由 S-22 发表的全部内容
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奇怪的现象???????????
MOHAA 的指令是不完善的,客户端在控制台可以通过输入某个命令来在服务器生成模型,影响服务器运行速度。介各两年前就有了,去年听说=M=战队的服务器被一个老外用这个纠缠了好长时间。
- 奇怪的现象???????????
- 奇怪的现象???????????
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资料备查
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ALSO: I'm not entirely sure kill (it's a typo and a command) will work as a thread name -Use kill_player instead \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ To add lines telling the player to beware, or they die-try this: kill_player: $trigger1 waittill trigger local.player = parm.other if (local.player.dmteam == "allies") // or axis if you want { iprintlnbold_noloc local.player.dmteam "beware the MG's!!!" wait 5 if ((local.player IsTouching $trigger1[local.index] == 1) && (local.player.dmteam == "allies")) { local.player exec global/bullethit.scr (0 -1 0) 1000 50 1 thread killsound } } end \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
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资料备查
BTW. Its going to be more than all that he just posted. If it had been just that it would have been done long time ago!!! As you already notice lots of the modders have stayed away from them cuz of the work involved in getting the mod to run server side. I ll be nice and post one map script currently running online. Of course the one on the server has a few more tricks but this will allow you to play. main: setcvar "g_obj_alliedtext1" "" setcvar "g_obj_alliedtext2" "The Nebelwerfer Hunt" setcvar "g_obj_alliedtext3" "Church Infiltration" setcvar "g_obj_axistext1" "" setcvar "g_obj_axistext2" "Modded by" setcvar "g_obj_axistext3" "WarTech" setcvar "g_scoreboardpic" "objdm1" level.script = "maps/m3l3.scr" //allied spawns local.allied = spawn info_player_allied origin "5446 -982 -328" angle -90 local.allied = spawn info_player_allied origin "5573 -2677 -347" angle 112 local.allied = spawn info_player_allied origin "5615 -2247 -334" angle -173 local.allied = spawn info_player_allied origin "5568 -1821 -353" angle 175 local.allied = spawn info_player_allied origin "4869 -474 -265" angle -27 local.allied = spawn info_player_allied origin "2175 -713 -244" angle -122 local.allied = spawn info_player_allied origin "2225 -1536 -260" angle 176 local.allied = spawn info_player_allied origin "165 -1400 -280" angle -31 local.allied = spawn info_player_allied origin "662 -932 -233" angle -58 local.allied = spawn info_player_allied origin "552 -2249 -237" angle 112 local.allied = spawn info_player_allied origin "2095 -4453 -271" angle 91 local.allied = spawn info_player_allied origin "1554 -3864 -270" angle 81 local.allied = spawn info_player_allied origin "630 -3767 -337" angle 64 local.allied = spawn info_player_allied origin "839 -4262 -268" angle 64 local.allied = spawn info_player_allied origin "4244 -3575 -292" angle 154 //axis spawns local.axis = spawn info_player_axis origin "2272 -2327 -149" angle 33 local.axis = spawn info_player_axis origin "2118 -2736 -181" angle -15 local.axis = spawn info_player_axis origin "1816 -2088 -197" angle -92 local.axis = spawn info_player_axis origin "1393 -2845 -189" angle 29 local.axis = spawn info_player_axis origin "1961 -2441 -197" angle 0 local.axis = spawn info_player_axis origin "1466 -2119 -197" angle -94 local.axis = spawn info_player_axis origin "1271 -2084 -197" angle -128 local.axis = spawn info_player_axis origin "696 -2784 -197" angle 66 local.axis = spawn info_player_axis origin "1258 -2787 -197" angle 118 local.axis = spawn info_player_axis origin "821 -2419 -197" angle -178 local.axis = spawn info_player_axis origin "4698 -453 -265" angle -134 local.axis = spawn info_player_axis origin "4989 -781 -265" angle 139 local.axis = spawn info_player_axis origin "1418 -2172 204" angle -12 local.axis = spawn info_player_axis origin "2129 -2428 618" angle -1 //================================================== ================================= //Death Match - FFA local.deathmatch = spawn info_player_deathmatch origin "1248 4368 -141" angle 42 local.deathmatch = spawn info_player_deathmatch origin "1129 3792 -134" angle 89 local.deathmatch = spawn info_player_deathmatch origin "1420 3792 -134" angle 92 local.deathmatch = spawn info_player_deathmatch origin "2259 4288 -154" angle -132 local.deathmatch = spawn info_player_deathmatch origin "1424 3711 -142" angle -49 local.deathmatch = spawn info_player_deathmatch origin "1497 3018 -146" angle 0 local.deathmatch = spawn info_player_deathmatch origin "1847 3360 -159" angle -56 local.deathmatch = spawn info_player_deathmatch origin "2480 2783 -162" angle 129 local.deathmatch = spawn info_player_deathmatch origin "2323 4297 -129" angle -56 local.deathmatch = spawn info_player_deathmatch origin "2716 4297 -129" angle -126 local.deathmatch = spawn info_player_deathmatch origin "3131 2977 -165" angle 173 local.deathmatch = spawn info_player_deathmatch origin "3167 3319 -165" angle -133 local.deathmatch = spawn info_player_deathmatch origin "2967 4351 -157" angle -61 local.deathmatch = spawn info_player_deathmatch origin "3077 4258 42" angle -95 local.deathmatch = spawn info_player_deathmatch origin "3216 4263 42" angle -44 local.deathmatch = spawn info_player_deathmatch origin "3775 4643 -108" angle -162 local.deathmatch = spawn info_player_deathmatch origin "4206 4236 -162" angle -158 local.deathmatch = spawn info_player_deathmatch origin "4629 4087 -243" angle -94 local.deathmatch = spawn info_player_deathmatch origin "5360 3704 -210" angle -137 local.deathmatch = spawn info_player_deathmatch origin "5585 3018 -218" angle -169 local.deathmatch = spawn info_player_deathmatch origin "5677 2480 -207" angle -173 local.deathmatch = spawn info_player_deathmatch origin "5776 2151 -221" angle -120 local.deathmatch = spawn info_player_deathmatch origin "4861 686 -236" angle 86 local.deathmatch = spawn info_player_deathmatch origin "4256 2207 -189" angle -36 local.deathmatch = spawn info_player_deathmatch origin "4448 1675 -166" angle 177 local.deathmatch = spawn info_player_deathmatch origin "4594 1675 -208" angle -94 local.deathmatch = spawn info_player_deathmatch origin "3561 1031 -219" angle 29 local.deathmatch = spawn info_player_deathmatch origin "3035 2608 -177" angle -39 local.deathmatch = spawn info_player_deathmatch origin "3496 1043 -201" angle 102 local.deathmatch = spawn info_player_deathmatch origin "2824 1950 -206" angle -98 local.deathmatch = spawn info_player_deathmatch origin "2774 311 -241" angle 