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想在奥马哈爽又不想被狙击手阴死的朋友有福了


k_o_f

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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! :D

大家觉得好的话,别忘了我,来浩方做主机哦。

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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! :D

    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 :wub:

更多教学请看:

http://www.fpschina.com/index.php?showforum=17

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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

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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

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

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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 ?

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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

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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

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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

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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....

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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

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