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请教MOH888和其他高手


kofmohaa

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我遇到一个问题. M2L2A这个地图. 不知道用什么方法实现

就是 地图有一段地方是一个通口.中间是一道铁门给当住了.

而且这到门是一个死门.请教高人用什么方法可以把这到死铁门打开

而弥补 盟军的不足?如果这到铁门打不开 那基本是一边倒~

可以不可以利用修改BSP来实现呢?或则更新逸点.做成爆破模式把这到门炸开.

因为是一个死点.用传送模式又太夸张了.所以就暂时不用.

单人地图 狙击战 这有这块地图是最好的.也是我最喜欢的.为了平衡地图.

也闹了不少心.

还有 上下移动的箱子或加箱子物件.为什么一加到scr里面地图就失效了 而且地图又回到原来了.有BOT敌人了

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你好!我也正想知道呢!好想好想哦!

但是我从Obj-3中抛离出了一些关于爆炸的脚本,不妨我们一起讨论讨论。

//*** --------------------------------------------

//*** "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

这一段中可能会有关于爆破的相关命令,例如explode和对应番号的代码,应该是可以抓住这个关键讨论的。

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你好!我也正想知道呢!好想好想哦!

但是我从Obj-3中抛离出了一些关于爆炸的脚本,不妨我们一起讨论讨论。

//*** --------------------------------------------

//*** "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

这一段中可能会有关于爆破的相关命令,例如explode和对应番号的代码,应该是可以抓住这个关键讨论的。

我觉得抄写OBJ3的办法是 不可行的.

因为制作人员肯定是在可炸开铁丝网上做了一道程序.那其它的剩下的铁丝网为什么不行.和我说的M2L2A 那道死铁门是一样的道理.

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  • 2 weeks later...

我遇到一个问题. M2L2A这个地图. 不知道用什么方法实现

就是 地图有一段地方是一个通口.中间是一道铁门给当住了.

而且这到门是一个死门.请教高人用什么方法可以把这到死铁门打开

而弥补 盟军的不足?如果这到铁门打不开 那基本是一边倒~

可以不可以利用修改BSP来实现呢?或则更新逸点.做成爆破模式把这到门炸开.

因为是一个死点.用传送模式又太夸张了.所以就暂时不用.

单人地图 狙击战 这有这块地图是最好的.也是我最喜欢的.为了平衡地图.

也闹了不少心.

还有 上下移动的箱子或加箱子物件.为什么一加到scr里面地图就失效了 而且地图又回到原来了.有BOT敌人了

俺最近很少研究了...

这铁门在单人过关时是可以打开的吗?

要是可以打开的,看一下原稿中的.SCR程序,注意带$的代码..

上下移动的代码看一看是否有错...

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我觉得抄写OBJ3的办法是 不可行的.

因为制作人员肯定是在可炸开铁丝网上做了一道程序.那其它的剩下的铁丝网为什么不行.和我说的M2L2A 那道死铁门是一样的道理.

OBJ3这里有3个触发暴炸的程序,只能是盟军起作用....

那OBJ中的铁丝网的代码和M2L2A的不一样,它是作在图中的...

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OBJ3中的中间那道铁丝网消除

$bangalore_nopulse_center remove

$barbwire_clip_center remove

$barbwire_collision_center remove

$barbwire_center remove

参考一下,

M212A的图样子,俺忘了是什么样子了..

SORRY....

请问你有单人 地图声音修复吗?

就是让所以人都有声音?客户自动加载我的声音文件. 修改ubersound只有自己有声音,如果

MOH8888有这样的MOD请发到我的邮箱里

teatontang@126.com

谢谢了 谢谢了

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