37 local.deathmatch = spawn info_player_deathmatch origin "2935 -103 -245" angle 57 local.deathmatch = spawn info_player_deathmatch origin "4016 972 -262" angle -114 local.deathmatch = spawn info_player_deathmatch origin "4132 904 -269" angle 1 local.deathmatch = spawn info_player_deathmatch origin "4086 668 -269" angle -55 local.deathmatch = spawn info_player_deathmatch origin "4420 440 -85" angle 138 local.deathmatch = spawn info_player_deathmatch origin "4386 -238 -253" angle 89 local.deathmatch = spawn info_player_deathmatch origin "4272 -328 -253" angle 130 local.deathmatch = spawn info_player_deathmatch origin "3209 164 -53" angle -129 local.deathmatch = spawn info_player_deathmatch origin "4400 -556 -269" angle -92 local.deathmatch = spawn info_player_deathmatch origin "3992 -1400 -227" angle 137 local.deathmatch = spawn info_player_deathmatch origin "3121 -404 -266" angle -90 //================================================== =============================================== $halftrack delete $scene1_dead_panzer delete //Trigger remove $levelchange delete $exterior delete $interior delete $minefield delete $scene4_manual_gun1_trigger1 delete $scene4_manual_gun1_trigger2 delete $scene4_mgfodderspawn_trigger delete $scene6_gunner_escape_trigger delete $scene7_nebelwerfer2 delete $scene7_nebelwerfer1 delete $scene7_nebelwerfer4 delete $scene7_nebelwerfer3 delete $scene7_nebelwerfer1_destroyed delete $scene7_nebelwerfer2_destroyed delete $scene7_nebelwerfer3_destroyed delete $scene7_nebelwerfer4_destroyed delete $scene4_tank_radiusdamage_source delete $scene3_spawndetector5_spawner1 delete $scene4_captain_aimpoint delete $scene3_captain_point_target delete $scene7_spawndetector3_spawner1 delete $playertarget_front2 delete $scene7_neb4_damage6 delete $scene7_neb4_damage5 delete $scene7_neb4_damage4 delete $scene7_neb4_damage3 delete $scene7_neb4_damage2 delete $scene7_neb4_damage1 delete $scene7_neb3_damage6 delete $scene7_neb3_damage5 delete $scene7_neb3_damage4 delete $scene7_neb3_damage3 delete $scene7_neb3_damage2 delete $scene7_neb3_damage1 delete $scene7_neb2_damage6 delete $scene7_neb2_damage5 delete $scene7_neb2_damage4 delete $scene7_neb2_damage3 delete $scene7_neb2_damage2 delete $scene7_neb2_damage1 delete $scene7_neb1_damage6 delete $scene7_neb1_damage5 delete $scene7_neb1_damage4 delete $scene7_neb1_damage3 delete $scene7_neb1_damage2 delete $scene7_neb1_damage1 delete $scene7_neb1_tube1 delete $scene6_mgspawndetector2_spawner1 delete $scene4_tankbomb_hardpoint delete $scene4_mgfoddernode1_spawn delete $scene4_manual_gun1_target delete $scene4_tank_targetpoint2 delete $scene4_tank_targetpoint3 delete $scene4_tank_targetpoint4 delete $scene4_mgfoddernode2_spawn delete $scene4_mgfoddernode4_spawn delete $scene4_mgfoddernode3_spawn delete $scene4_tanklos1_target delete $scene4_tanklos2_target delete $scene4_tanklos3_target delete $scene4_tanklos4_target delete $scene7_neb1_tube4 delete $scene7_neb1_tube3 delete $scene7_neb1_tube6 delete $scene7_neb1_tube5 delete $scene7_neb2_tube1 delete $scene7_neb2_tube2 delete $scene7_neb2_tube3 delete $scene7_neb2_tube4 delete $scene7_neb2_tube5 delete $scene7_neb2_tube6 delete $scene7_neb3_tube1 delete $scene7_neb3_tube2 delete $scene7_neb3_tube3 delete $scene7_neb3_tube4 delete $scene7_neb3_tube5 delete $scene7_neb3_tube6 delete $scene7_neb4_tube1 delete $scene7_neb4_tube2 delete $scene7_neb4_tube3 delete $scene7_neb4_tube4 delete $scene7_neb4_tube5 delete $scene7_neb4_tube6 delete $scene4_tank_targetpoint1 delete $scene3_sniperboardnode2_spawn delete $scene3_manual_gun1_target delete $scene3_spawndetector2 delete $scene3_spawndetector1 delete $scene3_spawndetector2a delete $scene3_spawndetector3 delete $scene3_spawndetector4 delete $scene3_spawndetector4a delete $scene3_manual_gun2_target delete $scene4_tank delete $scene7_solid_bombpoint1 delete $scene7_solid_bombpoint2 delete $scene7_solid_bombpoint3 delete $scene7_solid_bombpoint4 delete $building2_smashed_window2 delete $building2_smashed_window1 delete $scene7_neb1_blast3 delete $scene7_nebelwerfer3_exploder delete $scene7_nebelwerfer2_exploder delete $scene7_nebelwerfer4_exploder delete $scene7_nebelwerfer1_exploder delete $exploderfire delete $halftrack_final_collisionmask delete $scene4_tank_barrel_collision delete $scene3_spawndetector5 delete $exploderchunk delete $explodersmashed delete $exploder delete $scene4_tankshot3_trigger delete $scene4_tankshot1_trigger delete $scene4_tankshot2_trigger delete $scene4_tankshot4_trigger delete $scene4_tankshot5_trigger delete $scene4_tankshot6_trigger delete $scene4_tankshot5b_trigger delete $scene4_tankshot5a_trigger delete $scene4_tankshot7_trigger delete $scene4_tankshot8_trigger delete $scene4_tankshot9_trigger delete $scene4_tanklos1_trigger delete $scene4_tanklos2_trigger delete $scene4_tanklos3_trigger delete $scene4_tanklos4_trigger delete $scene4_manual_gun1 delete $scene0_panzerschreck delete local.clipbrush2 = spawn script_object local.clipbrush2.origin = ( 1321 5066 -173 ) local.clipbrush2.angle = (0 124 0) local.clipbrush2 setsize ( -100 -300 -200 ) ( 100 300 200 ) local.clipbrush2 solid //------------------------------------------------------- // call additional stuff for playing this map round based is needed if(level.roundbased) thread roundbasedthread level waitTill prespawn //*** Precache Dm Stuff exec global/DMprecache.scr //------------------------------------------------------- level.script = maps/m3l3.scr exec global/moh_ambient.scr m3l3 thread global/door_locked.scr //*** ENGAGE THE AIRPLANE BOMBING SCRIPTS thread global/bomber.scr::main thread global/bomber.scr::repeat //*** SETUP THE FARPLANE level.farplane = 3600 $world farplane 4000 $world farplane_color (.62 .62 .61) //------------------------------------------------------- level waittill spawn //------------------------------------------------------- //thread plane thread fire_flak88 thread fire_flak882 thread fire_flak883 thread fire_flak884 thread fire_flak885 thread blockers thread toilettrig level.toiletcounter = 0 //truck local.opeltruck_d = spawn script_model local.opeltruck_d model "models/vehicles/opeltruck_d.tik" local.opeltruck_d.origin = ( 2975 1619 -320 ) local.opeltruck_d.angles = ( -5 60 0 ) local.opeltruck_d.scale = 1.5 local.opeltruck_d solid local.opeltruck_d immune bullet local.opeltruck_d immune fast_bullet local.opeltruck_d immune bash local.opeltruck_d immune mg local.opeltruck_d immune explosion spawn static/indycrate "targetname" "box_99" "classname" "static_item_indycrate" $box_99 model "static/indycrate.tik" //Box $box_99.origin = ( 3043 1747 -240) $box_99.angle = ( 0 -123 0 ) $box_99.scale = 1.5 $box_99 nodamage $box_99 solid $box_99.scale = 0.000001 spawn static/indycrate "targetname" "box_98" "classname" "static_item_indycrate" $box_98 model "static/indycrate.tik" //Box $box_98.origin = ( 3130 1814 -240) $box_98.angle = ( 0 165 0 ) $box_98.scale = 1.5 $box_98 nodamage $box_98 solid $box_98.scale = 0.000001 //Flak allied side local.mg422 = spawn models/statweapons/20mmflak.tik local.mg422.origin = (1265 4910 -227) local.mg422.angle = -60 local.mg422 solid local.mg422 = spawn models/statweapons/20mmflak.tik local.mg422.origin = (1589 5032 -229) local.mg422.angle = -68 local.mg422 solid //Door Block axis local.dresser = spawn script_model local.dresser model "static/indycrate.tik" local.dresser.origin = (4434 -480 -351) local.dresser.angle = 0 local.dresser = spawn script_model local.dresser model "static/indycrate.tik" local.dresser.origin = (4434 -480 -305) local.dresser.angle = 0 //Axis side stepboxes local.dresser = spawn script_model local.dresser model "static/indycrate.tik" local.dresser.origin = (3513 2730 -272) local.dresser.angle = 90 local.dresser = spawn script_model local.dresser model "static/indycrate.tik" local.dresser.origin = (3513 2730 -224) local.dresser.angle = 90 local.dresser = spawn script_model local.dresser model "static/indycrate.tik" local.dresser.origin = (3513 2730 -176) local.dresser.angle = 90 local.dresser = spawn script_model local.dresser model "static/indycrate.tik" local.dresser.origin = (3513 2680 -272) local.dresser.angle = 90 local.dresser = spawn script_model local.dresser model "static/indycrate.tik" local.dresser.origin = (3513 2680 -224) local.dresser.angle = 90 local.dresser = spawn script_model local.dresser model "static/indycrate.tik" local.dresser.origin = (3513 2630 -268) local.dresser.angle = 90 //Allied side stepboxes local.dresser = spawn script_model local.dresser model "static/indycrate.tik" local.dresser.origin = (3513 2812 -270) local.dresser.angle = 90 local.dresser = spawn script_model local.dresser model "static/indycrate.tik" local.dresser.origin = (3513 2812 -224) local.dresser.angle = 90 local.dresser = spawn script_model local.dresser model "static/indycrate.tik" local.dresser.origin = (3513 2812 -176) local.dresser.angle = 90 local.dresser = spawn script_model local.dresser model "static/indycrate.tik" local.dresser.origin = (3513 2852 -272) local.dresser.angle = 90 local.dresser = spawn script_model local.dresser model "static/indycrate.tik" local.dresser.origin = (3513 2852 -224) local.dresser.angle = 90 local.dresser = spawn script_model local.dresser model "static/indycrate.tik" local.dresser.origin = (3513 2900 -268) local.dresser.angle = 90 //axis side stepbox 2 local.dresser = spawn script_model local.dresser model "static/indycrate.tik" local.dresser.origin = (4000 2319 -265) local.dresser.angle = 0 local.dresser = spawn script_model local.dresser model "static/indycrate.tik" local.dresser.origin = (4000 2319 -215) local.dresser.angle = 0 local.dresser = spawn script_model local.dresser model "static/indycrate.tik" local.dresser.origin = (4000 2319 -165) local.dresser.angle = 0 local.dresser = spawn script_model local.dresser model "static/indycrate.tik" local.dresser.origin = (3950 2319 -265) local.dresser.angle = 0 local.dresser = spawn script_model local.dresser model "static/indycrate.tik" local.dresser.origin = (3950 2319 -215) local.dresser.angle = 0 local.dresser = spawn script_model local.dresser model "static/indycrate.tik" local.dresser.origin = (3900 2319 -265) local.dresser.angle = 0 //axis side stepbox 2 otherside local.dresser = spawn script_model local.dresser model "static/indycrate.tik" local.dresser.origin = (4070 2319 -265) local.dresser.angle = 0 local.dresser = spawn script_model local.dresser model "static/indycrate.tik" local.dresser.origin = (4070 2319 -215) local.dresser.angle = 0 local.dresser = spawn script_model local.dresser model "static/indycrate.tik" local.dresser.origin = (4070 2319 -165) local.dresser.angle = 0 local.dresser = spawn script_model local.dresser model "static/indycrate.tik" local.dresser.origin = (4120 2319 -265) local.dresser.angle = 0 local.dresser = spawn script_model local.dresser model "static/indycrate.tik" local.dresser.origin = (4120 2319 -215) local.dresser.angle = 0 local.dresser = spawn script_model local.dresser model "static/indycrate.tik" local.dresser.origin = (4170 2319 -265) local.dresser.angle = 0 plane: // Speaker spawn script_object "targetname" "bomberspeaker" "classname" "sound_speaker" "origin" "6033 3895 1500" "sound" "stuka_by4" "#set" "1" spawn script_object "targetname" "bomberspeaker" "classname" "sound_speaker" "origin" "425 3220 1574" "sound" "stuka_by3" "#set" "1" $bomberspeaker[2].sound = "t1_planecrash" spawn script_object "targetname" "bomberspeaker" "classname" "sound_speaker" "origin" "4564 3720 1500" "sound" "t1_planecrash" "#set" "2" $bomberspeaker[3].sound = "t1_planecrash" spawn script_object "targetname" "bomberspeaker" "classname" "sound_speaker" "origin" "1243 -2119 1530" "sound" "stuka_by3" "#set" "2" $bomberspeaker[3].sound = "t1_planecrash" spawn script_object "targetname" "bomberspeaker" "classname" "sound_speaker" "origin" "425 3220 1504" "sound" "stuka_by3" "#set" "3" $bomberspeaker[3].sound = "stuka_by2" spawn script_object "targetname" "bomberspeaker" "classname" "sound_speaker" "origin" "3873 -2900 1500" "sound" "stuka_by3" "#set" "4" $bomberspeaker[4].sound = "stuka_crash_street" //stuka_by2 // connect up plane path exec global/bomber.scr wait 80 thread global/bomber.scr::bomb 1 local.order = randomint(2) wait 10 if (local.order == 1) { ord1agn: local.planewait = randomint(100) + 20 wait local.planewait thread global/bomber.scr::bomb 2 local.planewait = randomint(100) + 20 wait local.planewait thread global/bomber.scr::bomb 3 local.planewait = randomint(100) + 20 wait local.planewait thread global/bomber.scr::bomb 4 local.planewait = randomint(100) + 20 wait local.planewait thread global/bomber.scr::bomb 2 goto ord1agn } else { if (local.order == 2) { ord2agn: local.planewait = randomint(100) + 20 wait local.planewait thread global/bomber.scr::bomb 3 local.planewait = randomint(100) + 20 wait local.planewait thread global/bomber.scr::bomb 2 local.planewait = randomint(100) + 20 wait local.planewait thread global/bomber.scr::bomb 4 local.planewait = randomint(100) + 20 wait