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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?

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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

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@E.T@外星人

liu8888老师.是不是这样的效果.

gallery_39_2_32596.jpg

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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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