MOHAA俺的SERVER_SIDE V2飞弹代码
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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