k_o_f Posted 2004年10月4日 12:41 Posted 2004年10月4日 12:41 血战奥马哈 在奥马哈,你是不是想冲锋陷阵时,忽而躲在铁架后射击,忽而匍匐前进寻找战机?你是不是想架着机关枪一阵狂扫,尽情发泄对美国佬的愤怒? 我知道你想,可是当我们这样做的时候,总有人用狙击枪在暗处阴我们,怎么办?难道只能也选狙击枪去打一场没有激情的登陆战吗? 不要紧!只要看了我这篇文章《血战奥马哈》,并下载了补丁,你做服务器的时候,就可以真正体会登陆战的惨烈了! 大家觉得好的话,别忘了我,来浩方做主机哦。
S-22 Posted 2004年10月4日 13:21 Posted 2004年10月4日 13:21 血战奥马哈 在奥马哈,你是不是想冲锋陷阵时,忽而躲在铁架后射击,忽而匍匐前进寻找战机?你是不是想架着机关枪一阵狂扫,尽情发泄对美国佬的愤怒? 我知道你想,可是当我们这样做的时候,总有人用狙击枪在暗处阴我们,怎么办?难道只能也选狙击枪去打一场没有激情的登陆战吗? 不要紧!只要看了我这篇文章《血战奥马哈》,并下载了补丁,你做服务器的时候,就可以真正体会登陆战的惨烈了! 大家觉得好的话,别忘了我,来浩方做主机哦。 里面那个mg42的补丁好像是我以前在Q3ACN教学用的 更多教学请看: http://www.fpschina.com/index.php?showforum=17
moh8888 Posted 2004年10月4日 13:45 Posted 2004年10月4日 13:45 哈,想起来那会儿学加一挺机枪,看了S_22教学可费了大劲了! 我给你加的OMAHA机枪程序:加5个够不够?看你的SERVER承受力了 local.mg42 = spawn models/statweapons/mg42_gun.tik local.mg42.origin = ( 624 -4600 -400 ) local.mg42.angle = 90 local.mg42 yawCenter 90 local.mg42 maxYawOffset 60 local.mg42 pitchCaps ( -30 10 0 ) local.mg42 bulletDamage 50 local.mg42 = spawn models/statweapons/mg42_gun.tik local.mg42.origin = ( -603 -1780 -220 ) local.mg42.angle = -90 local.mg42 yawCenter -90 local.mg42 maxYawOffset 60 local.mg42 pitchCaps ( -30 30 0 ) local.mg42 bulletDamage 50 local.mg42 = spawn models/statweapons/mg42_gun.tik local.mg42.origin = ( 1309 -1652 -220 ) local.mg42.angle = -90 local.mg42 yawCenter -90 local.mg42 maxYawOffset 60 local.mg42 pitchCaps ( -30 30 0 ) local.mg42 bulletDamage 50 local.mg42 = spawn models/statweapons/mg42_gun.tik local.mg42.origin = ( 2227 -4600 -400 ) local.mg42.angle = 90 local.mg42 yawCenter 90 local.mg42 maxYawOffset 60 local.mg42 pitchCaps ( -30 10 0 ) local.mg42 bulletDamage 50 local.mg42 = spawn models/statweapons/mg42_gun.tik local.mg42.origin = ( -984 -4650 -400 ) local.mg42.angle = 90 local.mg42 yawCenter 90 local.mg42 maxYawOffset 60 local.mg42 pitchCaps ( -30 10 0 ) local.mg42 bulletDamage 50
S-22 Posted 2004年10月4日 13:52 Posted 2004年10月4日 13:52 哈,想起来那会儿学加一挺机枪,看了S_22教学可费了大劲了! 不费劲的办法也有,譬如用 whereami 来确定坐标或者直接在MOHRadiant里面添加。 但是coord的基本功要学好啊。
moh8888 Posted 2004年10月4日 14:00 Posted 2004年10月4日 14:00 那会儿搞的升降机,哈,现已不用了有心人用吧---OMAHA升降机 thread lift1 thread lift2 thread lift3 thread lift4 thread lift5 thread lift6 thread lift7 local.fx = spawn script_model local.fx model "fx/wood_latice.tik" local.fx.origin = ( -1344 -1055 -230 ) local.fx.angles = ( 0 0 0 ) local.fx solid local.fx = spawn script_model local.fx model "fx/wood_latice.tik" local.fx.origin = ( -1168 -1055 -230 ) local.fx.angles = ( 0 0 0 ) local.fx solid local.fx = spawn script_model local.fx model "fx/wood_latice.tik" local.fx.origin = ( -903 -1055 -230 ) local.fx.angles = ( 0 0 0 ) local.fx solid //-------------------------------------------- local.fx = spawn script_model local.fx model "fx/wood_latice.tik" local.fx.origin = ( 1382 -665 -300 ) local.fx.angles = ( 0 0 0 ) local.fx solid local.fx = spawn script_model local.fx model "fx/wood_latice.tik" local.fx.origin = ( 1703 -665 -300 ) local.fx.angles = ( 0 0 0 ) local.fx solid local.fx = spawn script_model local.fx model "fx/wood_latice.tik" local.fx.origin = ( 1863 -665 -300 ) local.fx.angles = ( 0 0 0 ) local.fx solid //---------------- local.fx = spawn script_model local.fx model "fx/wood_latice.tik" local.fx.origin = ( -60 -1243 -390 ) local.fx.angles = ( 0 0 0 ) local.fx solid local.fx = spawn script_model local.fx model "fx/wood_latice.tik" local.fx.origin = ( -60 -1303 -390 ) local.fx.angles = ( 0 0 0 ) local.fx solid