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求教,关于地图中的坦克


codename-47

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下一次,你那个泻,俺不告你了....

//*******************************

thread tiger

end

tiger:

spawn script_origin "targetname" "node1" //behind tank

$node1.origin = ( -3013 -463 75)

spawn script_origin "targetname" "node2" //just behind tank

$node2.origin = ( -3088 -1152 2)

spawn script_origin "targetname" "node3" //garden side of tank

$node3.origin = ( -3271 -1879 -66)

spawn script_origin "targetname" "node4" //on turn at garden

$node4.origin = ( -3185 -2400 -61)

spawn script_origin "targetname" "node5" //1/2 way ruin to garden

$node5.origin = ( -2015 -2529 -125)

spawn script_origin "targetname" "node6" //on turn at ruin sniper house

$node6.origin = ( -1150 -2650 -21)

spawn script_origin "targetname" "node7" //at ruins, see garden and church

$node7.origin = ( -1050 -2550 30)

spawn script_origin "targetname" "node8" //perfect view of church, ruins, across from church

$node8.origin = ( -1011 -1456 -37)

spawn script_origin "targetname" "node9" //facing sniper behind church

$node9.origin = ( -1439 -872 -25)

spawn script_origin "targetname" "node10" //behined church, see end of st

$node10.origin = ( -1392 714 30)

spawn script_origin "targetname" "node11" //behind chruch

$node11.origin = ( -1032 1129 -20)

spawn script_origin "targetname" "node12" //behind church

$node12.origin = ( -295 1013 28)

spawn script_origin "targetname" "node12x" //behind church

$node12x.origin = ( 49 329 12)

spawn script_origin "targetname" "node13" //behind church

$node13.origin = (561 -208 57)

spawn script_origin "targetname" "node14" //turn on side of church, towards ruins

$node14.origin = (523 -760 -52)

spawn script_origin "targetname" "node15" //between ruins and church

$node15.origin = ( -770 -1624 -34)

spawn script_origin "targetname" "node16" //far turnaround

$node16.origin = ( -3082 282 33)

spawn script_origin "targetname" "node17" //far turnaround

$node17.origin = ( -2820 770 25)

spawn script_origin "targetname" "node18" //far turnaround

$node18.origin = ( -2608 581 34)

spawn script_origin "targetname" "node19" //far turnaround

$node19.origin = ( -2767 309 36)

spawn script_origin "targetname" "aim1" //2nd story across from garden

$aim1.origin = ( -2646 -1936 327)

spawn script_origin "targetname" "aim2" //garden L

$aim2.origin = ( -3020 -2891 107)

spawn script_origin "targetname" "aim3" //door, ruins

$aim3.origin = ( -1678 -2951 20)

spawn script_origin "targetname" "aim4" //slant ruins, facing garden

$aim4.origin = ( -185 -2378 -11)

spawn script_origin "targetname" "aim5" //2nd story over ruins

$aim5.origin = ( -1366 -1928 516)

spawn script_origin "targetname" "aim6" //church top front

$aim6.origin = ( -683 -938 728)

spawn script_origin "targetname" "aim7" //2nd story across from church

$aim7.origin = ( -2086 -1356 360)

spawn script_origin "targetname" "aim8" //3rd story across from church, door

$aim8.origin = ( -2085 -452 559)

spawn script_origin "targetname" "aim9" //behind church sniper

$aim9.origin = ( -1114 1584 234)

spawn script_origin "targetname" "aim10" //behind church sniper 2

$aim10.origin = ( -1107 1549 179)

spawn script_origin "targetname" "aim11" //from church across to st end

$aim11.origin = ( -2994 1607 388)

spawn script_origin "targetname" "aim12" //church, story 2

$aim12.origin = ( -805 -572 384)

spawn script_origin "targetname" "aim13" //church, story 1

$aim13.origin = ( -569 -596 100)

spawn script_origin "targetname" "aim14" //church tower

$aim14.origin = ( -602 -924 715)

spawn script_origin "targetname" "aim15" // 2nd story ruins

$aim15.origin = ( -1372 -1956 350)

spawn script_origin "targetname" "aim16" //3rd story, across from church

$aim16.origin = ( -2042 -1326 581)

spawn script_origin "targetname" "aim17" //house wall, by ruin sniper house, 2nd floor

