moh8888 Posted 2005年8月3日 02:45 Posted 2005年8月3日 02:45 新构思: 用缩小的V2火箭(还有什么可替代?)当爆竹, 点燃后,V2升空爆炸......呵呵,提前庆[[十一]] 了, OBJ任务嘛......谁先放10个响炮谁先赢! 呵呵.... 各位,有什么点子提供? 下载地址:http://www.fpschina.com/index.php?automodule=downloads&showfile=94
moh8888 Posted 2005年8月3日 15:23 Author Posted 2005年8月3日 15:23 liu8888 新构思: 用缩小的V2火箭(还有什么可替代?)当爆竹, 点燃后,V2升空爆炸......呵呵,提前庆[[十一]] 了, OBJ任务嘛......谁先放10个响炮谁先赢! 呵呵.... 各位,有什么点子提供? ------------------------------------------------------ liu8888 到十一还早....俺将这个题目放到主机专栏 (哈.还挺好用S-22).... 届时上传 有没有现成的PK3,...省得费心.. 如有雷同,纯属巧合 ------------------------------------------------------ @E.T@外星人 liu8888老师.是不是这样的效果. ------------------------------------------------------- liu8888 你编的? 呵呵,那是放大的红色的光球,用四射的光点表示火花, 还有个计数器,不错,...俺还没有着手,呵呵,那有图呀.... 去年作了个圣诞树,今年想搞个什么来... 是OBJ吗? -------------------------------------------- @E.T@外星人 不是我编的,是国外网站下的.是OBJ. 你去年的圣诞树程序,我下了.在M4L1加了两株.非常漂亮. --------------------------------------------- liu8888 看那图是DM1,任务是什么? 不会是放10响吧?呵呵.... -------------------- @E.T@外星人 是DM1,是什么任务我就搞不懂了.我把它传上来你一看就会明白了. 附加文件 zZz_95th_s_Fireworks.pk3 ( 2.42kb ) 下载次数: 3 -------------------------- liu8888 全程序分析如下 // SOUTHERN FRANCE // ARCHITECTURE: SENN // SCRIPTING: POWZER main: // set scoreboard messages setcvar "g_obj_alliedtext1" "" setcvar "g_obj_alliedtext2" "" setcvar "g_obj_alliedtext3" "" setcvar "g_obj_axistext1" "" setcvar "g_obj_axistext2" "" setcvar "g_obj_axistext3" "" setcvar "g_scoreboardpic" "mohdm1" //*** Sounds local.master = spawn ScriptMaster local.master aliascache fwork_explo sound/weapons/explo/Exp_Interior_02.wav soundparms 1.5 3.5 0.8 0.4 500 4000 auto loaded maps "dm obj" //爆炸声音文件 local.master aliascache fwork_launch sound/weapons/explo/Exp_LeadIn_06.wav soundparms 1.5 2.0 0.8 0.4 500 4000 auto loaded maps "dm obj" //爆炸声音文件 level.axisscore = 0 //计数德军=0 level.alliesscore = 0 //计数盟军=0 // call additional stuff for playing this map round based is needed if(level.roundbased) thread roundbasedthread level waitTill prespawn exec maps/dm/night.scr//这个应是有night.scr借用,night.scr文件看了是改天黑的 //*** Precache Dm Stuff exec global/DMprecache.scr level.script = maps/dm/mohdm1.scr exec global/ambient.scr mohdm1 //exec global/ambient.scr mohdm2 level waittill spawn //*** Launching trigger local.launcher = spawn trigger_use //一按USE键---->执行Launch指令 local.launcher.origin = ( 5 -32 64 ) // ??SET UR COORDS local.launcher setsize ( -80 -80 -20 ) ( 80 80 50 ) local.launcher setthread Launch local.launcher message "You launched a firework" local.switch = spawn script_model local.switch model "static/alarmswitch.tik" //开关的模型 local.switch.origin = ( 5 -32 94 ) local.switch.angles = ( 0 0 0 ) local.switch solid local.switch.scale = 1 //*** The Rocket local.firework = spawn script_model local.firework model "static/v2.tik" //V2的模型 local.firework.origin = ( 206 -85 48 ) local.firework.angles = ( 0 90 0 ) local.firework notsolid local.firework targetname v2 local.firework.scale = .1 local.firework speed 512 thread messages //加的信息 thread scores //这是右图上方显示的比分牌scores end //------------------------------------------------- //*** launching (move up) Launch: //Launch指令这里是V2升空内容 $v2 playsound fwork_launch wait 1 $v2 