local.fx = spawn script_model local.fx model "fx/wood_latice.tik" local.fx.origin = ( -60 -1363 -390 ) local.fx.angles = ( 0 0 0 ) local.fx solid ///--- local.fx = spawn script_model local.fx model "fx/wood_latice.tik" local.fx.origin = ( 1610 -885 -390 ) local.fx.angles = ( 0 0 0 ) local.fx solid local.fx = spawn script_model local.fx model "fx/wood_latice.tik" local.fx.origin = ( 1610 -945 -390 ) local.fx.angles = ( 0 0 0 ) local.fx solid local.fx = spawn script_model local.fx model "fx/wood_latice.tik" local.fx.origin = ( 1610 -1005 -390 ) local.fx.angles = ( 0 0 0 ) local.fx solid //-------------------------------------------------------- lift1: //Elavator 2 local.crate = spawn script_model local.crate model "fx/wood_latice.tik" local.crate targetname elevator local.crate.origin = ( -1344 -1055 -225 ) local.crate.angle = 0 local.crate light 0.1 0 0.9 20 local.crate time 3 while (1) { wait 5 local.crate moveUp 800 local.crate waitmove wait 5 local.crate moveDown 800 local.crate waitmove } end lift2: //Elavator 2 local.crate = spawn script_model local.crate model "fx/wood_latice.tik" local.crate targetname elevator local.crate.origin = ( -1168 -1055 -225 ) local.crate.angle = 0 local.crate light 0.1 0 0.9 20 local.crate time 3 while (1) { wait 6 local.crate moveUp 820 local.crate waitmove wait 5 local.crate moveDown 820 local.crate waitmove } end lift3: //Elavator 2 local.crate = spawn script_model local.crate model "fx/wood_latice.tik" local.crate targetname elevator local.crate.origin = ( -903 -1055 -225 ) local.crate.angle = 0 local.crate light 0.1 0 0.9 20 local.crate time 3 while (1) { wait 7 local.crate moveUp 820 local.crate waitmove wait 5 local.crate moveDown 820 local.crate waitmove } end lift4: //Elavator 2 local.crate = spawn script_model local.crate model "fx/wood_latice.tik" local.crate targetname elevator local.crate.origin = ( 1382 -665 -295 ) local.crate.angle = 0 local.crate light 0.1 0 0.9 20 local.crate time 3 while (1) { wait 5 local.crate moveUp 880 local.crate waitmove wait 5 local.crate moveDown 880 local.crate waitmove } end lift5: //Elavator 2 local.crate = spawn script_model local.crate model "fx/wood_latice.tik" local.crate targetname elevator local.crate.origin = ( 1703 -665 -295 ) local.crate.angle = 0 local.crate light 0.1 0 0.9 20 local.crate time 3 while (1) { wait 6 local.crate moveUp 880 local.crate waitmove wait 5 local.crate moveDown 880 local.crate waitmove } end lift6: //Elavator 2 local.crate = spawn script_model local.crate model "fx/wood_latice.tik" local.crate targetname elevator local.crate.origin = ( 1863 -665 -295 ) local.crate.angle = 0 local.crate light 0.1 0 0.9 20 local.crate time 3 while (1) { wait 7 local.crate moveUp 880 local.crate waitmove wait 5 local.crate moveDown 880 local.crate waitmove } end //----------------------------------- lift7: //Elavator 2 local.crate = spawn script_model local.crate model "human/german_waffenss_nco.tik" local.crate targetname elevator local.crate.origin = ( 555 -4811.44 -871 ) local.crate.angle = -93 local.crate.scale = 1.0 local.crate light 0.1 0 0.9 300 local.crate time 3 local.crate solid while (1) { wait 5 local.crate moveUp 375 local.crate waitmove wait 15 local.crate moveDown 375 local.crate waitmove } end //------------------------------------------------------
S-22 Posted 2004年10月4日 14:07 Posted 2004年10月4日 14:07 不单单是升降机,包括双头人,双枪人,飞船,飞机等等在modtheater都有过教学,要不liu8888你先做一个教学?