$aim17.origin = ( -1515 -3288 263)

spawn script_origin "targetname" "aim18" //corber field, sniper house

$aim18.origin = ( -826 -3722 190)

spawn script_origin "targetname" "aim19" //garden, from ruin, R

$aim19.origin = ( -3853 -2350 121)

spawn script_origin "targetname" "aim20" //2nd story, plank

$aim20.origin = ( -2223 -907 440)

spawn script_origin "targetname" "aim21" //alley near garden

$aim21.origin = ( -3421 -1300 52)

spawn script_origin "targetname" "aim22" //3rd story tank, across

$aim22.origin = ( -3365 -165 596)

spawn script_origin "targetname" "aim23" //2nd story tank

$aim23.origin = ( -2523 -31 352)

spawn script_origin "targetname" "aim24" //end of st

$aim24.origin = ( -2842 1863 318)

spawn script_origin "targetname" "aim25" //end of st cheat

$aim25.origin = ( -2382 1719 328)

spawn vehicles/tigertank.tik "targetname" "tiger1"

$tiger1.origin = ( -2966 670 50)

$tiger1.angle = 360

$tiger1.gun = $tiger1 QueryTurretSlotEntity 0

$tiger1.gun2 = $tiger1 QueryTurretSlotEntity 1

$tiger1 nodamage

thread tankstuck

tankagain:

