "aim19" //garden, from ruin, R $aim19.origin = ( -3853 -2350 121) spawn script_origin "targetname" "aim20" //2nd story, plank $aim20.origin = ( -2223 -907 440) spawn script_origin "targetname" "aim21" //alley near garden $aim21.origin = ( -3421 -1300 52) spawn script_origin "targetname" "aim22" //3rd story tank, across $aim22.origin = ( -3365 -165 596) spawn script_origin "targetname" "aim23" //2nd story tank $aim23.origin = ( -2523 -31 352) spawn script_origin "targetname" "aim24" //end of st $aim24.origin = ( -2842 1863 318) spawn script_origin "targetname" "aim25" //end of st cheat $aim25.origin = ( -2382 1719 328) spawn vehicles/tigertank.tik "targetname" "tiger1" $tiger1.origin = ( -2966 670 50) $tiger1.angle = 360 $tiger1.gun = $tiger1 QueryTurretSlotEntity 0 $tiger1.gun2 = $tiger1 QueryTurretSlotEntity 1 $tiger1 nodamage thread tankstuck tankagain: // start at tank. head towards garden, then church $node1.target = NULL $tiger1 drive $node1 $tiger1 waittill drive $tiger1 stop $tiger1.gun setAimTarget $aim1 $tiger1.gun waittill ontarget $tiger1.gun anim fire wait 2 $tiger1.gun setAimTarget $aim2 $tiger1.gun waittill ontarget $tiger1.gun anim fire $tiger1 exec scripts/randomshoot.scr wait 5 $node2.target = $node3 $node3.target = NULL $tiger1 drive $node2 $tiger1 waittill drive $tiger1 stop $tiger1.gun setAimTarget $aim3 $tiger1.gun waittill ontarget $tiger1.gun anim fire $tiger1 exec scripts/randomshoot.scr wait 5 $node4.target = $node5 $node5.target = NULL //WWW.MOHCHINA.COM $tiger1 drive $node4 $tiger1 waittill drive $tiger1 stop $tiger1.gun setAimTarget $aim4 $tiger1.gun waittill ontarget $tiger1.gun anim fire $tiger1 exec scripts/randomshoot.scr wait 5 $node6.target = $node7 $node7.target = NULL $tiger1 drive $node6 $tiger1 waittill drive $tiger1 stop $tiger1.gun setAimTarget $aim5 $tiger1.gun waittill ontarget $tiger1.gun anim fire wait 2 $tiger1.gun setAimTarget $aim6 $tiger1.gun waittill ontarget $tiger1.gun anim fire $tiger1 exec scripts/randomshoot.scr wait 5 // now around church $node8.target = NULL $tiger1 drive $node8 $tiger1 waittill drive $tiger1 stop $tiger1.gun setAimTarget $aim7 $tiger1.gun waittill ontarget $tiger1.gun anim fire wait 2 $tiger1.gun setAimTarget $aim8 $tiger1.gun waittill ontarget $tiger1.gun anim fire $tiger1 exec scripts/randomshoot.scr wait 5 $node9.target = NULL $tiger1 drive $node9 $tiger1 waittill drive $tiger1 stop $tiger1.gun setAimTarget $aim9 $tiger1.gun waittill ontarget $tiger1.gun anim fire wait 2 $tiger1.gun setAimTarget $aim10 $tiger1.gun waittill ontarget $tiger1.gun anim fire $tiger1 exec scripts/randomshoot.scr wait 5 $node10.target = NULL $tiger1 drive $node10 $tiger1 waittill drive $tiger1 stop $tiger1.gun setAimTarget $aim11 $tiger1.gun waittill ontarget $tiger1.gun anim fire $tiger1 exec scripts/randomshoot.scr wait 5 $node11.target = $node12 $node12.target = $node12x $node12x.target = $node13 $node13.target = $node14 $node14.target = NULL $tiger1 drive $node11 $tiger1 