moh8888 Posted 2004年10月17日 02:15 Posted 2004年10月17日 02:15 这是M1l1单人地图的SCR文件 单人地图只能在V0.9中建服务器,客户端才不用下载! 但有一种办法,将M1l1.DSP文件放到游戏安装版的MAIN/MAPS/DM/下(客户端同上)也可 建局域网和公网,且声音比V0.9正常! 这里说的是V0.9公网: 首先用WINRAR打开已安装GAME___MOHAA/MAIN/PAK5/MAPS文件,你可看到有DM和OBJ文件 那是网战多人用的地图不理它,看其它的一堆文件! 找到了,是M1l1.DSP和M1l1.SCR! 将2个文件拖出放在V0.9/MAIN/MAPS/下! 用记事本打开M1l1.SCR 将以下程序替换M1l1.SCR main: // Mackey was here setcvar "g_obj_alliedtext1" "m1l1" setcvar "g_obj_alliedtext2" "" setcvar "g_obj_alliedtext3" "Single player map" setcvar "g_obj_axistext1" "" setcvar "g_obj_axistext2" "www.mohchina.com" setcvar "g_obj_axistext3" "" local.axis = spawn info_player_axis origin "-6895 2393 433" angle -72 local.axis = spawn info_player_axis origin "-6904 1679 433" angle -3 local.axis = spawn info_player_axis origin "-6866 1948 433" angle -17 local.axis = spawn info_player_axis origin "-6429 1831 433" angle -65 local.axis = spawn info_player_axis origin "-4501 1008 460" angle -159 local.axis = spawn info_player_axis origin "-6625 2050 433" angle -75 local.axis = spawn info_player_axis origin "-6423 2486 433" angle -101 local.axis = spawn info_player_axis origin "-6411 1798 433" angle -60 local.axis = spawn info_player_axis origin "-6733 2473 433" angle -76 local.axis = spawn info_player_axis origin "-6713 2292 433" angle -78 local.allied = spawn info_player_allied origin "-2504 -4096 61" angle 0 local.allied = spawn info_player_allied origin "-1384 -4345 110" angle 138 local.allied = spawn info_player_allied origin "-1744 -4447 97" angle 172 local.allied = spawn info_player_allied origin "-1467 -3406 46" angle -172 local.allied = spawn info_player_allied origin "-1378 -3571 51" angle 174 local.allied = spawn info_player_allied origin "-2101 -4062 72" angle 125 local.allied = spawn info_player_allied origin "-2178 -2976 56" angle -153 local.allied = spawn info_player_allied origin "-2142 -3644 34" angle 162 local.allied = spawn info_player_allied origin "-1558 -3744 52" angle 159 local.allied = spawn info_player_allied origin "-2000 -3470 32" angle 164 // getcvar(debug) = getcvar (debug) // println ("getcvar(debug) is " + getcvar(debug)) // if (getcvar(debug) == NIL) // getcvar(debug) = 0 $door notsolid // $enddoorL notsolid // $enddoorR notsolid // $mg42spawner thread global/ai.scr::modelswap exec global/ai.scr exec global/exploder.scr exec global/loadout.scr "maps/m1l1.scr" $newtruckclip notsolid $temptruck1 notsolid $temptruck2 notsolid exec global/disc.scr $door_left exec global/disc.scr $door_right $hahaha notsolid removeclass actor $hahaha notsolid $truckclip notsolid $truckclip2 notsolid $deadtruck notsolid $ending_save_player notsolid level waittill prespawn $firstguy delete removeclass actor $clippy notsolid $hahaha delete $truckclip delete $truckclip2 delete $deadtruck delete exec global/door_locked.scr exec global/ambient.scr m1l1 local.ent1 = waitthread global/spawner.scr::spawner_create $bazookaspawner local.ent2 = waitthread global/spawner.scr::spawner_create $dooropenspawner local.ent3 = waitthread global/spawner.scr::spawner_create $ending_attack local.count = 0 while ($ending_spawner) { local.count++ level.ending_spawner[local.count]= waitthread global/spawner.scr::spawner_create $ending_spawner[1] } print "the size is" println $ending_spawner.size local.ent1.targetname = "bazookaspawner" local.ent2.targetname = "dooropenspawner" local.ent3.targetname = "ending_attack" level waittill spawn for (local.i=1;local.i { if (isalive $bazooka_wall[local.i]) { $bazooka_wall[local.i] threatbias ignoreme $bazooka_wall[local.i] dontdropweapons } } for (local.i=1;local.i { if (isalive $barrel_guy[local.i]) { $barrel_guy[local.i] threatbias ignoreme $barrel_guy[local.i] nodamage $barrel_guy[local.i] gren_awareness 0 $barrel_guy[local.i] thread barrel_guy } } $newtruckclip hide $toss hide $toss notsolid $temptruck1 delete $temptruck2 delete // $enddoorL delete // $enddoorR delete $player threatbias -100 $door solid $door disconnect_paths walkers: end end door_locked: end driveranim: end ride local.idle1 local.twitch1 local.idle2 local.twitch2: end deathmessage local.num: end truckanim local.num local.watch local.shot local.idle1 local.twitch1 local.reaction local.rock local.exit local.idle2 local.twitch2: end killable: end standup: end die_thread: end croucher: end hint_reach: end hint_use: end dostuff: end // 38 45 originthing: end gluetoorigin local.ent local.tag: end intro_exploder: end windowguard: end killtruck: end gotshot: end waitwalk local.dest local.pause: end lanternoff: end scenestart: // self waittill animdone level.flags[ride] = driving thread lantern wait 2 level.flags[ride] = early wait 3 level.flags[ride] = briefing $introtruck2 anim start_wheels wait 20 $introtruck2 anim idlenolights $introtruck2.corona = 0 wait 2 level.actor1 say dfr_m1l1_add02 thread lanternoff wait 8.5 local.o = ( -2257 -3281 31) local.o = ( -2217.461914 -3454.974365 36.821957 ) local.o = $introtruck2 gettagposition "visa_guard" local.a = $introtruck2 gettagangles "visa_guard" level.guard.no_idle = 1 level.guard2 thread waitwalk $walk_here 5.5 local.break = 0 // level.guard.movedoneradius = 80 level.guard walkto local.o wait 0.3 $introtruck2 anim stop_wheels wait 1.7 level.guard walkto local.o level.guard waittill movedone $introtruck2 stoploopsound $player stufftext "tmstartloop sound/music/mus_11a_surprise.mp3" thread windowguard level.guard thread gluetoorigin $introtruck2 "visa_guard" level.guard.origin = local.o level.guard.angles = local.a level.flags[ride] = stopped level.flags[asking_papers] = 1 level.driver anim driver_getvisa level.passenger anim passenger_getvisa level.guard anim guard_getvisa level.driver waittill animdone level.driver anim driver_idlevisa level.passenger anim passenger_idlevisa level.guard anim guard_idlevisa level.driver waittill animdone thread gotshot level.bazooka thread killtruck // level.actor1 say dfr_m1l1_add04 wait 1 exec global/entsound.scr $introtruck "driver" "truck1_start" // Truck starts again wait 2 while (level.flags[introbazooka] == 0) waitframe level.flags[ride] = bazooka_attack level.bazooka.weapon = "Mauser KAR 98K" level.bazooka solid level.bazooka exec global/enable_ai.scr level.bazooka attackplayer level.intropath = $intropath3 level.intropath anim "explosion" // println ("Explosion time is " + level.time) // $truckclip solid // level.flags[ride] = readytoleave wait 2 // freezeplayer // setcvar "sv_runspeed" "1" $player physics_on println "should be able to shoot now" $player item