// start at tank. head towards garden, then church

$node1.target = NULL

$tiger1 drive $node1

$tiger1 waittill drive

$tiger1 stop

$tiger1.gun setAimTarget $aim1

$tiger1.gun waittill ontarget

$tiger1.gun anim fire

wait 2

$tiger1.gun setAimTarget $aim2

$tiger1.gun waittill ontarget

$tiger1.gun anim fire

$tiger1 exec scripts/randomshoot.scr

wait 5

$node2.target = $node3

$node3.target = NULL

$tiger1 drive $node2

$tiger1 waittill drive

$tiger1 stop

$tiger1.gun setAimTarget $aim3

$tiger1.gun waittill ontarget

$tiger1.gun anim fire

$tiger1 exec scripts/randomshoot.scr

wait 5

$node4.target = $node5

$node5.target = NULL

//WWW.MOHCHINA.COM

$tiger1 drive $node4

$tiger1 waittill drive

$tiger1 stop

$tiger1.gun setAimTarget $aim4

$tiger1.gun waittill ontarget

$tiger1.gun anim fire

$tiger1 exec scripts/randomshoot.scr

wait 5

$node6.target = $node7

$node7.target = NULL

$tiger1 drive $node6

$tiger1 waittill drive

$tiger1 stop

$tiger1.gun setAimTarget $aim5

$tiger1.gun waittill ontarget

$tiger1.gun anim fire

wait 2

$tiger1.gun setAimTarget $aim6

$tiger1.gun waittill ontarget

$tiger1.gun anim fire

$tiger1 exec scripts/randomshoot.scr

wait 5

// now around church

$node8.target = NULL

$tiger1 drive $node8

$tiger1 waittill drive

$tiger1 stop

$tiger1.gun setAimTarget $aim7

$tiger1.gun waittill ontarget

$tiger1.gun anim fire

wait 2

$tiger1.gun setAimTarget $aim8

$tiger1.gun waittill ontarget

$tiger1.gun anim fire

$tiger1 exec scripts/randomshoot.scr

wait 5

$node9.target = NULL

$tiger1 drive $node9

$tiger1 waittill drive

$tiger1 stop

$tiger1.gun setAimTarget $aim9

$tiger1.gun waittill ontarget

$tiger1.gun anim fire

wait 2

$tiger1.gun setAimTarget $aim10

$tiger1.gun waittill ontarget

$tiger1.gun anim fire

$tiger1 exec scripts/randomshoot.scr

wait 5

$node10.target = NULL

$tiger1 drive $node10

$tiger1 waittill drive

$tiger1 stop

$tiger1.gun setAimTarget $aim11

$tiger1.gun waittill ontarget

$tiger1.gun anim fire

$tiger1 exec scripts/randomshoot.scr

wait 5

$node11.target = $node12

$node12.target = $node12x

$node12x.target = $node13

$node13.target = $node14

$node14.target = NULL

$tiger1 drive $node11

$tiger1 waittill drive

$tiger1 stop

$tiger1.gun setAimTarget $aim13

$tiger1.gun waittill ontarget

$tiger1.gun anim fire

wait 2

$tiger1.gun setAimTarget $aim15

$tiger1.gun waittill ontarget

$tiger1.gun anim fire

wait 2

$tiger1.gun setAimTarget $aim14

$tiger1.gun waittill ontarget

$tiger1.gun anim fire

wait 2

$tiger1.gun setAimTarget $aim12

$tiger1.gun waittill ontarget

$tiger1.gun anim fire

$tiger1 exec scripts/randomshoot.scr

wait 5

$node15.target = NULL

$tiger1 drive $node15

$tiger1 waittill drive

$tiger1 stop

$tiger1.gun setAimTarget $aim16

$tiger1.gun waittill ontarget

$tiger1.gun anim fire

$tiger1 exec scripts/randomshoot.scr

wait 5

// back around church, grabbing old nodes

$node7.target = NULL

$tiger1 drive $node7

$tiger1 waittill drive

$tiger1 stop

$tiger1.gun setAimTarget $aim17

$tiger1.gun waittill ontarget

$tiger1.gun anim fire

wait 2

$tiger1.gun setAimTarget $aim19

$tiger1.gun waittill ontarget

$tiger1.gun anim fire

wait 2

$tiger1.gun setAimTarget $aim18

$tiger1.gun waittill ontarget

$tiger1.gun anim fire

$tiger1 exec scripts/randomshoot.scr

wait 5

$node6.target = $node5

$node5.target = $node4

$node4.target = NULL

$tiger1 drive $node6

$tiger1 waittill drive

$tiger1 stop

$tiger1.gun setAimTarget $aim20

$tiger1.gun waittill ontarget

$tiger1.gun anim fire

wait 2

$tiger1.gun setAimTarget $aim21

$tiger1.gun waittill ontarget

$tiger1.gun anim fire

$tiger1 exec scripts/randomshoot.scr

wait 5

$node3.target = $node2

$node2.target = NULL

$tiger1 drive $node3

$tiger1 waittill drive

$tiger1 stop

$tiger1.gun setAimTarget $aim22

$tiger1.gun waittill ontarget

$tiger1.gun anim fire

wait 2

$tiger1.gun setAimTarget $aim23

$tiger1.gun waittill ontarget

$tiger1.gun anim fire

wait 2

$tiger1.gun setAimTarget $aim24

$tiger1.gun waittill ontarget

$tiger1.gun anim fire

$tiger1 exec scripts/randomshoot.scr

wait 5

$node1.target = NULL

$tiger1 drive $node1

$tiger1 waittill drive

$tiger1 stop

$tiger1.gun setAimTarget $aim25

$tiger1.gun waittill ontarget

$tiger1.gun anim fire

$tiger1 exec scripts/randomshoot.scr

wait 5

$node16.target = $node17

$node17.target = $node18

$node18.target = $node19

$node19.target = NULL

$tiger1 drive $node16

$tiger1 waittill drive

$tiger1 stop

$tiger1 exec scripts/randomshoot.scr

wait 5

goto tankagain

end

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

tankstuck:

spawn script_origin "targetname" "savtnk"

$savtnk.origin = (0 0 0)

tankstuck2:

if ($savtnk.origin == $tiger1.origin)

{

$tiger1.origin = $tiger1.origin + ( 0 0 60)

