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moh8888

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由 moh8888 发表的全部内容

  1. 关于ZB的问题,俺目前没有办法解决,.... 俺没有时间,这个模式昨晚匆匆忙忙的完成了,用在M5L2B,还有一点 没有完善的地方(还在考虑盟军的位置有时间加吧...也许是今晚了) M5L2B-OBJ内容是: 盟军的卡车会自动沿着路线以很慢的速度(有足够时间盟军排雷的)走, 在这条路线上设有4个按使用键(E)可安,可拆的雷. 徳军OBJ:在道路上找到固定的安雷标志,安雷 萌军OBJ:在卡车未到达以安雷的地点,尽快排雷 当盟军卡车到达终点时,盟军胜 当盟军卡车踩雷暴炸,德军胜! 好了,今晚TEST...
  2. 另: 每放火或救火一次成功的英雄, 将奖励一个荣誉勋章(有画面显示,SORRY,天知道那是什么奖章?)
  3. hehe yes! 是OBJ安炸药的程序USE(E)演变而来,可重复使用...
  4. moh8888 发表 1 个主题 于 硝烟里的年华
    记得是前几年的想法了,最近找到一个PK3, ,程序改动一下(呵呵,5~6回了),变成这个样子, 还得完善.... MOD方法: 在有火堆的地方,按使用键(E): 德军则放火,成功德军记一分 盟军则救火,成功盟军记一分 当然,德军放过的地方,盟军救火,盟军记一分.德军减一分 以此类推,得5分后胜..... 现TEST....
  5. moh8888 发表 1 则博客文章 于 88 station
    根据单人的功略流程改动 如下 1,盟军坐火车进入车站后,即遭到德军4处岗楼的抵抗 2盟军按USE开门进入建筑物内,自动变为地面作站, 3盟军炸掉建筑物内的铁门自动进入坑道M6L3A_B区 4盟军安放坑道内部3处有安雷标志的炸药完成OBJ
  6. 呵呵,真有时间呀,俺在班上还得工作....
  7. 1.理论上应是一个指令才行,thread day1 2.为什么要设2条指令? thread day1 thread day2 这样电脑会执行那一条呢? 3.这里有错 day1: $world farplane 5000 $world farplane_color ( 1 0 0 ) wait 30 $world farplane 5000 $world farplane_color ( 0 1 1 ) thread day//<-------应是thread day1 end[/code]
  8. 下俺上传的OBJ-BOT合集PK3 将PK3放到MOHAA/MAIN/下,再进入OBJ图即可
  9. 可以的 将天气的参数改前和改后加一个时间如 thread day day: $world farplane_color (........)//改前 wait 30 //30秒 $world farplane_color (.1 .1 .14)//改后 thread day//循环 end
  10. 简单的说,这个PK3的M1L2B的程序内有这几个功能 1,加了按USE后炸弹显现,如 trig3: spawn trigger_use "origin" "4083.21 3409.78 299.96" $Tank03TRIG setsize ( -30 -30 -30 ) ( 30 30 30 ) $Tank03TRIG setthread tank03_bombed $Tank03TRIG waittill trigger end tank03_bombed: local.player = parm.other if (local.player.dmteam == axis) { thread trig3 } else { $Tank03Avatar remove parm.other playsound Bomb_Planted $bomb03 model "animate//radiobomb.tik" $bomb03 playsound radiobomb level.tank03_bombplanted = 1 level.bombsleft = (level.bombsleft - 1) thread nexttank } end 2.加按USE后卡车的油管断裂,如 trig5: spawn trigger_use "origin" "-3775 2802 -208" $Opel1TRIG setsize ( -30 -30 -30 ) ( 30 30 30 ) $Opel1TRIG setthread opentruck01_disabled $Opel1TRIG waittill trigger end opentruck01_disabled: local.player = parm.other if (local.player.dmteam == axis) { thread trig5 } else { $Truck01Avatar deactivate $wire01 remove $opentruck01 playsound m1l2b_disabletruck $cutwire01 show level.opentruck01_disabled = 1 thread nexttruck } end 3.加一个计数器 这方面介绍过 level.tank03_bombplanted = 1 level.bombsleft = (level.bombsleft - 1) level.opentruck01_disabled = 1 ....... 当计数器=设定值时,将爆炸 4,加了连续固定视点的爆炸场面 explode: 这个explode程序自已看吧 .... end 以上是简单写一写...... 另,本人不建议.SCR的容量>20K...
