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you know you are right about the sound I think I cut and pasted the sound from somewhere I don't know where now because they are wrong . Substitute this for the section of the playervehiclesound.scr for the jeep I will make the changes in my map's pk3 as well . // Jeep local.master aliascache jeep_snd_idle sound/vehicle/veh_jeep_idle.wav soundparms 0.5 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m " local.master aliascache jeep_snd_run sound/vehicle/veh_jeep_move.wav soundparms 0.8 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m " local.master aliascache jeep_snd_revup sound/vehicle/veh_jeep_start.wav soundparms 1.2 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m " local.master aliascache jeep_snd_revdown sound/vehicle/veh_jeep_revdown.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m " local.master aliascache jeep_snd_shift1 sound/vehicle/veh_jeep_shiftin.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m " local.master aliascache jeep_snd_shift2 sound/vehicle/veh_jeep_shiftout.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m " local.master aliascache jeep_snd_on sound/vehicle/veh_jeep_start.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m " local.master aliascache jeep_snd_start sound/vehicle/veh_jeep_on.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m " local.master aliascache jeep_snd_off sound/vehicle/veh_jeep_off.wav soundparms 1.5 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m " local.master aliascache jeep_snd_stop sound/vehicle/veh_jeep_off.wav soundparms 1.5 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m " local.master aliascache jeep_snd_doorclose sound/mechanics/DoorJeepClose_02.wav soundparms 1.2 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m " local.master aliascache jeep_tread_snd_dirt sound/vehicle/veh_tread_grass.wav soundparms 0.28 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m " local.master aliascache jeep_tread_snd_stone sound/vehicle/veh_tread_grass.wav soundparms 0.28 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m " local.master aliascache jeep_tread_snd_grass sound/vehicle/veh_tread_grass.wav soundparms 0.28 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m " local.master aliascache jeep_tread_snd_wood sound/vehicle/veh_tread_grass.wav soundparms 0.28 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m " local.master aliascache jeep_tread_snd_mud sound/vehicle/veh_tread_grass.wav soundparms 2.8 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m " local.master aliascache jeep_vehicle_crash sound/null.wav soundparms 0.7 0.4 1.0 0.5 100 1600 auto loaded maps " dm obj t m "
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Nice work BdBodger, I got the jeep working in Destroyed Village, but with no sound..Checked the playervehiclesound.scr and all looks fine...?? Are there any issues that would make it difficult to use it in a DM server with 24 clients? I have not tested it yet, but I'd love to use it in DV, Algiers and Remegan.
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- [FPSCHINA] 今日本站组件升级
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You could try this: level.direction = 0 while (isAlive local.player) { if (level.gunnerstillon == 0) goto skipjeeploop if(level.direction == 0) level.nodenum = level.nodenum + 1 else level.nodenum = level.nodenum - 1 if (level.nodenum == 31) { level.nodenum = 30 level.direction = 1 } if (level.nodenum == 0) { level.nodenum = 1 level.direction = 0 } self drive ("jnode" + level.nodenum) self waittill drive self stop if(local.player.useheld == 1) { local.vect = angles_toleft (local.player.angles) local.dist = -100 local.vect[0] = local.vect[0] * (local.dist) local.vect[1] = local.vect[1] * (local.dist) local.vect[2] = local.vect[2] * local.dist local.spot = local.vect + local.player.origin local.vturretent unlock local.vturretent detachturrretslot 0 local.spot local.vturretent remove local.vturretnew = "vehicles/jeep_30cal.tik" local.vturretent spawnturret 0 local.vturretnew local.vturretent lock level.gunnerstillon = 0 self.jeepmginuse = 0 local.player.jeepmg = 0 break }[/code]
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deadeye arrow's jeep script for Algiers works for me mates....but some changes would be nice. The only problem is that while connected to the jeep one can't seem to leave it again. The only way to leave the jeep now is to get shoot by the enemy. From the looks of this script it goes from node A to node B and if onboard player is still alive it stops there and wait for him to die. The jeep will nor respawn until the player is dead. It would be nice if the player could leave the Jeep. Once that is sorted one could fairly easy adapt this to all stockmaps and to make the nodes go from A --> B and back again (loop), kind of like the vehicles is Black Hawk Down. However for this to work the Jeep should go back to it's start node if the onboard player gets killed. Anyone got any ideas for how to make these changes ??? I've not looked at your map Bdbodger, but I will.