}

$savtnk.origin = $tiger1.origin

wait 15

goto tankstuck2

end

//*******************************************

以上加在MOHDM2.SCR中level waittill spawn下

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你要是有兴趣看一下俺那有毛病的程序:

startvehicleinit:

level.debug=1

self unlock

self unlockmovement

self.hasdriver = 0

self.driver=null

self.speed = 400

self.maxspeed = self.speed

self vehiclespeed self.speed

self removeondeath 0

self.health = 1000

self rendereffects "-shadow"

self solid

self takedamage

self removeimmune bash

self removeimmune bullet

self removeimmune fast_bullet

self removeimmune shotgun

self removeimmune grenade

self removeimmune rocket

self removeimmune explosion

self removeimmune crush

self removeimmune falling

self removeimmune vehicle

if(self.type==2)

self vehicleanim add_surfaces

self.gun = self queryturretslotentity 0

if(self.turret1)

{

self.gun = self queryturretslotentity 0

self unlock

self.gun unlock

self detachturretslot 0 self.gun.origin

self.gun remove

self spawnturret 0 self.turret1

self.gun = self queryturretslotentity 0

if((self.projectile !=nill)||(self.projectile != null))

self.gun dmprojectile self.projectile

//self.gun pitchcaps ( -10 10 0)

//self.gun maxyawoffset 50

//self.gun yawcenter 0

self.gun takedamage

self.gun solid

self.gun rendereffects "-shadow"

self.gun removeimmune bash

self.gun removeimmune bullet

self.gun removeimmune fast_bullet

self.gun removeimmune shotgun

self.gun removeimmune grenade

self.gun removeimmune rocket

self.gun removeimmune explosion

self.gun removeimmune crush

self.gun removeimmune falling

self.gun removeimmune vehicle

}

if (self.target)

{

self.collisionent = self.target

self.collisionent notsolid

self.collisionent removeimmune bullet

self.collisionent removeimmune fast_bullet

self.collisionent removeimmune shotgun

self.collisionent removeimmune grenade

self.collisionent removeimmune rocket

self.collisionent removeimmune explosion

self.collisionent removeimmune crush

self.collisionent removeimmune falling

self.collisionent removeimmune vehicle

}

thread tankpain

thread waitfordeath

thread waitforplayer

end

//***************************************************************************************************************

running:

exec global/playervehiclesound.scr

println " running sound script "

if(level.debug==1)

{

while(self)

{

println (" I am running "+ self.targetname)

println (" My type is "+ self.type)

println (" My damage model is "+ self.damagemdl)

println (" My turret1 is "+ self.turret1)

println (" My turret2 is "+ self.turret2)

println (" My driver is "+ self.driver)

println (" hasdriver= "+ self.hasdriver)

wait 6

}

}

end

//***************************************************************************************************************

waitforplayer:

while(isalive self)

{

if !(self)

end

for(local.playr=1;local.playr

{

local.distance = vector_length ($player[local.playr].origin - self.origin)

if(local.distance

{

if (($player[local.playr].useheld == 1)&&($player[local.playr].invehicle != 1))

{

$player[local.playr].invehicle=1

while($player[local.playr].useheld==1) // wait for player to let go of use key

waitframe

if(self.hasdriver!=1)

self thread usevehicle $player[local.playr]

}

//wait 1

}

//waitframe

}

wait 1

}

end

//**********************************************************************************************************

usevehicle local.player:

println " I got to here usevehicle "

self.hasdriver=1

self.driver=local.player

//self.driver notsolid

self attachdriverslot 0 self.driver

switch(self.type)

{

case 1:

self.driver hide

local.player perferredweapon "88mm Tank Gun"

break

case 2:

self.driver perferredweapon ".30cal Machine Gun"

break

}

println (self + " is waiting for player to get out ")

local.dmteam = self.driver.dmteam

while ((IsAlive self) && (self.health > 0) && (self.hasdriver == 1) && (self.driver.dmteam == local.dmteam ) && (isalive self.driver) && (self.driver.useheld == 0))

waitframe

while(self.driver.useheld==1) // wait for player to let go of use key

wait 1

println " getting out of vehicle "

self fullstop

println (" player getting out of " + self )

switch(self.type)