  11. 已不是新的创意,记得在那一款GAME有这个MOD, 车队和人物同时行走,到达1地点后(固定的几个地点), 假如有雷(当然是功方要安才有),护方要尽快排雷, 不然车一到就爆炸,没有雷,继续GOON,到达2地点后.......同上. 人物的出生点随车队的行走而改变,(以上程序完成度98%) 将用在一条线图样的单人图.....HEHE...还没想好是那一张.
  12. 没问题,只是枯燥乏味,这个M1L2B.SCR已经是30多K的程序了,....
  13. m1l2B---obj 这里下 http://www.fpschina.com/index.php?act=modu...viewfile&fid=27
  14. m1l2b----obj 完成后会出现视点循环TANK爆炸的场面,很爽的样子 http://www.fpschina.com/index.php?act=modu...viewfile&fid=27
  15. 88SERVER的m1L2A单人图 1.首先在进门后的左边小楼的2层,开门救人,然后跟随他去开锁住的门,这是MAP--A区 2.2人同去德军的塔楼地下室去取炸药后出来,炸大门,这是MAP--B区 3.炸掉2门FLAK88炮,最终完成任务!,这是MAP--C区 这是M1L2A的功略! 以下是88SERVER的M1L2A--OBJ 1.首先在进门后的左边小楼的2层,需盟军开门,救人(还在完善中..),然后那锁住的门才会 出现安雷的标志,由盟军炸掉,自动进入MAP--B区 2.去德军的塔楼地下室去取炸药后出来,炸大门的位置才会出现安雷的标志,由盟军炸掉,,自动进入MAP--c区 3.炸掉2门FLAK88炮,最终完成任务!(用可拆卸炸弹的程序对盟军来说是太难了,只好用不可 拆卸炸弹的程序) M1L2A---OBJ现TEST......HEHE...
  16. http://www.fpschina.com/index.php?showtopic=2857
  17. 还在TEST... 有一些BUG.......会自动跳出等... ,正在改动中....
  18. 雪补丁PK3 还记得那个下雨的PK3吧,这个是网上找的下雪的PK3 这里下 http://www.fpschina.com/index.php?act=modu...viewfile&fid=25
  19. 5_1_Henderson_chunk1.scr //------------------ main: //------------------ //////////////////////////////////// level.gametype = int( getcvar( g_gametype ) ) level.script = "maps/5_1_Henderson_chunk1.scr" level.music = "5_1" level.sound_origin = spawn script_origin level.dmroundlimit = int( getcvar( "timelimit" ) ) level.dm_mgMaxHealth = 2100 if (level.gametype != 0) exec global/mp_auto.scr //setcvar "dm_playerPostEffect" "0" setcvar "dm_def_cc_sat" "0.9" setcvar "dm_def_cc_add" "0.0 0.0 0.0" setcvar "dm_def_cc_mul" "0.5 0.5 0.55" setcvar "dm_def_mono_blur" "0.0" // Removed Stuff From Single Player removeclass actor $aispawner remove if (level.gametype > 2 ) { level.clockside = allies // set to axis, allies, kills, or draw } // Deathmatch Spawn Points local.deathmatch = spawn info_player_deathmatch origin "7007 -8842 64" local.deathmatch = spawn info_player_deathmatch origin "8872 -9422 33" local.deathmatch = spawn info_player_deathmatch origin "6933 -9716 58" local.deathmatch = spawn info_player_deathmatch origin "8845 -8865 11" local.deathmatch = spawn info_player_deathmatch origin "7875 -9026 46" local.deathmatch = spawn info_player_deathmatch origin "7591 -9901 44" local.deathmatch = spawn info_player_deathmatch origin "5085 -8191 -7" local.deathmatch = spawn info_player_deathmatch origin "5763 -8846 -167" local.deathmatch = spawn info_player_deathmatch origin "5851 -10707 4" local.deathmatch = spawn info_player_deathmatch origin "4745 -10922 194" local.deathmatch = spawn info_player_deathmatch origin "4834 -10271 150" local.deathmatch = spawn info_player_deathmatch origin "4155 -10305 237" local.deathmatch = spawn info_player_deathmatch origin "4251 -9767 156" local.deathmatch = spawn info_player_deathmatch origin "4012 -9522 155" local.deathmatch = spawn info_player_deathmatch origin "3337 -8364 251" local.deathmatch = spawn info_player_deathmatch origin "2501 -10102 359" local.deathmatch = spawn info_player_deathmatch origin "1704 -10331 333" local.deathmatch = spawn info_player_deathmatch origin "945 -10276 191" local.deathmatch = spawn info_player_deathmatch origin "392 -8995 75" local.deathmatch = spawn info_player_deathmatch origin "48 -10311 224" // Allied Spawn Points local.teamdeathmatch = spawn info_player_allied origin "8219 -9024 -1" local.teamdeathmatch = spawn info_player_allied origin "8254 -9407 16" local.teamdeathmatch = spawn info_player_allied origin "7815 -9015 55" local.teamdeathmatch = spawn info_player_allied origin "8869 -8703 11" local.teamdeathmatch = spawn info_player_allied origin "9700 -8864 8" local.teamdeathmatch = spawn info_player_allied origin "9448 -9392 17" local.teamdeathmatch = spawn info_player_allied origin "9128 -9746 81" local.teamdeathmatch = spawn info_player_allied origin "8827 -9538 