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Posted

// DESTROYED VILLAGE
// ARCHITECTURE: NED
// SCRIPTING: NED

main:

// set scoreboard messages
setcvar "g_obj_alliedtext1" "Destroyed Village"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" "88"
setcvar "g_obj_axistext2" "www.mohchina.com"
setcvar "g_obj_axistext3" ""

setcvar "g_scoreboardpic" "mohdm2"

// call additional stuff for playing this map round based is needed
if(level.roundbased)
thread roundbasedthread

level waittill prespawn

//*** Precache Dm Stuff
exec global/DMprecache.scr

exec global/door_locked.scr::lock
level.script = maps/dm/mohdm2.scr
exec global/ambient.scr mohdm2

level waittill spawn

//------------------------> (Cobras Random Explosions in the craters)
//coords and random times
thread random_explosions ( 5 634 -32 ) 10,80
thread random_explosions ( -3006 559 -52 ) 20,90
thread random_explosions ( -2535 1058 -59 ) 30,100
thread random_explosions ( -970 1087 -79 ) 40,110
thread random_explosions ( 47 -975 -83 ) 50,120
thread random_explosions ( -444 -2028 -83 ) 60,130
thread random_explosions ( -959 -2994 -83 ) 70,140



end



//-----------------> (Cobras Random Artillery bit)

random_explosions local.location local.wait1 local.wait2:

wait (randomfloat local.wait1 + local.wait2)
local.hurt = spawn script_origin
local.hurt.origin = local.location + ( 0 0 64 ) // raise it up 4 feet
local.explosion = spawn script_model
local.explosion model models/animate/fx_mortar_dirt.tik
local.explosion.origin = local.location + ( 0 0 -16 )
local.hurt playsound leadinmp
wait 1
local.explosion anim start // has it own sound
radiusdamage local.hurt 256 384
wait 4
local.explosion remove
local.hurt remove
wait 25
thread random_explosions local.location local.wait1 local.wait2


end

//-----------------------------------------------------------------------------

roundbasedthread:

// Can specify different scoreboard messages for round based games here.

level waitTill prespawn

level waittill spawn

// set the parameters for this round based match
level.dmrespawning = 0 // 1 or 0
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = kills // set to axis, allies, kills, or draw

level waittill roundstart

end[/code]

//请以上内容全部替换mohdm2.scr内容

  • 1 month later...
  • 2 weeks later...
Posted

能不能作一个炸铁丝网的爆破程序,奥玛哈海滩那关,有铁丝网,过不去,挺烦人的,我以前添加过爆破筒,但没有搞爆破装置,所以还是不行,请老兄搞一个我用一下吧

Posted

要是按USE键爆破容易些,

要是加入反复拆卸的爆破比较难了..

那个OMAHA有些铁丝网能不能炸掉,

要看它的BSP内有没有物件的代号(如V2的火箭)

没有的话可能不行了...俺看一下再说了...

Posted

能不能作一个炸铁丝网的爆破程序,奥玛哈海滩那关,有铁丝网,过不去,挺烦人的,我以前添加过爆破筒,但没有搞爆破装置,所以还是不行,请老兄搞一个我用一下吧

原OBJ3板面有3段的铁丝网可删除,那是原稿的左,中,右放爆破筒的位置

其它的铁丝网看来是不能删除了....

但也不是没有方法,俺有一种方法就是将barbwire_long.tik(大铁丝网)

全部删掉(模型内容清空),然后用小段铁丝网(模型)拼成,再放上爆破筒

即可,只是要些功夫...

// Entity #120                       //**************右边
{
"testanim" "idle"
"angles" "0 90 0"
"classname" "script_model"
"scale" "1.0"
"model" "animate//barbwire_long.tik"
"origin" "2247.53 -2496.11 -279.90"
"targetname" "barbwire_right"        
"spawnflags" "1"
}
// Entity #121                       //****************中间
{
"targetname" "barbwire_center"
"origin" "769.08 -2483.25 -279.90"
"model" "animate//barbwire_long.tik"
"scale" "1.0"
"classname" "script_model"
"angles" "0 95 0"
"testanim" "idle"
"spawnflags" "1"
}
// Entity #122                        //****************左边
{
"targetname" "barbwire_left"
"origin" "-920.66 -2516.36 -282.76"
"model" "animate//barbwire_long.tik"
"scale" "1.0"
"classname" "script_model"
"angles" "0 85 6"
"testanim" "idle"
"spawnflags" "1"
}[/code]

  • 3 weeks later...

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