waittill drive $tiger1 stop $tiger1.gun setAimTarget $aim13 $tiger1.gun waittill ontarget $tiger1.gun anim fire wait 2 $tiger1.gun setAimTarget $aim15 $tiger1.gun waittill ontarget $tiger1.gun anim fire wait 2 $tiger1.gun setAimTarget $aim14 $tiger1.gun waittill ontarget $tiger1.gun anim fire wait 2 $tiger1.gun setAimTarget $aim12 $tiger1.gun waittill ontarget $tiger1.gun anim fire $tiger1 exec scripts/randomshoot.scr wait 5 $node15.target = NULL $tiger1 drive $node15 $tiger1 waittill drive $tiger1 stop $tiger1.gun setAimTarget $aim16 $tiger1.gun waittill ontarget $tiger1.gun anim fire $tiger1 exec scripts/randomshoot.scr wait 5 // back around church, grabbing old nodes $node7.target = NULL $tiger1 drive $node7 $tiger1 waittill drive $tiger1 stop $tiger1.gun setAimTarget $aim17 $tiger1.gun waittill ontarget $tiger1.gun anim fire wait 2 $tiger1.gun setAimTarget $aim19 $tiger1.gun waittill ontarget $tiger1.gun anim fire wait 2 $tiger1.gun setAimTarget $aim18 $tiger1.gun waittill ontarget $tiger1.gun anim fire $tiger1 exec scripts/randomshoot.scr wait 5 $node6.target = $node5 $node5.target = $node4 $node4.target = NULL $tiger1 drive $node6 $tiger1 waittill drive $tiger1 stop $tiger1.gun setAimTarget $aim20 $tiger1.gun waittill ontarget $tiger1.gun anim fire wait 2 $tiger1.gun setAimTarget $aim21 $tiger1.gun waittill ontarget $tiger1.gun anim fire $tiger1 exec scripts/randomshoot.scr wait 5 $node3.target = $node2 $node2.target = NULL $tiger1 drive $node3 $tiger1 waittill drive $tiger1 stop $tiger1.gun setAimTarget $aim22 $tiger1.gun waittill ontarget $tiger1.gun anim fire wait 2 $tiger1.gun setAimTarget $aim23 $tiger1.gun waittill ontarget $tiger1.gun anim fire wait 2 $tiger1.gun setAimTarget $aim24 $tiger1.gun waittill ontarget $tiger1.gun anim fire $tiger1 exec scripts/randomshoot.scr wait 5 $node1.target = NULL $tiger1 drive $node1 $tiger1 waittill drive $tiger1 stop $tiger1.gun setAimTarget $aim25 $tiger1.gun waittill ontarget $tiger1.gun anim fire $tiger1 exec scripts/randomshoot.scr wait 5 $node16.target = $node17 $node17.target = $node18 $node18.target = $node19 $node19.target = NULL $tiger1 drive $node16 $tiger1 waittill drive $tiger1 stop $tiger1 exec scripts/randomshoot.scr wait 5 goto tankagain end //----------------------------------------------------------------------------- tankstuck: spawn script_origin "targetname" "savtnk" $savtnk.origin = (0 0 0) tankstuck2: if ($savtnk.origin == $tiger1.origin) { $tiger1.origin = $tiger1.origin + ( 0 0 60) } $savtnk.origin = $tiger1.origin wait 15 goto tankstuck2 end //******************************************* 以上加在MOHDM2.SCR中level waittill spawn下
moh8888 Posted 2004年8月15日 04:09 Posted 2004年8月15日 04:09 BOT 可以开的俺搞过,只是那程序有问题,会死机的.... 想开可以去俺那个小巢下TANK地图,
codename-47 Posted 2004年8月15日 07:21 Author Posted 2004年8月15日 07:21 88老兄 多谢了,我已经加了一辆虎王,现在请问坦克能不能开,能不能使用机枪,如果可以是如何上坦克的。 再谢一下
moh8888 Posted 2004年8月15日 08:30 Posted 2004年8月15日 08:30 那个程序太难了...在于必须是SERVER-SIDE,俺还没见到国外有这个 估计以后会出来...