local.planewait thread global/bomber.scr::bomb 3 goto ord2agn } else { } } wait 10 goto plane end //*** Create extra health at these locations thread health_placement //------------------------------------------------------- health_placement: println "TADA HEALTH" println level.skill if (level.skill == "0") { local.healthitem1 = spawn models/items/item_50_healthbox.tik local.healthitem1.origin = ( -3293.93 2733.32 -95.0 ) local.healthitem1.angles = (0 90 0) local.healthitem2 = spawn models/items/item_50_healthbox.tik local.healthitem2.origin = ( -1085.93 4821.32 -144.0 ) local.healthitem2.angles = (0 90 0) } else if (level.skill == "1") { local.healthitem1 = spawn models/items/item_25_healthbox.tik local.healthitem1.origin = ( -3293.93 2733.32 -95.0 ) local.healthitem1.angles = (0 90 0) local.healthitem2 = spawn models/items/item_25_healthbox.tik local.healthitem2.origin = ( -1085.93 4821.32 -144.0 ) local.healthitem2.angles = (0 90 0) } wait 5 println "HEALTH 1 LOCATION:" local.healthitem1.origin println "HEALTH 2 LOCATION:" local.healthitem2.origin end //================================================== ================================================== ====================== fire_flak88: wait 30 local.target1 = ( 3875 3687 -270) // Start the main gun fire animation. $flak88 anim fire_scripted // Random wait to give time to the shell to get to the target. wait 1 // Spawn the explosion animations. local.Exp1 = spawn "fx/fx_stuka_explosion.tik" local.Exp1.scale = 3 local.Exp2 = spawn "animate/fx_mortar_dirt.tik" local.Exp2.scale = 3 local.Exp3 = spawn "fx/fx_stuka_explosion.tik" local.Exp3.scale = 3 local.Exp4 = spawn "models/projectiles/tigercannonshell.tik" local.Exp4.scale = 3 // Shake the ground hard. exec global/earthquake.scr .23 4 0 0 // Get the animations going. local.Exp1.origin = local.target1 local.Exp1 anim start local.Exp2.origin = local.target1 local.Exp2 anim start local.Exp3.origin = local.target1 local.Exp3 anim start local.Exp4.origin = local.target1 local.Exp4 anim start wait 2 // Remove the animations. local.Exp1 remove local.Exp2 remove local.Exp3 remove local.Exp4 remove end fire_flak882: wait 80 local.target1 = ( 1514 3392 -302) // Start the main gun fire animation. $flak882 anim fire_scripted // Random wait to give time to the shell to get to the target. wait 1 // Spawn the explosion animations. local.Exp1 = spawn "fx/fx_stuka_explosion.tik" local.Exp1.scale = 3 local.Exp2 = spawn "animate/fx_explosion_tank.tik" local.Exp2.scale = 3 local.Exp3 = spawn "fx/fx_stuka_explosion.tik" local.Exp3.scale = 3 local.Exp4 = spawn "models/projectiles/tigercannonshell.tik" local.Exp4.scale = 3 // Shake the ground hard. exec global/earthquake.scr .23 4 0 0 // Get the animations going. local.Exp1.origin = local.target1 local.Exp1 anim start local.Exp2.origin = local.target1 local.Exp2 anim start local.Exp3.origin = local.target1 local.Exp3 anim start local.Exp4.origin = local.target1 local.Exp4 anim start wait 2 // Remove the animations. local.Exp1 remove local.Exp2 remove local.Exp3 remove local.Exp4 remove end fire_flak883: wait 180 local.target1 = (2738 3705 -252) // Start the main gun fire animation. $flak883 anim fire_scripted // Random wait to give time to the shell to get to the target. wait 1 // Spawn the explosion animations. local.Exp1 = spawn "fx/fx_stuka_explosion.tik" local.Exp1.scale = 3 local.Exp2 = spawn "animate/fx_mortar_dirt.tik" local.Exp2.scale = 3 local.Exp3 = spawn "animate/fx_mortar_higgins.tik" local.Exp3.scale = 3 local.Exp4 = spawn "models/projectiles/tigercannonshell.tik" local.Exp4.scale = 3 // Shake the ground hard. exec global/earthquake.scr .23 4 0 0 // Get the animations going. local.Exp1.origin = local.target1 local.Exp1 anim start local.Exp2.origin = local.target1 local.Exp2 anim start local.Exp3.origin = local.target1 local.Exp3 anim start local.Exp4.origin = local.target1 local.Exp4 anim start wait 2 // Remove the animations. local.Exp1 remove local.Exp2 remove local.Exp3 remove local.Exp4 remove end //axis side fire_flak884: wait 120 local.target1 = ( 4936 2702 -308) // Start the main gun fire animation. $flak884 anim fire_scripted // Random wait to give time to the shell to get to the target. wait 1 // Spawn the explosion animations. local.Exp1 = spawn "fx/fx_stuka_explosion.tik" local.Exp1.scale = 3 local.Exp2 = spawn "animate/fx_mortar_dirt.tik" local.Exp2.scale = 3 local.Exp3 = spawn "fx/fx_stuka_explosion.tik" local.Exp3.scale = 3 local.Exp4 = spawn "models/projectiles/tigercannonshell.tik" local.Exp4.scale = 3 // Shake the ground hard. exec global/earthquake.scr .23 4 0 0 // Get the animations going. local.Exp1.origin = local.target1 local.Exp1 anim start local.Exp2.origin = local.target1 local.Exp2 anim start local.Exp3.origin = local.target1 local.Exp3 anim start local.Exp4.origin = local.target1 local.Exp4 anim start wait 2 // Remove the animations. local.Exp1 remove local.Exp2 remove local.Exp3 remove local.Exp4 remove end fire_flak885: wait 200 local.target1 = ( 3413 -1036 -343) // Start the main gun fire animation. $flak885 anim fire_scripted // Random wait to give time to the shell to get to the target. wait 1 // Spawn the explosion animations. local.Exp1 = spawn "fx/fx_stuka_explosion.tik" local.Exp1.scale = 3 local.Exp2 = spawn "animate/fx_explosion_tank.tik" local.Exp2.scale = 3 local.Exp3 = spawn "fx/fx_stuka_explosion.tik" local.Exp3.scale = 3 local.Exp4 = spawn "models/projectiles/tigercannonshell.tik" local.Exp4.scale = 3 // Shake the ground hard. exec global/earthquake.scr .23 4 0 0 // Get the animations going. local.Exp1.origin = local.target1 local.Exp1 anim start local.Exp2.origin = local.target1 local.Exp2 anim start local.Exp3.origin = local.target1 local.Exp3 anim start local.Exp4.origin = local.target1 local.Exp4 anim start wait 2 // Remove the animations. local.Exp1 remove local.Exp2 remove local.Exp3 remove local.Exp4 remove end blockers: // barbwire 1 local.barbwire1 = spawn script_model local.barbwire1 model models/static/barbwire_two_post.tik local.barbwire1.origin = ( 139 -814 -350) local.barbwire1.angles = ( 0 144 0 ) local.barbwire1.scale = 2.5 local.barbwire1 solid local.barbwire1 nodamage local.barbwire1.scale = 0.000001 // barbwire 2 local.barbwire2 = spawn script_model local.barbwire2 model models/static/barbwire_two_post.tik local.barbwire2.origin = ( 31 -1107 -350) local.barbwire2.angles = ( 0 144 0 ) local.barbwire2.scale = 2.5 local.barbwire2 solid local.barbwire2 nodamage local.barbwire2.scale = 0.000001 // barbwire 3 local.barbwire3 = spawn script_model local.barbwire3 model models/static/barbwire_two_post.tik local.barbwire3.origin = ( 245 -747 -350) local.barbwire3.angles = ( 0 144 0 ) local.barbwire3.scale = 2.5 local.barbwire3 solid local.barbwire3 nodamage local.barbwire3.scale = 0.000001 // barbwire 4 local.barbwire4 = spawn script_model local.barbwire4 model models/static/barbwire_long_two_post.tik local.barbwire4.origin = ( 235 -835 -300 ) local.barbwire4.angles = ( 0 145 0 ) local.barbwire4.scale = 2.0 local.barbwire4 solid local.barbwire4 nodamage //local.barbwire4.scale = 0.000001 // barbwire 5 local.barbwire5 = spawn script_model local.barbwire5 model models/static/barbwire_long_two_post.tik local.barbwire5.origin = ( 1475 4927 -290 ) local.barbwire5.angles = ( 0 140 0 ) local.barbwire5.scale = 2.0 local.barbwire5 solid local.barbwire5 nodamage //local.barbwire5.scale = 0.000001 // box_1 spawn static/indycrate "targetname" "box_1" "classname" "static_item_indycrate" // climbing box $box_1 model "static/indycrate.tik" //Box $box_1.origin = ( 348 -642 -237) $box_1.angle = ( 0 100 0 ) $box_1.scale = 1.5 $box_1 nodamage $box_1 solid $box_1.scale = 0.000001 // box_2 spawn static/indycrate "targetname" "box_2" "classname" "static_item_indycrate" // blocking boxes $box_2 model "static/indycrate.tik" //Box $box_2.origin = ( 210 -968 -237) $box_2.angle = ( 0 100 0 ) $box_2.scale = 1.5 $box_2 nodamage $box_2 solid $box_2.scale = 0.000001 // box_3 spawn static/indycrate "targetname" "box_3" "classname" "static_item_indycrate" $box_3 model "static/indycrate.tik" //Box $box_3.origin = ( 140 -968 -237) $box_3.angle = ( 0 100 0 ) $box_3.scale = 1.5 $box_3 nodamage $box_3 solid $box_3.scale = 0.000001 // box_4 spawn static/indycrate "targetname" "box_4" "classname" "static_item_indycrate" $box_4 model "static/indycrate.tik" //Box $box_4.origin = ( 247 -888 -237) $box_4.angle = ( 0 100 0 ) $box_4 nodamage $box_4 solid $box_4.scale = 0.000001 // box_5 spawn static/indycrate "targetname" "box_5" "classname" "static_item_indycrate" // climbing box $box_5 model "static/indycrate.tik" //Box $box_5.origin = ( 348 -642 -300) $box_5.angle = ( 0 100 0 ) $box_5.scale = 1.5 $box_5 nodamage $box_5 solid $box_5.scale = 0.000001 // box_6 spawn static/indycrate "targetname" "box_6" "classname" "static_item_indycrate" // blocking boxes $box_6 model "static/indycrate.tik" //Box $box_6.origin = ( 210 -968 -300) $box_6.angle = ( 0 100 0 ) $box_6.scale = 1.5 $box_6 nodamage $box_6 solid $box_6.scale = 0.000001 // box_7 spawn static/indycrate "targetname" "box_7" "classname" "static_item_indycrate" $box_7 model "static/indycrate.tik" //Box $box_7.origin = ( 140 -968 -300) $box_7.angle = ( 0 151 0 ) $box_7.scale = 1.5 $box_7 nodamage $box_7 solid $box_7.scale = 0.000001 // box_8 spawn static/indycrate "targetname" "box_8" "classname" "static_item_indycrate" $box_8 model "static/indycrate.tik" //Box $box_8.origin = ( 247 -888 -300) $box_8.angle = ( 0 151 0 ) $box_8 nodamage $box_8 solid $box_8.scale = 0.000001 end toilettrig: local.trig = spawn trigger_use local.trig.origin = ( 3340 4169 41) // position it local.trig setsize ( -50 -60 -10 ) ( 50 60 10 ) // give it some size local.trig setthread toilet_flush local.trig wait 1 // How often the trig acts //local.trig delay 1 // How long before trig acts end // this is used to play a toilet flush in the outhouse and spawn an easter egg toilet_flush: $toilet_trigger nottriggerable self playsound toilet_flush //dprintln level.toiletcounter wait 6 if (level.toiletcounter >= 6) { thread toilet_easteregg end } $toilet_trigger triggerable self waittill trigger level.toiletcounter += 1 goto toilet_flush end toilet_easteregg: //dprintln "FLUSH!" local.ent = spawn EffectEntity "model" $easteregg.spawnmodel local.ent.origin = $easteregg.origin local.ent notsolid local.ent anim start level.toiletcounter = 0 $toilet_trigger remove wait 25 local.ent delete end roundbasedthread: // Can specify different scoreboard messages for round based games here. level waitTill prespawn level waittill spawn // set the parameters for this round based match level.dmrespawning = 0 // 1 or 0 level.dmroundlimit = 5 // round time limit in minutes level.clockside = kills // set to axis, allies, kills, or draw level waittill roundstart end
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资料备查
Thanks to everyones help on the other post, Now gonna use ya brains and my brain.. to answer the question Of How to convert SP Maps to TDM (Or DM) Weeeeeeeeeeeeeeeel peeople normally we try and try to convert a SP map to a multi, And we suceed, With one player... More than 1, Well the game crashes!!! The Simple Fix to that is to set the gametype of either 1 or 2, The standard gametype is 0, Single player which only expects 1 player to join the map!, Which in SP.. is correct YOU MUST SET A g_gametype TO EITHER 1 OR 2 IN ORDER FOR YOU MAP TO NOT CRASH WHEN CLIENTS LOAD!!! The easiest way to test this, is to start a dedicated server, Type in g_gametype 2 then Map MAPNAME then load up the game, ANd type Connect 127.0.0.1 (IF HOSTING DEDICATED ON YOUR OWN PC, Otherwise, goto lan lobby) THe next issue is the sounds, Not all missions have all guns on it, So you need to grab a copy of Ubersound.scr once you have gained a copy of this, you need to search for the weapons that dont have sound (There Clearly Labled!!!), and at the end of the alias are map names, OR dm moh obj and so on At the end of it, add your map name, Example. If you chose the STG44 fire, that dont work, and your map name is m4l0 then do this: aliascache mp44_snd_fire1 sound/weapons/fire/MP44Fire1.wav soundparms 1.3 0.05 0.95 0.1 400 8000 weapon loaded maps "m5l1b m6l1c m6l2a m6l2b m6l3a m6l3b m6l3c m6l3 dm moh obj m4l0 " Notice the m4l0 added at the end of the line, Here are the loaded maps that contain this sound, Thus the sound will work on this map! well thats the sounds fixed, so now the spawn points If you have a DM game, you need to add info_player_deathmatch spawn points... YOU MUST DO THIS BEFORE Level WaitTill Prespawn (For Saftey) YOu can add spawn points like this: local.deathmatch = spawn info_player_deathmatch local.deathmatch.angles = ( x y z ) local.deathmatch.origin = ( x y z )[/code] note: it might not be info player deathmatch, Check with the mohaa mapeditor, Or ne other way u know of IF you have a Team Death Match setup, you need to spawn info_player_axis and info_player_allies Here is the code: [code]local.allied = spawn info_player_allied local.allied.angle = 42 local.allied.origin = ( -2272 2600 -64 ) local.axis = spawn info_player_axis local.axis.angle = 0 local.axis.origin = ( -4288.29 -6729.40 -135.88 ) that will spawn 1 axis, and 1 allied spawn I recomend you spawn enough spawn points for the amount of player slots on the server, 15-20 aside will do fine, 10 is to little (Teams could be unbalenced) "Ooh ! i have AI in my map!! Help!!! how do i remove them!" weeeeeeeeel thats simple enough you can remove all the AI in the map by doin this: removeclass actor NOTE: I HAVENT TESTED THIS CODE!!! I have tested this tho: Grab the Moh BSP to Map Converer, DOwnload it, DOwnload the mohmapper.. Open the map file and find the AI on the map.. Select an AI player, Press 'N' and grab their targetnames, and in the script do this: $TARGETNAME remove This has been tested (As this is what i do) and it works