moh8888 Posted 2004年10月4日 14:38 Posted 2004年10月4日 14:38 双头人,双枪人这个俺还不会! 那个飞船俺可搞,有那模型吗,有模型可搞,不过,只能是载一个人走固定的路线(设定坐标,象那第一关的卡车到站下来,且人在车上是可射击,是无敌的,不能伤害),
S-22 Posted 2004年10月4日 14:56 Posted 2004年10月4日 14:56 双头人,双枪人这个俺还不会! 那个飞船俺可搞,有那模型吗,有模型可搞,不过,只能是载一个人走固定的路线(设定坐标,象那第一关的卡车到站下来,且人在车上是可射击,是无敌的,不能伤害), 我前一阵子看过,但没时间测试,就是在预载语句里面把几个模型粘在一块。可以实现服务器端的戴防毒面具的人,头上批有树叶的,双头的等等。可以去 modtheater.com 的论坛,有时间的话欢迎出一个教学。 另外你找坐标用的是什么方法?whereami 还是 bspviewer 还是 mohradiant ?
moh8888 Posted 2004年10月4日 15:08 Posted 2004年10月4日 15:08 俺知到那个论坛,上次提出伤害人的程序,到是很热情,给了一 堆,不过不工作,再问,没人理了.... 俺现在那DM6的激光武器还放着那,都行了,就差那伤人的语句了.... OH,还是老方法呀,高处的俺用那跳跃的程序跳上确定
S-22 Posted 2004年10月4日 15:12 Posted 2004年10月4日 15:12 俺知到那个论坛,上次提出伤害人的程序,到是很热情,给了一 堆,不过不工作,再问,没人理了.... 俺现在那DM6的激光武器还放着那,都行了,就差那伤人的语句了.... OH,还是老方法呀,高处的俺用那跳跃的程序跳上确定 哦?直接给光线的目标一个damage行不行? 可以用旁观者模式确定啊,呵呵
moh8888 Posted 2004年10月4日 15:23 Posted 2004年10月4日 15:23 俺没搞定..... main local.name: local.master = spawn scriptmaster local.master aliascache exp_searchlight sound/weapons/explo/Explo_Searchlight1.wav soundparms 0.9 0.2 0.8 0.4 1000 8000 auto loaded maps "DM obj" for(local.num = 1;local.num { thread makespot $(local.name)[local.num] } end makespot local.spotlight: if(local.spotlight.color == NIL) local.color = ( 1 1 1 ) else local.color = local.spotlight.color local.spot = spawn script_model model miscobj/searchlightoff.tik origin (local.spotlight.origin + ( 0 0 32 )) spawnflags 1 local.spot.destroyed = 0 local.angles = local.spotlight.angles local.angles[1] = (local.angles[1] * -1) local.spot.angles = local.angles local.spotdamage = spawn trigger_multiple origin local.spot.origin spawnflags 144 local.spotdamage setsize ( -25 -25 -25 )( 25 25 25 ) if(local.spotlight.health == NIL || local.spotlight.health local.spotdamage.health = 300 else local.spotdamage.health = local.spotlight.health local.spottrigger = spawn trigger_multiple origin local.spotlight.origin local.spottrigger setsize ( -50 -50 -100 )(50 50 50 ) if($(local.spotlight.target)) local.spottrigger origin $(local.spotlight.target).origin local.groundtarget = spawn script_origin local.groundspot_target = spawn script_origin local.light = spawn script_model local.light model "fx/searchlight.tik" local.light notsolid local.light.origin = local.spot.origin + local.spot.forwardvector * -16 local.light hide local.flare = spawn script_model local.flare model "emitters/firescreen.tik" // local.flare notsolid local.flare scale 1 local.flare.origin = local.groundtarget.origin local.flare hide local.flare light local.color local.flare lightradius 250 local.beam = spawn func_beam origin local.spot.origin local.beam alpha .2 local.beam maxoffset 0 local.beam numsegments 20 local.beam scale 50 local.beam activate local.beam life .1 local.beam color local.color local.beam hide thread aimspot local.groundspot_target local.beam local.spot local.light local.groundtarget local.flare local.spotdamage local.spottrigger while(1) { local.spottrigger waittill trigger local.spottrigger nottriggerable local.player = parm.other while(local.player istouching local.spottrigger ) { local.fwd_vec = angles_toforward local.player.viewangles local.start = local.player gettagposition "Bip01 Head" local.range = 10240 local.groundtarget.origin = trace (local.start + local.fwd_vec * 64) (local.start + local.fwd_vec * local.range ) 0 local.s_vec = ( local.groundtarget.origin - local.spot.origin) local.s_ang = vector_toangles(local.s_vec) local.s_ang[1] = (local.s_ang[1] - 180) local.s_ang[0] = (local.s_ang[0] * -1) local.spot.angles = local.s_ang local.spotlight.angles = ( 0 local.s_ang[1] 0 ) local.light.origin = local.spot.origin + local.spot.forwardvector * -8 if(local.player.useheld == 1) { wait .2 if(local.showspot !=1) { local.showspot = 1 local.light show local.flare show local.beam show //--------------------------------------------火炎现出 // player kill //flare----------------不知加? } else { local.beam hide local.showspot = 0 local.light hide local.flare hide } } waitframe if(local.spot.destroyed == 1) break } if(local.spot.destroyed == 1) break local.spottrigger triggerable } end aimspot local.groundspot_target local.beam local.spot local.light local.groundtarget local.flare local.spotdamage local.spottrigger: while(local.spot.destroyed != 1) { local.groundspot_target.origin = local.spot.origin + local.spot.forwardvector * -10240 local.p = trace local.spot.origin local.groundspot_target.origin 0 local.beam endpoint local.p local.flare.origin = local.p if(local.spotdamage.health { local.spot playsound exp_searchlight exec global/model.scr local.spot.origin models/fx/fx_spotlighthit local.light delete local.flare delete local.spottrigger delete local.spotdamage delete local.groundtarget delete local.spot.destroyed = 1 local.beam deactivate break } waitframe } end
moh8888 Posted 2004年10月4日 15:45 Posted 2004年10月4日 15:45 local.crate = spawn script_model local.crate model "马桶" local.crate.origin = ( X Y Z ) local.crate.angle = 0 local.crate notsolid local.trig = spawn trigger_multiple local.trig setthread MATO local.trig.origin = ( X Y Z ) // starting point local.trig setsize ( -30 -30 0 ) ( 30 30 100 ) end MATO: local.player = parm.other local.player.origin = ( X Y Z+30 ) 人比MATO高 local.player loopsound wait 30 local.player stoploopsound end
moh8888 Posted 2004年10月4日 15:52 Posted 2004年10月4日 15:52 local.master= spawn ScriptMaster local.master aliascache fly_snd sound/vehicle/M1_StukaIdle.wav soundparms 1.5 0.5 2.0 0.5 2000 1000 item loaded maps "m dm moh obj train" local.player loopsound后加上SOUND local.player loopsound fly_snd sound //这是发动机声 //-------------------- 可是那伤害人的语句....
S-22 Posted 2004年10月4日 15:59 Posted 2004年10月4日 15:59 local.master= spawn ScriptMaster local.master aliascache fly_snd sound/vehicle/M1_StukaIdle.wav soundparms 1.5 0.5 2.0 0.5 2000 1000 item loaded maps "m dm moh obj train" local.player loopsound后加上SOUND local.player loopsound fly_snd sound //这是发动机声 //-------------------- 可是那伤害人的语句.... 伤人的参数可以试试: local.player volumedamage 150
moh8888 Posted 2004年10月6日 06:31 Posted 2004年10月6日 06:31 伤人的参数可以试试: local.player volumedamage 150 探照灯没搞好 哈,搞定了狗咬人的local.player volumedamage 20...
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