moh8888 Posted 2004年8月15日 08:48 Posted 2004年8月15日 08:48 你要是有兴趣看一下俺那有毛病的程序: startvehicleinit: level.debug=1 self unlock self unlockmovement self.hasdriver = 0 self.driver=null self.speed = 400 self.maxspeed = self.speed self vehiclespeed self.speed self removeondeath 0 self.health = 1000 self rendereffects "-shadow" self solid self takedamage self removeimmune bash self removeimmune bullet self removeimmune fast_bullet self removeimmune shotgun self removeimmune grenade self removeimmune rocket self removeimmune explosion self removeimmune crush self removeimmune falling self removeimmune vehicle if(self.type==2) self vehicleanim add_surfaces self.gun = self queryturretslotentity 0 if(self.turret1) { self.gun = self queryturretslotentity 0 self unlock self.gun unlock self detachturretslot 0 self.gun.origin self.gun remove self spawnturret 0 self.turret1 self.gun = self queryturretslotentity 0 if((self.projectile !=nill)||(self.projectile != null)) self.gun dmprojectile self.projectile //self.gun pitchcaps ( -10 10 0) //self.gun maxyawoffset 50 //self.gun yawcenter 0 self.gun takedamage self.gun solid self.gun rendereffects "-shadow" self.gun removeimmune bash self.gun removeimmune bullet self.gun removeimmune fast_bullet self.gun removeimmune shotgun self.gun removeimmune grenade self.gun removeimmune rocket self.gun removeimmune explosion self.gun removeimmune crush self.gun removeimmune falling self.gun removeimmune vehicle } if (self.target) { self.collisionent = self.target self.collisionent notsolid self.collisionent removeimmune bullet self.collisionent removeimmune fast_bullet self.collisionent removeimmune shotgun self.collisionent removeimmune grenade self.collisionent removeimmune rocket self.collisionent removeimmune explosion self.collisionent removeimmune crush self.collisionent removeimmune falling self.collisionent removeimmune vehicle } thread tankpain thread waitfordeath thread waitforplayer end //*************************************************************************************************************** running: exec global/playervehiclesound.scr println " running sound script " if(level.debug==1) { while(self) { println (" I am running "+ self.targetname) println (" My type is "+ self.type) println (" My damage model is "+ self.damagemdl) println (" My turret1 is "+ self.turret1) println (" My turret2 is "+ self.turret2) println (" My driver is "+ self.driver) println (" hasdriver= "+ self.hasdriver) wait 6 } } end //*************************************************************************************************************** waitforplayer: while(isalive self) { if !(self) end for(local.playr=1;local.playr { local.distance = vector_length ($player[local.playr].origin - self.origin) if(local.distance { if (($player[local.playr].useheld == 1)&&($player[local.playr].invehicle != 1)) { $player[local.playr].invehicle=1 while($player[local.playr].useheld==1) // wait for player to let go of use key waitframe if(self.hasdriver!=1) self thread usevehicle $player[local.playr] } //wait 1 } //waitframe } wait 1 } end //********************************************************************************************************** usevehicle local.player: println " I got to here usevehicle " self.hasdriver=1 self.driver=local.player //self.driver notsolid self attachdriverslot 0 self.driver switch(self.type) { case 1: self.driver hide local.player perferredweapon "88mm Tank Gun" break case 2: self.driver perferredweapon ".30cal Machine Gun" break } println (self + " is waiting for player to get out ") local.dmteam = self.driver.dmteam while ((IsAlive self) && (self.health > 0) && (self.hasdriver == 1) && (self.driver.dmteam == local.dmteam ) && (isalive self.driver) && (self.driver.useheld == 0)) waitframe while(self.driver.useheld==1) // wait for player to let go of use key wait 1 println " getting out of vehicle " self fullstop println (" player getting out of " + self ) switch(self.type) { case 1: self detachdriverslot 0 (self.origin + self.forwardvector * -500 ) //( self.origin + ( -500 200 500 )) self.driver.viewangles= ( 0 0 0 ) self.gun = self queryturretslotentity 0 self detachturretslot 0 self.gun.origin self.gun remove wait 1 self spawnturret 0 self.turret1 self.gun = self queryturretslotentity 0 if((self.projectile !