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local.player volumedamage 20...
就是延迟多长时间开始减生命值,譬如在毒气室或者水下一定时间后就开始了。
- 恭喜S-22
- liu8888
- 恭喜S-22
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主机端模型路径其名称列表
本站于去年初整理了V1.11的模型列表,按原计划是打算放到《主机端地图物件脚本教学〈五〉》里的,但是由于时间关系教学编写进度明显落后 。今天贴出来以供玩家参考,模型的使用方法可以查看 荣誉勋章教学论坛 > 脚本制作专区 里的相关教学。 注:游戏中有部分模型按照本站已发表教学方法是加不进去的,这部分模型的添加方法将在《主机端地图物件脚本教学〈四〉》里推出。 欲知详情请 点击此处 。
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主机端模型路径其名称列表
models\static\ 30cal_crate.tik .30 弹药箱 45cal_crate.tik .45 弹药箱 50cal_crate.tik .50 弹药箱 88shell.tik 88 炮弹 alarmbell.tik 警铃 alarmswitch.tik 报警开关 无材质 ballpeen_hammer.tik 锤子 banquet_table.tik 大的双腿白面矮桌 barbwire.tik 铁丝网 barbwire_long.tik 长铁丝网,OBJ3会替代原有的材质 barbwire_long_one_post.tik 长铁丝网1根支柱,OBJ3会替代原有的材质 barbwire_long_two_post.tik 长铁丝网2根支柱,OBJ3会替代原有的材质 barbwire_one_post.tik 短铁丝网1根支柱 barbwire_post.tik 铁丝网支柱 barbwire_tetra_post.tik 铁丝网1根支柱 barbwire_two_post.tik 铁丝网2根支柱 basket1.tik 长条筐子 bathroomsink.tik 盥洗盆 bathtub.tik 澡盆 bathtubwithshowerhead.tik 带喷头的澡盆 bigbed.tik 双人大床 bigcircletable.tik 黑色的大圆桌 bigfilecabinet.tik 三层黑色文件箱 bighutch.tik 大饰物柜 bodies_tarp.tik 盖着布的一列尸体 body_german01.tik 德军尸体 body_us01.tik 美军尸体 body_us02.tik 美军尸体 body_us03.tik 美军尸体 body_us04.tik 美军尸体 body_us05.tik 美军尸体 body_us06.tik 美军尸体 body_usvest02.tik 美军尸体 body_usvest03.tik 美军尸体 body_usvest04.tik 美军尸体 body_usvest05.tik 美军尸体 body_usvest06.tik 美军尸体 bookcase.tik 书架 bottle_large.tik 大水壶 bottle_small.tik 小水壶 bshelf-tall-thin-damaged.tik坏了的细高书橱 bshelf-tall-thin.tik 细高书橱 bucket.tik 梯形桶 bunkbed.tik 三层军床 bunkerbench.tik 长条椅 bunkerfan.tik 红色两头带开关能跳上去 bunkershelves.tik 铁书架 bunkerstove.tik 高炉子开关 bunkerstove_ns.tik 高炉子开关稍黑 bunkertable.tik 黑色铁方桌 bunkertable_ns.tik 黑色铁方桌 bush_buckthorn.tik 果树 bush_full.tik 灌木丛 bush_full_heavyweather.tik 灌木丛 bush_ivycover.tik 树叶 bush_lowlyingleaves.tik 树叶 bush_regularbush.tik 矮树从 bush_sappling.tik 半高灌木丛 bush_sparseshrub.tik 半高灌木丛 bush_winter_denseshrub.tik 冬天的树 bush_winter_fullshrub.tik 冬天的树 cabinet_dark.tik 柜子 cabinet_large.tik 大柜子 cabinet_small.tik 小柜子 cabinet_tall.tik 高柜子 card_table.tik 桌球桌 cart.tik 金属手推车 cello.tik 大提琴 churchpew.tik 高靠背多人椅子 circulartable.tik 圆桌,无材质 coatrack.tik 衣架 coat_hanging_stand.tik 带铁钩衣架 conningtower.tik 舰艇眺望塔 corona_orange.tik 桔色光球 corona_reg.tik 泛蓝光球 corona_util.tik 通常光球 cot.tik 担架 cot_nonstatic.tik 担架 cranebanner.tik 德军SS长幅 cratelid1.tik 小箱盖 cratelid2.tik 大箱盖 curtain.tik 窗帘 curtain_dirty.tik 残破的窗帘 deckofcards.tik 扑克盒子 desk.tik 红色书桌 dish.tik 盘子 doublemetalbed.tik 双人铁床 drawing_compass.tik 圆规等绘图仪 dresser.tik 半高平面梳妆台 d_backhull.tik 潜艇后部残骸 d_fronthull.tik 潜艇前部残骸 exp_crate1.tik 箱子 exp_crate1a.tik 无盖箱子 exp_crate2.tik 箱子 exp_crate2a.tik 无盖箱子 exp_crate3.tik 箱子 exp_crate3a.tik 无盖箱子 filter_thing.tik 半高压缩机 fire.tik 火苗 fireplaceset.tik 火堆 flourbag-bent.tik 弯曲的一袋面粉 flourbag-single.tik 一袋面粉 flourbag-stack.tik 三袋面粉 flowerpainting.tik 画的油画 flowerplate.tik 花纹盘子 fragcrate1.tik 盒子 fragcrate1a.tik 开盖盒子 fryingpan.tik 平底锅 german_lantern.tik 手提油灯 german_rations_1.tik 德军供给桶 german_rations_2.tik 德军供给盒 grandfathers_clock.tik 钟,无表面贴图 grandfathers_clock_d.tik 损毁了的钟 halfcouch.tik 半人椅 haystack.tik 高草堆 heat_crate.tik 半高竖箱子 hedgehog.tik 拦阻架 hedgehog_cluster_three.tik 一组三个拦阻架 hedgehog_cluster_two.tik 一组两个拦阻架 hedgehog_cluster_two_seperated.tik 一组两个分开的拦阻架 higginsxtrahull.tik 登陆艇 hopechest.tik 小矮长方形书桌 indycrate.tik 较高大箱子 jug.tik 水壶 large_desk.tik 大桌子 librarytable.tik 图书馆桌子 librarytabledestroyed.tik 破坏了的图书馆桌子 lightbulb_caged.tik 开铁网灯 lightbulb_covered_nowire.tik 无线的大罩灯 lightbulb_covered_on_wire.tik 有线的罩灯 lightbulb_covered_on_wire_short.tik 短线的罩灯 lightbulb_desertcage.tik 小提灯 lightbulb_nowire.tik 无线灯泡 lightbulb_on_wire.tik 有线灯泡 lightbulb_on_wire_short.tik 短线灯泡 lightbulb_on_wire_s_ns.tik 短线灯泡 lightpost_globe.tik 花灯 lightpost_globe_winter.tik 冬日花灯 lightpost_sidemounted.tik 边灯 lightpost_sidemounted_winter.tik 冬日边灯 lightpost_triple.tik 路灯 lightpost_tripler_winter.tik 冬日路灯 locker.tik 细高铁柜子 locker_ns.tik 细高铁柜子 loveseat.tik 双人沙发 loveseatdestroyed.tik 破坏了的双人沙发 lowerhull.tik 潜艇大下部 messkit.tik 小盒子 metalbench.tik 休闲木条长椅 metaldesk.tik 铁桌子 metaldesk_ns.tik 黑铁桌子 metal_file.tik 锉刀 metal_funnel.tik 漏斗 metal_mug.tik 铁杯 mg42ammoboxwbelt.tik MG42 子弹箱 microphone.tik 麦克风 microphone_ns.tik 黑麦克风 minepole.tik 斜木桩 nazi_crate.tik 绿色长条矮箱 night_stand.tik 红色小桌台 oldladypainting.tik 老妇人油画 opeltruck_hoodopen.tik 开前盖的卡车 ornaterectable.tik 红木桌子 ornaterectable_d.tik 破坏了的红木桌子 oval_table.tik 圆桌子 peetrough.tik 多人盥洗盆 pens.tik 笔 pew_damaged.tik 坏了的椅子 phonograph.tik 留声机 phonograph_ns.tik 晚上的留声机 piano.tik 钢琴 piano_d.tik 破坏的钢琴 piperplane.tik 坠毁的小飞机 pitcher.tik 水罐 pitchfork.tik 木叉 planningtable.tik 大面积桌子 plunger.tik 马桶通 pots.tik 罐子 pounder.tik 擀面杖 produce_cart.tik 手推双轮木车 projector.tik 放映机 protractor.tik 量角器 ramp_quadleg.tik 四腿阻拦木桩 ramp_tripleleg.tik 三腿阻拦木桩 rations_sh.tik 小纸盒 rock_large.tik 大型石头 rock_medium.tik 中型石头 rock_winter_large.tik 冬日大型石头 rock_winter_medium.tik 冬日中型石头 rolltop_desk.tik 架子书桌 round_table.tik 很小圆桌 rubble_bigpile.tik 橡胶管 rubble_smallpile.tik 小橡胶管 sandbag_large_semicircle.tik 大横沙袋 sandbag_large_semicircle_winter.tik 冬日大横沙袋 sandbag_link_bottomcap.tik 横沙袋 sandbag_link_bottomcap_winter.tik 冬日横沙袋 sandbag_link_leftbend.tik 沙袋左脚 sandbag_link_main.tik 连接沙袋 sandbag_link_main_winter.tik 冬日连接沙袋 sandbag_link_rightbend.tik 沙袋右脚 sandbag_link_rightbend_winter.tik 冬日沙袋右脚 sandbag_link_topcap.tik 顶部连接沙袋 sandbag_link_topcap_winter.tik 冬日顶部连接沙袋 sandbag_longsegment.tik 长条沙袋 sandbag_rightangle.tik 拐角沙袋 sandbag_small_semicircle.tik 小段沙袋 sandbag_small_semicircle_winter.tik 冬日小段沙袋 scr536.tik 通话机 screwdriver.tik 改锥 servingplate.tik 银盘子 shovel.tik 铁锹 signpost_caen.tik 路标 signpost_stlo.tik 路标 signpost_veret.tik 路标 signpost_vierville.tik 路标 simpledesk.tik 简易桌子 simpledesk_ns.tik 晚上的简易桌子 