{

case 1:

self detachdriverslot 0 (self.origin + self.forwardvector * -500 ) //( self.origin + ( -500 200 500 ))

self.driver.viewangles= ( 0 0 0 )

self.gun = self queryturretslotentity 0

self detachturretslot 0 self.gun.origin

self.gun remove

wait 1

self spawnturret 0 self.turret1

self.gun = self queryturretslotentity 0

if((self.projectile !=nill)||(self.projectile != null))

self.gun dmprojectile self.projectile

self.gun removeimmune bullet

self.gun removeimmune fast_bullet

self.gun removeimmune shotgun

self.gun removeimmune grenade

self.gun removeimmune rocket

self.gun removeimmune explosion

self.gun removeimmune crush

self.gun removeimmune falling

self.gun removeimmune vehicle

break

case 2:

self detachdriverslot 0 (self.origin + self.forwardvector * -300) //( self.origin + ( 200 200 10 ))

self.driver.viewangles= ( 0 0 0 )

self.gun = self queryturretslotentity 0

self detachturretslot 0 self.gun.origin

self.gun remove

wait 1

self spawnturret 0 self.turret1

self.gun = self queryturretslotentity 0

if((self.projectile !=nill)||(self.projectile != null))

self.gun dmprojectile self.projectile

self.gun removeimmune bullet

self.gun removeimmune fast_bullet

self.gun removeimmune shotgun

self.gun removeimmune grenade

self.gun removeimmune rocket

self.gun removeimmune explosion

self.gun removeimmune crush

self.gun removeimmune falling

self.gun removeimmune vehicle

if(self.type==3)

self.gun hide

break

}

releaseplayer

cueplayer

//self.driver.viewangles= ( 0 0 0 )

self.driver solid

self.driver takedamage

self.driver show

self.driver uselast

self.driver.invehicle=0

self.hasdriver=0

self.driver=null

wait 2

end

//***************************************************************************************************************

waitfordeath:

self waittill death

thread tankexplode

end

//***************************************************************************************************************

tankpain:

local.original_health = self.health

local.previoushealth = self.health

local.paintime = level.time

while (self)

{

if(self.health

end

if (self.health

{

switch(self.type)

{

case 1:

self playsound damage_tank

exec global/earthquake.scr .2 4 0 0

break

case 2:

self playsound opeltruck_damage

exec global/earthquake.scr .2 2 0 0

break

}

if ( (self.health (local.paintime + 5) ) )

{

local.paintime = level.time

local.health_fraction = (self.health / local.original_health)

local.newspeed = self.speed * local.health_fraction

if (local.newspeed

local.newspeed = 0

self.maxspeed = local.newspeed

self vehiclespeed self.maxspeed

if (local.health_fraction >= 0.666)

{

self playsound tank_hurt1

self waitthread tankdamage 1

}

else

if (local.health_fraction >= 0.333)

{

self playsound tank_hurt1

self waitthread tankdamage 2

}

else

{

self playsound tank_hurt1

self waitthread tankdamage 3

}

}

local.previoushealth = self.health

}

wait .1

}

end

//***************************************************************************************************************

tankdamage local.smoke:

switch(self.type)

{

case 1:

self thread spawn_fx "fx/fx_tank_explosion.tik"

self playsound explode_tank

thread jitter_large 0 // make the screen shake

break

case 2:

self thread spawn_fx "fx/fx_bike_explosion.tik"

self playsound explode_bike1

thread jitter_large 0 // make the screen shake

break

}

if (local.smoke == 3) // turret

{

self.smoke3o = spawn script_origin

self.smoke3o.origin = self.origin

self.smoke3 = spawn "models/emitters/linger_smoke.tik"

self.smoke3 notsolid

self.smoke3 anim start

switch(self.type)

{

case 1:

self.smoke3.origin = (self.origin + ( -40 0 130) )

break

case 2:

case 3:

self.smoke3.origin = (self.origin + ( -40 0 80) )

break

}

self.smoke3 bind self.smoke3o

self.smoke3o glue self

}

else if (local.smoke == 2) // front

{

self.smoke2o = spawn script_origin

self.smoke2o.origin = self.origin

self.smoke2 = spawn "models/emitters/linger_smoke.tik"

self.smoke2 notsolid

self.smoke2 anim start

switch(self.type)