=nill)||(self.projectile != null)) self.gun dmprojectile self.projectile self.gun removeimmune bullet self.gun removeimmune fast_bullet self.gun removeimmune shotgun self.gun removeimmune grenade self.gun removeimmune rocket self.gun removeimmune explosion self.gun removeimmune crush self.gun removeimmune falling self.gun removeimmune vehicle break case 2: self detachdriverslot 0 (self.origin + self.forwardvector * -300) //( self.origin + ( 200 200 10 )) self.driver.viewangles= ( 0 0 0 ) self.gun = self queryturretslotentity 0 self detachturretslot 0 self.gun.origin self.gun remove wait 1 self spawnturret 0 self.turret1 self.gun = self queryturretslotentity 0 if((self.projectile !=nill)||(self.projectile != null)) self.gun dmprojectile self.projectile self.gun removeimmune bullet self.gun removeimmune fast_bullet self.gun removeimmune shotgun self.gun removeimmune grenade self.gun removeimmune rocket self.gun removeimmune explosion self.gun removeimmune crush self.gun removeimmune falling self.gun removeimmune vehicle if(self.type==3) self.gun hide break } releaseplayer cueplayer //self.driver.viewangles= ( 0 0 0 ) self.driver solid self.driver takedamage self.driver show self.driver uselast self.driver.invehicle=0 self.hasdriver=0 self.driver=null wait 2 end //*************************************************************************************************************** waitfordeath: self waittill death thread tankexplode end //*************************************************************************************************************** tankpain: local.original_health = self.health local.previoushealth = self.health local.paintime = level.time while (self) { if(self.health end if (self.health { switch(self.type) { case 1: self playsound damage_tank exec global/earthquake.scr .2 4 0 0 break case 2: self playsound opeltruck_damage exec global/earthquake.scr .2 2 0 0 break } if ( (self.health (local.paintime + 5) ) ) { local.paintime = level.time local.health_fraction = (self.health / local.original_health) local.newspeed = self.speed * local.health_fraction if (local.newspeed local.newspeed = 0 self.maxspeed = local.newspeed self vehiclespeed self.maxspeed if (local.health_fraction >= 0.666) { self playsound tank_hurt1 self waitthread tankdamage 1 } else if (local.health_fraction >= 0.333) { self playsound tank_hurt1 self waitthread tankdamage 2 } else { self playsound tank_hurt1 self waitthread tankdamage 3 } } local.previoushealth = self.health } wait .1 } end //*************************************************************************************************************** tankdamage local.smoke: switch(self.type) { case 1: self thread spawn_fx "fx/fx_tank_explosion.tik" self playsound explode_tank thread jitter_large 0 // make the screen shake break case 2: self thread spawn_fx "fx/fx_bike_explosion.tik" self playsound explode_bike1 thread jitter_large 0 // make the screen shake break } if (local.smoke == 3) // turret { self.smoke3o = spawn script_origin self.smoke3o.origin = self.origin self.smoke3 = spawn "models/emitters/linger_smoke.tik" self.smoke3 notsolid self.smoke3 anim start switch(self.type) { case 1: self.smoke3.origin = (self.origin + ( -40 0 130) ) break case 2: case 3: self.smoke3.origin = (self.origin + ( -40 0 80) ) break } self.smoke3 bind self.smoke3o self.smoke3o glue self } else if (local.smoke == 2) // front { self.smoke2o = spawn script_origin self.smoke2o.origin = self.origin self.smoke2 = spawn "models/emitters/linger_smoke.tik" self.smoke2 notsolid