simplemetaldesk.tik 简易铁桌 simplerectable.tik 桌子 singlemetalbed.tik 铁架单人床 single_bed.tik 单人床 single_bed_damaged.tik 坏了的单人床 sliding_ruler.tik 滑标尺 smallfilecabinet.tik 小双层文件柜 smallhutch.tik 梳妆台 small_pitcher.tik 杯子 south_africa_ceramic_pot_1.tik 南非大瓶子 south_africa_ceramic_pot_2.tik 南非大瓶子 south_africa_ceramic_pot_3.tik 南非大瓶子 south_africa_ceramic_pot_4.tik 南非大瓶子 south_africa_ceramic_pot_5.tik 南非大瓶子 south_africa_ceramic_pot_6.tik 南非大瓶子 south_africa_ceramic_pot_7.tik 南非大瓶子 speakerbox1.tik 音箱 square_table.tik 方桌 square_table_red.tik 方桌红 stackedshelves.tik 多层铁架 static_6lamp.tik 六灯方形设备 static_airtank.tik 压缩空气瓶 static_alarmbell.tik 警铃 static_atlas-echolot.tik 方形设备 static_bangalore.tik 爆破筒 static_barometer.tik 压力计量表 static_bigswitch1.tik 大开关 static_bigswitch2.tik 大开关 static_cablespool_empty.tik 大木线圈 static_cablespool_full.tik 有线的大木线圈 static_cagelight.tik 有保护罩的壁灯 static_calendar.tik 挂历 static_clock1.tik 挂钟 static_clock1a.tik 挂钟 static_clock2.tik 挂钟 static_clock3.tik 挂钟 static_dieselrpm.tik 速度表 static_domelight.tik 顶灯 static_e-light.tik 蓄电灯泡 static_electricbox1.tik 电线盒 static_enginecover.tik 小圆引擎盖 static_enigmaclosed.tik 关闭的解码器 static_enigmaopen.tik 打开的解码器 static_EOT.tik 压力表 static_EOT2.tik 压力表 static_germanhelmet_wehrmact.tik 德军头盔 static_gyrocompass.tik 罗盘 static_helmcontrol1.tik 带炸弹的阀门 static_helmcontrol2.tik 炸弹 static_kriegsflag.tik 纳粹横旗帜 static_m1_garand.tik M1 步枪 static_nazibanner.tik 纳粹长竖条旗帜止 static_nazibanner1a.tik 纳粹长竖条旗帜飘 static_nazibanner1b.tik 纳粹宽长竖条旗帜 static_nazibanner2.tik 纳粹细长竖条旗帜 static_naziflag1.tik 无材质纳粹旗 static_naziflag2.tik 横飘动纳粹旗 static_panelknob-big.tik 开关 static_panelknob-small.tik 开关 static_periscope.tik 潜水艇潜望镜 static_powerbox1.tik 大电源控制盒 static_powerbox2.tik 大电源控制盒 static_powerpanel.tik 电源控制面板 static_radio2.tik 电台 static_radiostation1.tik 电台 static_radiostation2.tik 电台 static_radiostation3.tik 电台 static_radiostation4.tik 电台 static_ruddergauge1.tik 小测量表 static_ruddergauge2.tik 小测量表 static_subalarmbell.tik 小警报铃 static_subclock.tik 潜艇小钟 static_subhatch.tik 潜艇内门 static_subradio1.tik 潜艇无线电 static_substool.tik 潜艇小圆椅 static_subvalve-big-black1.tik 潜艇大阀门 static_subvalve-big-black2.tik 潜艇大阀门 static_subvalve-big-grey1.tik 潜艇大阀门 static_subvalve-big-grey2.tik 潜艇大阀门 static_subvalve-big-red.tik 潜艇大阀门 static_subvalve-med-black1.tik 潜艇中阀门 static_subvalve-med-black2.tik 潜艇中阀门 static_subvalve-med-grey1.tik 潜艇中阀门 static_subvalve-med-grey2.tik 潜艇中阀门 static_subvalve-med-red.tik 潜艇中阀门 static_subvalve-small-black1.tik 潜艇小阀门 static_subvalve-small-black2.tik 潜艇小阀门 static_subvalve-small-grey1.tik 潜艇小阀门 static_subvalve-small-grey2.tik 潜艇小阀门 static_subvalve-small-red.tik 潜艇小阀门 static_sub_bunk.tik 床铺 static_tempgauge.tik 温度表 static_thompsonsmg.tik 汤姆森 static_tiefenmesser.tik 计量表 static_torpedo.tik 鱼雷 static_us-helmet_29th-net.tik 美军头盔 static_us-helmet_29th.tik 美军头盔 static_us-helmet_captain.tik 美军头盔 static_us-helmet_engineer01.tik 美军头盔 static_us-helmet_engineer02.tik 美军头盔 static_us-helmet_ltnt.tik 美军头盔 static_us-helmet_medic.tik 美军头盔 static_us-helmet_private_net_cig.tik 美军头盔 static_us-helmet_sergeant.tik 美军头盔 static_ushelmet_private.tik 美军头盔 static_ushelmet_private_net.tik 美军头盔 static_valvetree.tik 众多开关 steilhangrenate.tik 德军手榴弹 switch1.tik 开关 switch2.tik 开关 tablewithumbrella.tik 阳伞桌子 tent.tik 帐篷 toilet.tik 高抽水马桶 toilet_short.tik 低抽水马桶 toolbox_closed.tik 关闭的工具盒 toolbox_opened.tik 打开的工具盒 towel.tik 毛巾 townbell.tik 大钟 tree_birch.tik 高树 tree_commontree.tik 中树 tree_juniper.tik 高树 tree_oak.tik 大橡树 tree_regularpalm.tik 椰子树 tree_shortpalm.tik 短椰子树 tree_smallyucca.tik 草 tree_squatpalm.tik 小椰子树 tree_stump.tik 树桩 tree_tallyucca.tik 高草 tree_winter_fillpine.tik 高雪松 tree_winter_midpine.tik 冬日树 tree_winter_smallpine.tik 冬日树 tree_winter_tallpine.tik 冬日树 tree_winter_thicktrunk.tik 冬日树干 tree_winter_thintrunk.tik 冬日树干 trunk.tik 箱子 typewriter.tik 打字机 typewriter_ns.tik 晚上的打字机 uboat.tik 潜艇 upperhull.tik 潜艇塔 upperhull2.tik 潜艇塔 upperhull3.tik 潜艇塔 v2.tik V2火箭 vanity.tik 带镜子的梳妆台 vehicle_bmwbike.tik 坏了的摩托车 vehicle_c47.tik C47 vehicle_car_burnt.tik 轿车 vehicle_car_rusted.tik 轿车 vehicle_dtruck_burnt.tik 车? vehicle_dtruck_rusted.tik 车? vehicle_european_car_grey.tik 轿车 vehicle_european_car_silver.tik 轿车 vehicle_european_car_tan.tik 轿车 vehicle_european_delivery_truck_green.tik 绿色邮车 vehicle_european_delivery_truck_grey.tik 灰色邮车 vehicle_european_delivery_truck_red3.tik 红色邮车 vehicle_fockwulf.tik 德军飞机 vehicle_gmctruck.tik 美军带篷卡车 vehicle_higgins.tik 登陆艇? vehicle_jeep.tik 吉普 vehicle_ktigertank.tik 虎式坦克 vehicle_m3.tik M3? vehicle_mercedes.tik 轿车 vehicle_opeltruck.tik 卡车 vehicle_opeltruck_green.tik 绿色卡车 vehicle_panzer_iv_europe.tik 坦克 vehicle_sdkfz.tik SDKFZ? vehicle_shermantank.tik 舍尔曼 vehicle_shermantank_dead.tik 坏的舍尔曼 vehicle_stuka.tik 司徒卡 vehicle_tigertank.tik 虎式坦克 vehicle_tigertankDSRT.tik 虎式坦克无炮塔 vent_valve.tik 管阀 wagon.tik 马车 wardrobe.tik 衣柜 wardrobe_damaged.tik 坏了的衣柜 welding_torch.tik 双氧气瓶 whiteplate.tik 盘子 wicker_basket_1.tik 柳条筐 wicker_basket_2.tik 柳条筐 wicker_basket_3.tik 柳条筐 widepainting.tik 油画 winecasks.tik 酒桶 wirerailholder.tik 细木桩 woodbucket.tik 木桶 woodenspoon.tik 无材质勺子 worklamp.tik 工作带钩吊灯 worktable.tik 铁桌子 worndowntable.tik 被熏黑的铁桌子 wrenches.tik 扳手 w_parkbench.tik 长木椅
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主机端模型路径其名称列表
models\miscobj\ alarmswitch.tik ammocrate.tik attached_clipboard.tik 纸夹 barbwire_long_pulse.tik beef.tik book_closed_thick_lavender.tik 书 book_closed_thin_black.tik book_closed_thin_blue.tik book_closed_thin_green.tik book_closed_thin_red.tik bottle_condiment.tik 满瓶酒 bottle_medicine.tik bottle_rum.tik bottle_wine.tik 酒瓶 canteen.tik cardhand01.tik cardhand02.tik cardpile.tik cardsingle.tik clipboard.tik coffee_kettle.tik crane.tik 起重机 crate_carry.tik 木抽屉 detonator.tik detpack.tik drinkglass.tik 杯子 electrical_switch_nopulse.tik electrical_switch_pulse.tik g_magazine_aderadler1.tik 杂志 g_magazine_arbeit1.tik g_magazine_arbeit2.tik g_magazine_derdeutsche.tik g_magazine_derschulungsbrief.tik g_magazine_diewehrmacht1.tik g_magazine_diewehrmacht2.tik g_magazine_diewehrmacht3.tik g_magazine_frauenwarte1.tik g_magazine_frauenwarte2.tik g_magazine_frauenwarte3.tik g_magazine_frauenwarte4.tik g_magazine_frauenwarte5.tik g_magazine_frauenwarte6.tik g_magazine_frauenwarte7.tik g_magazine_ib1.tik g_magazine_ib2.tik g_magazine_ib3.tik g_magazine_ib4.tik g_magazine_ib5.tik g_magazine_ib6.tik 杂志 hammer.tik helmet_hand.tik hidden_cabinet_a.tik hidden_cabinet_b.tik hidden_cabinet_c.tik move_hedgehog.tik pencil.tik phone_roundbase.tik phone_squarebase.tik picklock.tik 块锁 radar.tik 雷达固定显示 radio_civilian.tik radio_military.tik radio_military_pulsing.tik 无线电闪烁 searchlight.tik 探照灯 searchlightbase.tik 探照灯支架 searchlightoff.tik 探照灯碎 shortglass.tik shotglass.tik shotglass_goldrimmed.tik singlecard.tik sledgehammer.tik subcrane.tik tallglass.tik 玻璃杯 teaset.tik trainswitch.tik trainswitch_pulsating.tik welding_mask.tik welding_tank.tik welding_torch.tik wrench.tik
