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MOHAA俺的SERVER_SIDE V2飞弹代码


moh8888

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MOHAA俺的SERVER_SIDE V2飞弹代码

用法:

在图的SCR中加入一条

exec global/v2shoot.scr ( 3347 -653 195 ) //坐标是OBJ3中的,你可加在别的图中,,坐标要相应改动啊

将v2shoot.scr放到global/

作用是走到V2近前会操控V2,再按E发射V2

v2shoot.scr的内容是以下代码

main local.origin:

local.master = spawn ScriptMaster

local.master aliascache fire_v2 sound/amb/Amb_FireLoop_03.wav soundparms 1.0 0.0 1.0 0.0 400 6000 auto loaded maps "m dm moh obj"





local.v2 = spawn script_model

local.v2 model static/v2.tik

local.v2.origin = local.origin

local.v2.scale = .3

local.v2 light 1 1 0 100

local.v2 notsolid

local.v2 rotatey 100

local.trig14 = spawn trigger_multiple

local.trig14.origin = local.origin

local.trig14 setsize ( -50 -50 -5 ) ( 50 50 50 )

local.trig14 waittill trigger

local.trig14 setthread launchv2

end

launchv2:

local.player14 = parm.other

local.v2 = spawn script_model

local.v2 model static/v2.tik

local.v2.origin = self.origin + ( 0 0 500 )

local.v2.scale = .3

local.v2 speed 10000

local.v2 physics_on

local.v2 setsize ( -20 -20 0 ) ( 20 20 200 )



local.v2.fire = spawn script_model

local.v2.fire model emitters/firescreen.tik

local.v2.fire.origin = local.v2.origin

local.v2.fire glue local.v2

local.v2.fire notsolid



local.player14 forcelegsstate STAND

local.player14 hide

local.player14 stufftext "say look! my V2 bomb !!!"

local.player14 takedamage

//local.player14 notsolid

local.player14 physics_off

local.player14.usingv2 = 1



local.v2 thread crashv2 local.player14



local.player14 playsound bazooka_snd_fire

local.player14 loopsound fire_v2



while(local.player14.usingv2)

{

if(local.player14.jumpedout != 1)

{

  local.v2.angles = local.player14.viewangles + ( 90 0 0 )  



  local.player14.origin = local.v2.origin + ( 0 0 -65 ) + local.v2.upvector * -50 //-85

}



if(local.player14.fireheld)

  local.player14.jumpedout = 1

				local.player14 notsolid

local.v2.velocity = local.v2.upvector * 500



waitframe

}



end



crashv2 local.player14:



self waittill touch



local.player14 stoploopsound

local.player14 takedamage

local.player14.usingv2 = 0



self.fire unglue

self.fire remove



local.boom = spawn script_model

local.boom model emitters/explosion_mine.tik

local.boom.origin = self.origin

local.boom anim start



radiusdamage local.boom.origin 600 300

waitframe

local.boom remove

self remove



if(local.player14.jumpedout != 1)

{

local.player14 physics_on

local.player14 volumedamage 1000

}



else

{

wait 1



local.player14 respawn

local.player14 physics_on

local.player14.jumpedout = 0

}



end

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