{

case 1:

self.smoke2.origin = (self.origin + ( 100 50 60) )

break

case 2:

case 3:

self.smoke2.origin = (self.origin + ( 100 30 30) )

break

}

self.smoke2 bind self.smoke2o

self.smoke2o glue self

}

else // back

{

self.smoke1o = spawn script_origin

self.smoke1o.origin = self.origin

self.smoke1 = spawn "models/emitters/linger_smoke.tik"

self.smoke1 notsolid

self.smoke1 anim start

switch(self.type)

{

case 1:

self.smoke1.origin = (self.origin + ( -200 -50 60) )

break

case 2:

case 3:

self.smoke1.origin = (self.origin + ( -120 -30 30) )

break

}

self.smoke1 bind self.smoke1o

self.smoke1o glue self

}

end

//***************************************************************************************************************

tankexplode:

self stop

//self.destroyed = 1

local.origin = self.origin

local.angles = self.angles

self.gun2 = self QueryTurretSlotEntity 1

if (self.gun2)

{

local.po = self.gun2.origin

local.po[2] = local.po[2] + 50

local.t2exp = spawn script_origin

local.t2exp.origin = local.po

local.t2exp.angles = local.angles

switch(self.type)

{

case 1:

local.t2exp thread spawn_fx "fx/fx_tank_explosion.tik" 3

local.t2exp playsound explode_tank

radiusdamage local.t2exp.origin 200 200

break

case 2:

local.t2exp thread spawn_fx "fx/fx_bike_explosion.tik"

local.t2exp playsound explode_bike1

radiusdamage local.t2exp.origin 100 100

break

}

local.fire2 = spawn script_origin

local.fire2.origin = local.po

local.fire2.angles = local.angles

local.fire2 thread spawn_fx "models/emitters/fire.tik"

wait 1

}

self.gun = self QueryTurretSlotEntity 0

if (self.gun)

{

//local.po = self.gun.origin

//local.po[2] = local.po[2] + 100

//local.exp = spawn script_origin

//local.exp.origin = local.po

//local.exp.angles = local.angles

//switch(self.type)

//{

//case 1:

//local.exp thread spawn_fx "fx/fx_tank_explosion.tik" //5

//local.exp playsound explode_tank

//radiusdamage local.exp.origin 500 200

//break

//case 2:

//case 3:

//local.exp thread spawn_fx "fx/fx_bike_explosion.tik"

//local.exp playsound explode_bike1

//radiusdamage local.exp.origin 300 100

//break

//}

self.gun unlock

local.po = self.gun.origin

local.po[2] = local.po[2] + 0

local.fire = spawn script_origin

local.fire.origin = local.po

local.fire.angles = local.angles

local.fire thread spawn_fx "models/emitters/fire.tik"

wait 1

}

local.exp2 = spawn script_origin

local.exp2.origin = local.origin

local.exp2.angles = local.angles

//local.exp2 thread spawn_fx"fx/fx_tank_explosion.tik" 3

local.exp2 playsound explode_tank

radiusdamage local.exp2.origin 1000 200

if (self.hasdriver == 1)

{

self.hasdriver=0

self.gun = self queryturretslotentity 0

self detachturretslot 0 self.gun.origin

self.gun remove

self detachdriverslot 0 (self.origin + ( 0 0 300))

self spawnturret o self.turret1

self.gun = self queryturretslotentity 0

self.driver show

self.driver thread bhit 1000 -1

}

if (self.hasgunner == 1)

{

self.hasgunner=0

self.gun2 = self queryturretslotentity 1

self detachturretslot 1 self.gun2.origin

self.gun2 remove

self spawnturret 1 self.turret2

self.gun2 = self queryturretslotentity 1

self.gunner show

self.gunner thread bhit 1000 -1

}

iprintlnbold (self + " has been destroyed.")

if(self.type==1)