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主机端模型路径其名称列表
models\items\ bangalore.tik battery.tik binoculars.tik bratwurst.tik camera.tik cigarette.tik dm_50_healthbox.tik 50点血包 documents1a.tik documents1b.tik documents1c.tik documents1d.tik documents2a.tik documents2b.tik documents2c.tik documents2d.tik explosive.tik explosive2.tik flaregun.tik gasmask.tik gasmask_pulse.tik item_100_healthbox.tik 100点血包 item_25_healthbox.tik 25点血瓶 item_50_healthbox.tik 50点血包 item_bar_weapon.tik 机枪弹夹 item_grenade_ammobox.tik 手雷弹药 item_heavy_ammobox.tik 重武器火箭筒单发 item_mg_ammobox.tik 机枪弹药 item_pistol_ammobox.tik 手枪弹药 item_rifle_ammobox.tik 步枪弹药 item_smg_ammobox.tik 冲锋枪弹药 naxosplans1.tik 闪烁蓝图 naxosplans2.tik 闪烁蓝图 naxosplans3.tik 闪烁蓝图 naxosplans4.tik 闪烁蓝图 officer_uniform.tik papers.tik 证件 papers2.tik 证件 papers_open.tik 证件 papers_open2.tik 证件 pulse_explosive.tik 炸弹 pulse_explosive2.tik 炸弹 pulse_papers1.tik 证件 pulse_papers2.tik 证件 redvalve_pulse.tik torpedo.tik walkietalkie.tik 无线电报话机 wirecutters.tik
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主机端模型路径其名称列表
models\emitters\ adamspark.tik 四射闪光点 aircraft_explosion.tik 有爆炸火光和碎片的中型烟雾 barracks_explosion.tik 无爆炸火光和碎片的大型烟雾 blowtorch_cutter.tik 金属打磨闪光体 breath_emitter.tik 稍强的呼吸哈气 breath_steam_emitter.tik 较弱的呼吸哈气 bunker_dust.tik concjibs_1.tik 小型带碎片爆炸 ddaysmoke.tik 大型薄幕大范围泛蓝烟雾 ddaysmoke2.tik 大型浓雾大范围灰色烟雾 drip.tik electrical_fire.tik 中央强光点带四射光线 electric_arc.tik 小型闪电 electric_panelmelt.tik 三四个强光点悠闲下坠 explosion_bombdirt.tik explosion_bombmetalwall.tik explosion_bombwall.tik explosion_bridge.tik explosion_conflagration.tik 翻滚的中大型火焰 explosion_mine.tik explosion_mine_shockwave.tik explosion_tank.tik fancyfire.tik 小型深红火焰 fire.tik 中等红黄火苗 fireandsmoke.tik 中等红黄火苗带烟雾 fireball_matrix.tik 外吐的火球 firefill.tik fireflies.tik firegood.tik 红色火焰加横向烟雾 firescreen.tik 超大型火焰 firesmoke.tik 中小型横向烟雾 fx_explosion_mine.tik fx_leaves_blowing.tik fx_oceanspray.tik generic_spark.tik 小型闪亮点单向散射 gren_exp.tik hexsmoke01.tik higgins_mushroom.tik 近环形散发中型烟雾 inferno.tik 红色中型但微弱火焰有横向烟雾 lanternflame.tik 超小型黄色火焰点 largewaterfall.tik 大型瀑布 lightswarmers_large.tik 灯下大群飞虫(N/A) lightswarmers_small.tik 灯下小群飞虫(N/A) linger_smoke.tik 细长垂直柱烟 m1dust1.tik m1dust2.tik m1dust3.tik 风扫落叶 metaljibs_1.tik metaljibs_2.tik model_animation_blank.tik mortar_dirt.tik mortar_dirt_dustcloud.tik mortar_dirt_nebelwerfer.tik mortar_dirt_nosound.tik mortar_higgins.tik nebelwerfer_death.tik norbigstacksmoke.tik pipe_steam.tik 气管喷雾 planesmoke.tik planesmokefly.tik planesmokeplume.tik planesmokeplumered.tik planesmokeplumeyellow.tik plane_smoke.tik 极浓厚烟雾 residual_fire.tik 纵向细条小火苗 rooflift_pj.tik roof_popper.tik roof_popper2.tik sennsfence.tik senn_smokey.tik shermansmoke.tik 横向烟雾 short_grey_fat_trans.tik N/A smokestack1.tik smoke_airstrike_crater.tik 大型土黄色薄雾 smoke_smallfry.tik 超小型喷气 snowdrift.tik 泛蓝色薄雾 tankdust.tik tanksmoke.tik thin_black_short.tik thin_long_grey.tik wallsplitter.tik waterfall.tik 小型瀑布 welding_spark.tik 流星状发光体 wider_black_tall.tik wide_dark_trans_tall.tik
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主机端模型路径其名称列表
本站于去年初整理了V1.11的模型列表,按原计划是打算放到《主机端地图物件脚本教学〈五〉》里的,但是由于时间关系教学编写进度明显落后。今天贴出来以供玩家参考,模型的使用方法可以查看 荣誉勋章教学论坛 > 脚本制作专区 里的相关教学。 注:游戏中有部分模型按照本站已发表教学方法是加不进去的,这部分模型的添加方法将在《主机端地图物件脚本教学〈四〉》里推出。 models\animate\ adam-bombwall.tik adam-firefill.tik adam-hallfire2.tik adam-mustard-gas.tik 气体 adam-pipe-steam.tik 气体 adamspark.tik 四射光点 aerialphoto1.tik 闪烁图片 aerialphoto2.tik 。。。。 aerialphoto3.tik 。。。。 alarmswitch.tik 警报开关 allied_1st-ranger-private_dead.tik 美军尸体 allied_airborne_soldier_dead.tik 美军尸体 allied_airborne_soldier_dead2.tik 美军尸体 allied_airborne_soldier_dead3.tik 美军尸体 bangalore.tik 爆破筒 bangalore_pulsating.tik 爆破筒闪烁 bangalore_pulsating_ghosting.tik 爆破筒红色透光 barbwire_long.tik 长铁丝网 barbwire_tetra_post.tik 木头支架 body_2nd-ranger-engineer.tik 美军尸体 body_2nd-ranger-engineer2.tik 美军尸体 body_2nd-ranger-engineer3.tik 美军尸体 body_us01.tik 美军尸体 body_us02.tik 美军尸体 body_us03.tik 美军尸体 body_us04.tik 美军尸体 body_us05.tik 美军尸体 body_us06.tik 美军尸体 body_usvest02.tik 美军尸体 body_usvest03.tik 。。。。 body_usvest04.tik 。。。。 body_usvest05.tik 。。。。 body_usvest06.tik 。。。。 clipboard_pulse.tik 闪烁的单面夹 d_backhull.tik 破坏的潜艇后部 d_fronthull.tik 破坏的潜艇前部 electrical_switch_nopulse.tik 圆型电源开关 electrical_switch_pulse.tik 闪烁圆型电源开关 enigmaclosed.tik 无贴图的关闭的盒子 enigmaopen.tik 无贴图的开启的盒子 explosion_bombwall.tik explosion_bridge.tik explosion_conflagration.tik explosive.tik 黄黑条方块炸弹 fire.tik 火苗,会在固定位置 ( -9.54 1.19 -32) fx_dust_fallingfromceiling.tik fx_explosion_flak88.tik fx_explosion_mine.tik fx_explosion_tank.tik fx_mortar_dirt.tik fx_mortar_higgins.tik fx_mortar_water.tik fx_trainspark.tik fx_water_spray.tik gasmask.tik 不显示的防毒面具 gasmask_pulse.tik 闪烁防毒面具 hedgehog_explosive.tik 拦阻铁架 hidden_cabinet_a.tik 高宽柜子 hidden_cabinet_b.tik 宽柜子 hidden_cabinet_c.tik 窄柜子 inferno.tik inferno_nosmoke.tik military_radio.tik 军用无线电 naxosantenna.tik naxosantenna_d.tik naxosradar.tik naxosradar_d.tik officer_uniform_pulsating.tik 闪烁德军军服 papers2_sas.tik SAS 证件 pulse_explosive.tik 黄黑条方块炸弹透明红光 pulse_explosive_pickup.tik 黄黑条方块炸弹闪烁 pulse_map1.tik 无贴图地图道具 pulse_map2.tik 。。。。 pulse_map3.tik 。。。。 pulse_map4.tik 。。。。 pulse_military_radio.tik 闪烁军用无线电 pulse_papers1.tik 闪烁 SAS 证件 pulse_papers2.tik 。。。。 pulse_radiobomb.tik 透明红光遥控炸弹 pulse_radiobomb_pickup.tik 闪烁遥控炸弹 pulse_stg44plans.tik 闪烁STG44机枪图纸 pulse_tigerfibel.tik 闪烁坦克证件 radiobomb.tik 遥控炸弹 redvalve_nopulse.tik 单面显示闸门开关 redvalve_pulse.tik 单面显示闸门开关闪烁 trainswitch.tik 火车铁轨改道开关 固定显示 trainswitch_pulsating.tik 火车铁轨改道开关闪烁 vehicle_german_kingtank.tik 虎王坦克底座 固定角度 vehicle_german_opeltruckgreen.tik 德军有蓬卡车 vehicle_german_opeltruckgreen_canopy.tik德军无蓬卡车 wall_exploder.tik woodchair.tik 木椅
- local.player volumedamage 20...
- 一种声音的加入方法
- 恭喜S-22
- 中文名服务器<坚持一个中国原则维护中国统一渡海作战部队:GD>
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荣誉勋章主机状态查询系统正在进行汉化并测试
原计划是这样的: http://www.mohchina.com/index.php?act=calendar 现在的问题是我买的汉化工具注册号找不到了。 我已经给工具作者发信了,他还没回。我自己也找找。不过按计划完成应该没什么问题,大不了找别的工具来汉化。集中精力的话3个小时就能完成。
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中文名服务器<坚持一个中国原则维护中国统一渡海作战部队:GD>
在 set sv_maxRate "8000" 前面加上 // 屏蔽该项设置,会有改善。
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怎把V2.40的资料片放到V1.11资料片上运行
我现在的心思都在全新MOD上了,等我做到提取资料片和其他游戏的武器和模型的那一步再看看。
- liu8888
- 荣誉勋章主机状态查询系统正在进行汉化并测试