self.smoke2 anim start switch(self.type) { case 1: self.smoke2.origin = (self.origin + ( 100 50 60) ) break case 2: case 3: self.smoke2.origin = (self.origin + ( 100 30 30) ) break } self.smoke2 bind self.smoke2o self.smoke2o glue self } else // back { self.smoke1o = spawn script_origin self.smoke1o.origin = self.origin self.smoke1 = spawn "models/emitters/linger_smoke.tik" self.smoke1 notsolid self.smoke1 anim start switch(self.type) { case 1: self.smoke1.origin = (self.origin + ( -200 -50 60) ) break case 2: case 3: self.smoke1.origin = (self.origin + ( -120 -30 30) ) break } self.smoke1 bind self.smoke1o self.smoke1o glue self } end //*************************************************************************************************************** tankexplode: self stop //self.destroyed = 1 local.origin = self.origin local.angles = self.angles self.gun2 = self QueryTurretSlotEntity 1 if (self.gun2) { local.po = self.gun2.origin local.po[2] = local.po[2] + 50 local.t2exp = spawn script_origin local.t2exp.origin = local.po local.t2exp.angles = local.angles switch(self.type) { case 1: local.t2exp thread spawn_fx "fx/fx_tank_explosion.tik" 3 local.t2exp playsound explode_tank radiusdamage local.t2exp.origin 200 200 break case 2: local.t2exp thread spawn_fx "fx/fx_bike_explosion.tik" local.t2exp playsound explode_bike1 radiusdamage local.t2exp.origin 100 100 break } local.fire2 = spawn script_origin local.fire2.origin = local.po local.fire2.angles = local.angles local.fire2 thread spawn_fx "models/emitters/fire.tik" wait 1 } self.gun = self QueryTurretSlotEntity 0 if (self.gun) { //local.po = self.gun.origin //local.po[2] = local.po[2] + 100 //local.exp = spawn script_origin //local.exp.origin = local.po //local.exp.angles = local.angles //switch(self.type) //{ //case 1: //local.exp thread spawn_fx "fx/fx_tank_explosion.tik" //5 //local.exp playsound explode_tank //radiusdamage local.exp.origin 500 200 //break //case 2: //case 3: //local.exp thread spawn_fx "fx/fx_bike_explosion.tik" //local.exp playsound explode_bike1 //radiusdamage local.exp.origin 300 100 //break //} self.gun unlock local.po = self.gun.origin local.po[2] = local.po[2] + 0 local.fire = spawn script_origin local.fire.origin = local.po local.fire.angles = local.angles local.fire thread spawn_fx "models/emitters/fire.tik" wait 1 } local.exp2 = spawn script_origin local.exp2.origin = local.origin local.exp2.angles = local.angles //local.exp2 thread spawn_fx"fx/fx_tank_explosion.tik" 3 local.exp2 playsound explode_tank radiusdamage local.exp2.origin 1000 200 if (self.hasdriver == 1) { self.hasdriver=0 self.gun = self queryturretslotentity 0 self detachturretslot 0 self.gun.origin self.gun remove self detachdriverslot 0 (self.origin + ( 0 0 300)) self spawnturret o self.turret1 self.gun = self queryturretslotentity 0 self.driver show self.driver thread bhit 1000 -1 } if (self.hasgunner == 1) { self.hasgunner=0 self.gun2 = self queryturretslotentity 1 self detachturretslot 1 self.gun2.origin self.gun2 remove self spawnturret 1 self.turret2 self.gun2 = self queryturretslotentity 1 self.gunner show self.gunner thread bhit 1000 -1 } iprintlnbold (self + " has been destroyed.") if(self.type==1) { thread jitter_large 0 self notsolid self.gun notsolid self.gun2 notsolid local.dam = spawn script_model model self.damagemdl local.dam.origin = self.origin local.dam.angles = self.angles self remove //self.gun remove //self.gun2 remove local.temp = randomint 3 if (local.temp == 0) local.model_type = "human/german_panzer_grenadier.tik" if (local.temp == 1) local.model_type = human/german_panzer_obershutze if (local.temp == 2) local.model_type = human/german_panzer_tankcommander local.ent = spawn local.model_type local.ent notsolid local.ent.origin = (self.origin + ( 0 0 100 )) local.ent.angles = self.angles local.ent noticescale 1 local.ent sight 4500 local.ent mindist 2024 local.ent maxdist 2448 local.ent