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In my map "The rescue" there is a global/playervehicle.scr and global/playervehiclesound.scr . It spawns either a tank or jeep . It uses a custom jeep.tik that changes the jeep from classname drivableVehicle to classname VehicleTank so that it can be driven , the tik name is the same and I think it should work on a server without a download . It is for mohaa so the playervehiclesound.scr is not for spearhead there is another playervehiclesound.scr in the ubersound directory for that and all you need to do is have it in the ubersound dir fir SH . Also if you decide to use it for spearhead you need to remove a couple of lines from the global/playervehicle.scr they may stop BT from running also so move the pak when playing BT . local.ent.projectile= "models/projectiles/tigercannonshell.tik" these lines appear twice remove them also for SH if((self.projectile !=nill)||(self.projectile != null)) self.gun dmprojectile self.projectile You use it like this exec global/playervehicle.scr ( 2944.99 -1716.46 67.43 ) 177.8 1 // coord , angle , 1 (tank) exec global/playervehicle.scr ( 595.98 -1297.28 29.23 ) 177.8 2 // coord ,angle , 2 (jeep) exec global/playervehiclesound.scr // mohaa
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//////////////////////////////this is for mohdm7////////////////////////////// level waittill spawn thread location level.jeepspeed = 350 level.triggercount = 0 level.nodenum = 0 thread jeep location: println $player[1].origin println $player[1].angles wait 5 goto location end jeep: spawn script_origin "targetname" "jnode1" $jnode1.origin = (146 1110 -288) $jnode1.target = NULL spawn script_origin "targetname" "jnode2" $jnode2.origin = (148 1110 -288) $jnode2.target = NULL spawn vehicles/jeep.tik "targetname" "jeep1" "origin" "114 -1110 -288" "angles" "0 88 0" $jeep1 nodamage thread spawnjeeptrigger wait 1 $jeep1 thread setup_jeep thread onjeepgun end //////////////////////////////////////// setup_jeep: self immune grenade self immune bullet self immune fast_bullet self immune explosion self immune rocket self removeimmune grenade self removeimmune bullet self removeimmune fast_bullet self removeimmune explosion self removeimmune rocket self vehiclespeed level.jeepspeed self.jeepinuse = 0 self.jeepmginuse = 0 self.destroyed = 0 self.health = 700 self.startorigin = self.origin self.startangles = self.angles end //////////////////////////////////////// onjeepgun: $jeep1_trigger[level.triggercount] waittill trigger $jeep1 thread players_jeep_mg end //////////////////////////////////////// players_jeep_mg: local.player = parm.other self rendereffects "-shadow" self.jeepmginuse = 1 self removeondeath 1 local.vturretent = self queryturretslotentity 0 local.vturretent unlock self attachturretslot 0 local.player local.player perferredweapon ".30cal Machine Gun" local.vturretent lock local.player.jeepmg = 1 level.gunnerstillon = 1 self thread checkongunner while (isAlive local.player) { if (level.gunnerstillon == 0) goto skipjeeploop level.nodenum = level.nodenum + 1 if (level.nodenum == 31) level.nodenum = 1 self drive ("jnode" + level.nodenum) self waittill drive self stop } skipjeeploop: thread spawnjeeptrigger wait 1 thread onjeepgun end //////////////////////////////////////// checkongunner: local.player = parm.other checkgunneragain: if (isAlive local.player) { wait .2 goto checkgunneragain } else level.gunnerstillon = 0 end //////////////////////////////////////// spawnjeeptrigger: level.triggercount = level.triggercount + 1 spawn script_object "targetname" "jeep1_trigger" "classname" "trigger_multiple" $jeep1_trigger[level.triggercount].origin = $jeep1.origin + ( 0 150 30) $jeep1_trigger[level.triggercount].target = $jeep1 println ("spawned jeep trigger" + level.triggercount + " at " + $jeep1_trigger[level.triggercount].origin) end[/code]
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Driveable JEEP in stock map? -------------------------------------------------------------------------------- Anyone know if it's possible to have a driveable JEEP in stock map? I can apawn a jeep no probs, but I'd like to be able to have ppl jump in, drive fast and get out. No need for it to fire, just driveable would be good. Thanks in anticipation!
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请教一下如何编辑地图
那肯定是哪一步出了问题。只要荣誉勋章能运行,按照个教学做就肯定没问题。 教学里的路径不是看得到的荣誉勋章的目录路径,那些路径都在.pk3包里,按照教学做就可以实现效果。 其他模型的路径: http://www.fpschina.com/index.php?showtopic=485
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请高人来帮个忙!急!
似乎至少少了一个文件:localized_english_pak0.pk3 下载运行检测器: http://www.fpschina.com/index.php?showtopic=898
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s-22 在线回复我
这个是设置硬件对照表的内容。。。。 下载个检查工具吧,然后把结果贴上来。 http://www.fpschina.com/index.php?showtopic=897
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