{

thread jitter_large 0

self notsolid

self.gun notsolid

self.gun2 notsolid

local.dam = spawn script_model model self.damagemdl

local.dam.origin = self.origin

local.dam.angles = self.angles

self remove

//self.gun remove

//self.gun2 remove

local.temp = randomint 3

if (local.temp == 0)

local.model_type = "human/german_panzer_grenadier.tik"

if (local.temp == 1)

local.model_type = human/german_panzer_obershutze

if (local.temp == 2)

local.model_type = human/german_panzer_tankcommander

local.ent = spawn local.model_type

local.ent notsolid

local.ent.origin = (self.origin + ( 0 0 100 ))

local.ent.angles = self.angles

local.ent noticescale 1

local.ent sight 4500

local.ent mindist 2024

local.ent maxdist 2448

local.ent leash 10000

local.ent dontdropweapons

local.ent exec global/disable_ai.scr

local.ent notsolid

local.randomdie = randomint(4)

switch(local.randomdie)

{

case 0:

local.ent anim_noclip tank_exit_1

local.ent waittill animdone

break

case 1:

local.ent anim_noclip tank_exit_2

local.ent waittill animdone

local.ent.position = "crawl"

break

case 2:

local.ent anim_noclip tank_exit_3

local.ent waittill animdone

local.ent.health = 45

break

case 3:

local.ent anim_noclip tank_exit_4

local.ent waittill animdone

local.ent bedead

end

}

wait .7

local.ent solid

local.ent exec global/enable_ai.scr

local.col = spawn script_origin

local.col.origin = local.po

local.col.angles = local.angles

local.col thread spawn_fx "fx/gas_mushroom_column.tik" 5

local.col playsound explode_tank

radiusdamage local.col.origin 500 200

wait 5

}

if((self.type==2)||(self.type==3))

{

self vehicleanim remove_surfaces

self notsolid

local.ang=self.angles

local.ang[2]=20

self.angles = local.ang

self.origin = local.jeep_org

self.smoke = spawn "models/emitters/linger_smoke.tik"

self.smoke notsolid

self.smoke anim start

self.smoke.origin = (self.origin + (0 0 60))

//self.smoke glue self

}

local.po = spawn script_origin

local.po = local.origin

local.po[2] = local.po[2] + 750

local.mush = spawn script_origin

local.mush.origin = local.po

local.mush.angles = local.angles

if(self.type==1)

local.mush thread spawn_fx "fx/gas_mushroom_cloud.tik" 5

else

local.mush thread spawn_fx "fx/gas_mushroom_cloud.tik" .5

end

//**************************************************************************************************************************************

// bullet hit command

// bhit [damage| 40 default] [body location| default is chest, -1 is random] [direction| vector] [force to apply| 15 default]

//**************************************************************************************************************************************

bhit local.damage local.location local.direction local.force:

if (local.damage == NIL || local.damage == 0)

{

local.damage = 40

}

if (local.location == NIL)

{

local.location = 3

}

else if (local.location == -1)

{

local.temp = (randomint 17 + 1)

local.location = local.temp

}

if (local.direction == NIL || local.direction == 0)

{

local.direction = (0 -1 0)

}

if (local.force == NIL)

{

local.force = 15

}

//*** set the characters script_damage variable so the player doesn't lose the level

self.script_damage = 1

//*** damage the target

self exec global/bullethit.scr local.direction local.damage local.force local.location

self playsound snd_bh_flesh

self.script_damage = 0

end

//***************************************************************************************************************

spawn_fx local.fx local.scale:

local.temp = spawn script_model model local.fx scale local.scale

local.temp.origin = self.origin

local.temp anim start

wait 5

local.temp remove

end

//***************************************************************************************************************

spawn_damaged local.model:

local.damaged = spawn script_model model local.model

local.damaged.origin = self.origin

local.damaged.angles = self.angles

self.smoke = spawn "models/emitters/linger_smoke.tik"

self.smoke notsolid

self.smoke anim start

self.smoke.origin = (self.origin + (0 0 80))

//self.smoke glue self

end

//***************************************************************************************************************

//******************************

// jitter large effect

// jitter_large [delay]

//******************************

jitter_large local.time:

if (local.time)

wait local.time

waitexec global/earthquake.scr .35 10 0 0

waitexec global/earthquake.scr .23 6 0 0

waitexec global/earthquake.scr 1 1 0 0

waitexec global/earthquake.scr 1.25 .3 0 1

end

//***************************************************************************************************************

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