weapons/colt45.tik $player item weapons/m1_garand.tik $player ammo rifle 1000 $player ammo pistol 1000 $player useweaponclass rifle $player ammo agrenade 5 /* $player.turretride setPlayerUsable 1 $player.turretride doUse $player $player.turretride setPlayerUsable 0 // $player show $player forcelegsstate CROUCH_IDLE $player.origin = $player.origin + (0 0 -35) */ $player.turretride setPlayerUsable 1 $player.turretride doUse $player $player.turretride setPlayerUsable 0 $player.turretride notsolid //### this will ensure the turret doesn't block the player, // regardless of any weird stuff having been done to it $player show $player unglue $truckorg $player forcelegsstate CROUCH_IDLE $player.origin = $player.origin + (0 0 -35) waitframe local.ent = spawn script_origin local.ent.origin = $player.origin $player.localent = local.ent $player glue local.ent waitframe $clippy solid while (level.exitanim level waittill postthink // waitframe $introtruck thread dostuff // while (level.flags[ride] == readytoleave) // waitframe temp: end ratedir: end lanterncolors: end lanterncolors2: end lantern: end fader: end playerstuck: end triggerA1prep: end diedie: end endingexploder: end deathtouch: end ambush: end bazookadeath: end spawnending_attack: if (isalive level.friendly_end) { println "spawned ending_attack guy" local.ent = waitthread global/spawner.scr::spawner_activate $ending_attack local.ent forceactivate local.ent notsolid local.ent exec global/disable_ai.scr local.ent accuracy 100 local.ent threatbias 50000 local.ent runto $ending_attack_spot local.ent waittill movedone local.ent exec global/aimat.scr level.friendly_end wait 0.25 local.ent exec global/shoot.scr wait 0.25 if (isalive level.friendly_end) level.friendly_end damage $world 35000 $world (0 0 0) (0 0 0) (0 0 0) 0 9 0 0 local.ent solid local.ent exec global/enable_ai.scr local.ent solid } end spawndoorguy: end completedobjective: end turret_target local.path: end spawnmg42guy: end rotatedown local.amount: self rotateydown local.amount self waitmove end rotateup local.amount: self rotateyup local.amount self waitmove end minmax local.min local.max: end initfriend: end destorg: end objectives: end scene1: end getspot local.spot: end killplayer: end blowthedoor: end spawnsomedoorguys: end barrel_guy: end barrel: end friendlydeath: end blank: end doorleft: self thread rotateup 90 wait 2 self thread rotatedown 90 end doorright: self thread rotatedown 90 wait 2 self thread rotateup 90 end door_end_open: end ending_door: end 保存后退出,进入V0.9MAIN/SERVER.TXT 将M1l1名加入即可! 单人地图的武器声音有些不正常,如何正常俺还不会!
[Red Army] Posted 2004年10月17日 07:02 Posted 2004年10月17日 07:02 就是用你上面的一堆程序命名为M1l1.scr替换掉原版游戏中的文件,对吧?我这样做了,但是进不去服务器。
[Red Army] Posted 2004年10月17日 07:06 Posted 2004年10月17日 07:06 是不是将其他三个文件m1l1.min和m1l1.pth m1l1_precache.scr也要一同拖过来呀?
Ah_Son Posted 2004年10月18日 09:00 Posted 2004年10月18日 09:00 多谢liu8888大大和大家分享单人地图的SCR文件 如果开独立服务器的话,map rotation如何set?
moh8888 Posted 2004年10月20日 02:20 Author Posted 2004年10月20日 02:20 独立服务器是指用安装版建SERVER吗? 那样的话,要有一条件: 就是服务器和客户端要将M111.DSP(服务器,客户端),M111.SCR(服务器)文件, 放在MAIN/MAPS/DM/下才可以...
Agan Posted 2004年10月30日 07:21 Posted 2004年10月30日 07:21 我按你说的那样做了,检查过了也没有错,就是没有办法完全运行起V0.9,显示如下图, 显示图片
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