leash 10000 local.ent dontdropweapons local.ent exec global/disable_ai.scr local.ent notsolid local.randomdie = randomint(4) switch(local.randomdie) { case 0: local.ent anim_noclip tank_exit_1 local.ent waittill animdone break case 1: local.ent anim_noclip tank_exit_2 local.ent waittill animdone local.ent.position = "crawl" break case 2: local.ent anim_noclip tank_exit_3 local.ent waittill animdone local.ent.health = 45 break case 3: local.ent anim_noclip tank_exit_4 local.ent waittill animdone local.ent bedead end } wait .7 local.ent solid local.ent exec global/enable_ai.scr local.col = spawn script_origin local.col.origin = local.po local.col.angles = local.angles local.col thread spawn_fx "fx/gas_mushroom_column.tik" 5 local.col playsound explode_tank radiusdamage local.col.origin 500 200 wait 5 } if((self.type==2)||(self.type==3)) { self vehicleanim remove_surfaces self notsolid local.ang=self.angles local.ang[2]=20 self.angles = local.ang self.origin = local.jeep_org self.smoke = spawn "models/emitters/linger_smoke.tik" self.smoke notsolid self.smoke anim start self.smoke.origin = (self.origin + (0 0 60)) //self.smoke glue self } local.po = spawn script_origin local.po = local.origin local.po[2] = local.po[2] + 750 local.mush = spawn script_origin local.mush.origin = local.po local.mush.angles = local.angles if(self.type==1) local.mush thread spawn_fx "fx/gas_mushroom_cloud.tik" 5 else local.mush thread spawn_fx "fx/gas_mushroom_cloud.tik" .5 end //************************************************************************************************************************************** // bullet hit command // bhit [damage| 40 default] [body location| default is chest, -1 is random] [direction| vector] [force to apply| 15 default] //************************************************************************************************************************************** bhit local.damage local.location local.direction local.force: if (local.damage == NIL || local.damage == 0) { local.damage = 40 } if (local.location == NIL) { local.location = 3 } else if (local.location == -1) { local.temp = (randomint 17 + 1) local.location = local.temp } if (local.direction == NIL || local.direction == 0) { local.direction = (0 -1 0) } if (local.force == NIL) { local.force = 15 } //*** set the characters script_damage variable so the player doesn't lose the level self.script_damage = 1 //*** damage the target self exec global/bullethit.scr local.direction local.damage local.force local.location self playsound snd_bh_flesh self.script_damage = 0 end //*************************************************************************************************************** spawn_fx local.fx local.scale: local.temp = spawn script_model model local.fx scale local.scale local.temp.origin = self.origin local.temp anim start wait 5 local.temp remove end //*************************************************************************************************************** spawn_damaged local.model: local.damaged = spawn script_model model local.model local.damaged.origin = self.origin local.damaged.angles = self.angles self.smoke = spawn "models/emitters/linger_smoke.tik" self.smoke notsolid self.smoke anim start self.smoke.origin = (self.origin + (0 0 80)) //self.smoke glue self end //*************************************************************************************************************** //****************************** // jitter large effect // jitter_large [delay] //****************************** jitter_large local.time: if (local.time) wait local.time waitexec global/earthquake.scr .35 10 0 0 waitexec global/earthquake.scr .23 6 0 0 waitexec global/earthquake.scr 1 1 0 0 waitexec global/earthquake.scr 1.25 .3 0 1 end //***************************************************************************************************************
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