moveup 800 //上升800 $v2 time 4 //时间4 $v2 waitmove $v2 hide //这是隐藏透明 wait .4 $v2 playsound fwork_explo //爆炸声 wait 1 thread get_score //get_score指令------>加在这里是V2升空后要指行get_score指令和gogogo指令 thread gogogo //gogogo指令 wait 2 $v2.origin = ( 206 -85 48 ) V2的位置 $v2 show //V2显示它和HIDE是相对的 end //------------------------------------------------------ //Live Scoreboard scores: //比分牌scores内容 while(1){ huddraw_virtualsize 202 1 huddraw_align 202 right top huddraw_font 202 "verdana-12" huddraw_rect 202 -80 80 100 14 huddraw_color 202 0 1 1 huddraw_alpha 202 1.0 huddraw_string 202 ("Launched: " + level.alliesscore) //盟军的计数 huddraw_virtualsize 203 1 huddraw_shader 203 ("textures/hud/allies") huddraw_align 203 right top huddraw_rect 203 -100 80 14 14 huddraw_alpha 203 1.0 huddraw_virtualsize 204 1 huddraw_align 204 right top huddraw_font 204 "verdana-12" huddraw_rect 204 -80 95 100 14 huddraw_color 204 1 0 0 huddraw_alpha 204 1.0 huddraw_string 204 ("Launched: " + level.axisscore) //德军计数 huddraw_virtualsize 205 1 huddraw_shader 205 ("textures/hud/axis") huddraw_align 205 right top huddraw_rect 205 -100 95 14 14 huddraw_alpha 205 1.0 wait 5 } end //------------------------------------------------------- //------------------------------------------------------- get_score:get_score指令 local.player = parm.other if(local.player.dmteam != level.histeam) { level.check = 0 } if(local.player.dmteam == allies) //假如是盟军 { iprintlnbold_noloc ("The Allies launched a firework") //打印The Allies launched a firework level.alliesscore++ //盟军的计数加1 } if(local.player.dmteam == axis) //假如是德军 { iprintlnbold_noloc ("The Axis launched a firework") level.axisscore++ //德军的计数加1 } end //------------------------------------------------------ //*** Messages [Credits] messages: //加的信息本站有介绍 while(1) { iprintln "" wait 20 iprintln "" wait 20 iprintln "" wait 20 iprintln ":" iprintln "" wait 20 iprintln "" wait 20 } end gogogo://gogogo指令 local.fwork1 = spawn script_model model "fx/corona_red.tik" //哈这是红色的光球 local.fwork1.origin = ( 206 -85 750 ) local.fwork1 scale 1 local.fwork1 notsolid local.fwork1 targetname fwork1 //起名为fwork1 local.fwork1a = spawn script_model model "fx/corona_red.tik" local.fwork1a.origin = ( 206 -85 750 ) local.fwork1a scale 1 local.fwork1a notsolid local.fwork1a targetname fwork1a local.fwork11 = spawn script_model model "emitters/welding_spark.tik" //这个是四射的光点(见S_22物件表) local.fwork11.origin = ( 206 -85 750 ) local.fwork11 scale 9 local.fwork11 notsolid local.fwork11 targetname fworkspark wait .1 local.fwork2 = spawn script_model model "fx/corona_red.tik" local.fwork2.origin = ( 206 -85 750 ) local.fwork2 scale 2 //<=========尺寸为2倍 local.fwork2 notsolid local.fwork2 targetname fwork2 local.fwork1b = spawn script_model model "fx/corona_red.tik" local.fwork1b.origin = ( 206 -85 750 ) local.fwork1b scale 2 local.fwork1b notsolid local.fwork1b targetname fwork1b wait .1 local.fwork3 = spawn script_model model "fx/corona_red.tik" local.fwork3.origin = ( 206 -85 750 ) local.fwork3 scale 3 local.fwork3 notsolid local.fwork3 targetname fwork3 local.fwork1c = spawn script_model model "fx/corona_red.tik" local.fwork1c.origin = ( 206 -85 750 ) local.fwork1c scale 3 local.fwork1c notsolid local.fwork1c targetname fwork1c wait .1 local.fwork4 = spawn script_model model "fx/corona_red.tik" local.fwork4.origin = ( 206 -85 750 ) local.fwork4 scale 4 //<=========尺寸为4倍 local.fwork4 notsolid local.fwork4 targetname fwork4 local.fwork1d = spawn script_model model "fx/corona_red.tik" local.fwork1d.origin = ( 206 -85 750 ) local.fwork1d scale 4 local.fwork1d notsolid local.fwork1d targetname fwork1d wait .2 local.fwork5 = spawn script_model model "fx/corona_red.tik" local.fwork5.origin = ( 206 -85 750 ) local.fwork5 scale 5 local.fwork5 notsolid local.fwork5 targetname fwork5 local.fwork1e = spawn script_model model "fx/corona_red.tik" local.fwork1e.origin = ( 206 -85 750 ) local.fwork1e scale 5 local.fwork1e notsolid local.fwork1e targetname fwork1e wait .1 local.fwork6 = spawn script_model model "fx/corona_red.tik" local.fwork6.origin = ( 206 -85 750 ) local.fwork6 scale 6 local.fwork6 notsolid local.fwork6 targetname fwork6 local.fwork1f = spawn script_model model "fx/corona_red.tik" local.fwork1f.origin = ( 206 -85 750 ) local.fwork1f scale 6 local.fwork1f notsolid local.fwork1f targetname fwork1f wait .1 local.fwork7 = spawn script_model model "fx/corona_red.tik" local.fwork7.origin = ( 206 -85 750 ) local.fwork7 scale 6 local.fwork7 notsolid local.fwork7 targetname fwork7 local.fwork1g = spawn script_model model "fx/corona_red.tik" local.fwork1g.origin = ( 206 -85 750 ) local.fwork1g scale 6 local.fwork1g notsolid local.fwork1g targetname fwork1g wait .1 local.fwork8 = spawn script_model model "fx/corona_red.tik" local.fwork8.origin = ( 206 -85 750 ) local.fwork8 scale 7 local.fwork8 notsolid local.fwork8 targetname fwork8 wait .1 local.fwork9 = spawn script_model model "fx/corona_red.tik" local.fwork9.origin = ( 206 -85 750 ) local.fwork9 scale 8 local.fwork9 notsolid local.fwork9 targetname fwork9 wait .1 local.fwork10 = spawn script_model model "fx/corona_red.tik" local.fwork10.origin = ( 206 -85 750 ) local.fwork10 scale 9 local.fwork10 notsolid local.fwork10 targetname fwork10 wait .1 local.fwork11 = spawn script_model model "fx/corona_red.tik" local.fwork11.origin = ( 206 -85 750 ) local.fwork11 scale 10 local.fwork11 notsolid local.fwork11 light 1 0 0 1200 local.fwork11 targetname fwork11 wait 2 $fwork1 remove //光球闪后删除remove $fwork2 remove $fwork3 remove $fwork4 remove $fwork5 remove $fwork6 remove $fwork7 remove $fwork8 remove $fwork9 remove $fwork10 remove $fwork11 remove $fwork1a remove $fwork1b remove $fwork1c remove $fwork1d remove $fwork1e remove $fwork1f remove $fwork1g remove $fworkspark remove end //-------------------------------------------------[/code] THANK! 俺没有看到OBJ任务的程序, 只是MOH团队作战,那个计数器用来统计发射V2的次数没有实际的意义, 不是OBJ任务版, 不过加一个条件即可.....那就是那个队先放10个响赢,呵呵.. -------------------- @E.T@外星人 经你这样一标明,就非常透彻了,我想要在其它图中加入以上的什么东东也就很方便了.谢谢.还有.我想把它改为OBJ,不知需要加入什么条件?加在什么地方?望告知. ------------------------------------ liu8888 OBJ要有一个条件,要甚么条件要自已想了... .... 不妨说说... -------------------- @E.T@外星人 其实按照你上面的构思就可以.因为那样大家都会集中在开关处战斗,都会争着按开关.只是我认为放10个响太少了,应改为那个队先放20响为一局,而且应是能重生的OBJ. -----------------------
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