67" local.teamdeathmatch = spawn info_player_allied origin "7626 -9558 -7" local.teamdeathmatch = spawn info_player_allied origin "6943 -9377 -3" // Axis Spawn Points local.teamdeathmatch = spawn info_player_axis origin "1443 -9536 286" local.teamdeathmatch = spawn info_player_axis origin "2610 -9770 241" local.teamdeathmatch = spawn info_player_axis origin "1619 -9276 269" local.teamdeathmatch = spawn info_player_axis origin "2458 -10431 252" local.teamdeathmatch = spawn info_player_axis origin "1736 -10661 272" local.teamdeathmatch = spawn info_player_axis origin "1315 -10581 275" local.teamdeathmatch = spawn info_player_axis origin "903 -10478 197" local.teamdeathmatch = spawn info_player_axis origin "1419 -9808 244" local.teamdeathmatch = spawn info_player_axis origin "1604 -9315 268" local.teamdeathmatch = spawn info_player_axis origin "1960 -9028 267" level waittill prespawn exec maps/5_1_Henderson.scr::main local.chunk exec global/mp_sunflare.scr //s.swearingen added EXPLOSION SPAWNER thread global/mp_explosion_spawner.scr::main //exec global/DMprecache.scr level waittill spawn exec global/mp_ambience.scr exec global/mp_fx.scr exec global/mp_ambient.scr exec global/mp_ambience.scr::init end // music local.string = ("music/wakeisland.mus") soundtrack local.string dprintln ("playing " + local.string) forcemusic aux1 aux2 end //----------------- wait_for_anyone: //----------------- // this thread terminates when anyone has selected a team and // before their weapon is selected. // spin loop here until at least 1 player has joined a team while (1) { for (local.i=1; local.i<=$player.size; local.i++) { if ($player[local.i].dmteam == "axis" || $player[local.i].dmteam == "allies") end } waitframe } end //----------------- spawn_fx local.fx: //----------------- // This function is used to spawn explosions wait (0.1 + (randomfloat(1))) local.temp = spawn Animate model local.fx local.temp notsolid local.temp.origin = self.origin local.temp anim start local.temp notsolid wait 5 local.temp remove end[/code]
  20. 这是7_1_tarawa_b_chunk1.scr //------------------------------------------------------------------------------------- main: //------------------------------------------------------------------------------------- //////////////////////////////////// level.gametype = int( getcvar( g_gametype ) ) level.script = "maps/7_1_tarawa_b_chunk1.scr" level.music = "7_1b" level.sound_origin = spawn script_origin level.dmroundlimit = int( getcvar( "timelimit" ) ) level.dm_mgMaxHealth = 2100 if (level.gametype != 0) exec global/mp_auto.scr //setcvar "dm_playerPostEffect" "0" setcvar "dm_def_cc_sat" "0.9" setcvar "dm_def_cc_add" "0.0 0.0 0.0" setcvar "dm_def_cc_mul" "0.5 0.5 0.55" setcvar "dm_def_mono_blur" "0.0" // Removed Stuff From Single Player removeclass actor $aispawner remove $tb_initaxistank_01 remove $tb_initaxistank_02 remove $tb_type88charge_01 remove $tb_type88charge_02 remove $tb_type88charge_03 remove $tb_type88charge_04 remove $tb_type88charge_05 remove $tb_type88charge_06 remove $tb_type88charge_07 remove $tb_antennacharge_01 remove $tb_hagocharge_01 remove $tb_hagocharge_02 remove $o_hago_01 remove $o_hago_02 remove $o_hago_03 remove if (level.gametype > 2 ) { level.clockside = allies // set to axis, allies, kills, or draw } // Deathmatch Spawn Points local.deathmatch = spawn info_player_deathmatch origin "-9441 5592 151" local.deathmatch = spawn info_player_deathmatch origin "-5890 3517 340" local.deathmatch = spawn info_player_deathmatch origin "-6068 3824 459" local.deathmatch = spawn info_player_deathmatch origin "-6214 3719 209" local.deathmatch = spawn info_player_deathmatch origin "-5706 4025 190" local.deathmatch = spawn info_player_deathmatch origin "-6934 4427 260" local.deathmatch = spawn info_player_deathmatch origin "-6572 3213 230" local.deathmatch = spawn info_player_deathmatch origin "-5277 3176 200" local.deathmatch = spawn info_player_deathmatch origin "-6010 2685 163" local.deathmatch = spawn info_player_deathmatch origin "-5881 2456 140" local.deathmatch = spawn info_player_deathmatch origin "-5047 2796 180" local.deathmatch = spawn info_player_deathmatch origin "-4260 2451 132" local.deathmatch = spawn info_player_deathmatch origin "-4466 2882 132" local.deathmatch = spawn info_player_deathmatch origin "-3133 2379 156" local.deathmatch = spawn info_player_deathmatch origin "-4009 3288 183" local.deathmatch = spawn info_player_deathmatch origin "-2628 2680 175" local.deathmatch = spawn info_player_deathmatch origin "-1728 1160 149" local.deathmatch = spawn info_player_deathmatch origin "-1533 879 150" local.deathmatch = spawn info_player_deathmatch origin "-1212 -1218 150" local.deathmatch = spawn info_player_deathmatch origin "-833 -343 150" // Allied Spawn Points local.teamdeathmatch = spawn info_player_allied origin "-7904 4550 181" local.teamdeathmatch = spawn info_player_allied origin "-7218 4954 188" local.teamdeathmatch = spawn info_player_allied origin "-6589 4928 153" local.teamdeathmatch = spawn info_player_allied origin "-8774 4780 243" local.teamdeathmatch = spawn info_player_allied origin "-8342 5489 223" local.teamdeathmatch = spawn info_player_allied origin "-8703 5475 163" local.teamdeathmatch = spawn info_player_allied origin "-7187 3156 228" local.teamdeathmatch = spawn info_player_allied origin "-6519 3314 207" local.teamdeathmatch = spawn info_player_allied origin "-7395 4764 172" local.teamdeathmatch = spawn info_player_allied origin "-8036 4432 183" // Axis Spawn Points local.teamdeathmatch = spawn info_player_axis origin "-6887 4334 260" local.teamdeathmatch = spawn info_player_axis origin "-6598 4672 188" local.teamdeathmatch = spawn info_player_axis origin "-6063 4515 169" local.teamdeathmatch = spawn info_player_axis origin "-5961 3562 209" local.teamdeathmatch = spawn info_player_axis origin "-5915 3237 340" local.teamdeathmatch = spawn info_player_axis origin "-5967 3710 492" local.teamdeathmatch = spawn info_player_axis origin "-1481 -417 168" local.teamdeathmatch = spawn info_player_axis origin "-5119 2601 182" local.teamdeathmatch = spawn info_player_axis origin "-3200 2432 156" local.teamdeathmatch = spawn info_player_axis origin "-2189 2217 177" level waittill prespawn thread maps/7_1_tarawa_b.scr::Main local.chunk exec global/mp_sunflare.scr //s.swearingen added EXPLOSION SPAWNER thread global/mp_explosion_spawner.scr::main //exec global/DMprecache.scr level waittill spawn exec global/mp_ambience.scr exec global/mp_fx.scr exec global/mp_ambient.scr exec global/mp_message.scr exec global/mp_ambience.scr::init end // music local.string = ("music/wakeisland.mus") soundtrack local.string dprintln ("playing " + local.string) forcemusic aux1 aux2 end //----------------- wait_for_anyone: //----------------- // this thread terminates when anyone has selected a team and // before their weapon is selected. // spin loop here until at least 1 player has joined a team while (1) { for (local.i=1; local.i<=$player.size; local.i++) { if ($player[local.i].dmteam == "axis" || $player[local.i].dmteam == "allies") end } waitframe } end //----------------- spawn_fx local.fx: //----------------- // This function is used to spawn explosions wait (0.1 + (randomfloat(1))) local.temp = spawn Animate model local.fx local.temp notsolid local.temp.origin = self.origin local.temp anim start local.temp notsolid wait 5 local.temp remove end[/code]
  21. 哈, 给你... SORRY! 坛子好象不能上传....(这是怎么回事呀?)
  22. PA的单人图(5张)补丁: 偶尔在网上找的PA有5张改成的单人图的补丁,不知有没有建PA的SERVER 有要的跟帖(再传上)..........呵呵... 以下是效果图

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