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moh8888

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  1. moh8888 commented on a comment on a blog entry in 88 station
    现已用在M1L1和M3L2中,一次20发炸弹.... 可惜是盟军很少进入M1L1的德军小楼,.... 同样也不会进入M312A--->M312B--->M312C,更别说使用...
  2. M211大门的暴炸程序 local.master = spawn ScriptMaster local.master aliascache bombtick1 sound/items/Item_Timer_01.wav soundparms 0.7 0.0 1.0 0.0 10000 10000 local loaded maps "m dm moh obj train" local.master aliascache plantbomb1 sound/items/Item_BangaloreAssemble_01.wav soundparms 1.0 0.0 1.0 0.0 100 2000 item loaded maps "m dm m3l3 moh obj train" local.master aliascache gas_explode1 sound/weapons/explo/Explo_GasTank1.wav soundparms 0.9 0.2 0.8 0.4 700 8000 auto loaded maps "m dm m3l3 moh obj train" thread gateblowah gateblowah: //-------------------------- local.explosion1 = spawn script_model local.explosion1 model models/animate/pulse_explosive_pickup.tik local.explosion1.origin = ( -1967 -3180 490 ) local.explosion1 hide //--------------- local.bomb = spawn models/items/pulse_explosive.tik local.bomb.origin = ( -1967 -3180 490 ) local.bomb.angle = 90 local.trig = spawn trigger_use local.trig.origin = ( -1967 -3180 490 ) local.trig setsize ( -10 -10 -10 ) ( 10 10 10 ) local.trig waittill trigger local.bomb remove local.explosion1 show local.trig setthread main_gate local.trig message "Bomb Planted" local.trig delay 0 wait .1 local.trig remove wait 5 local.explosion1 remove end //--------------------- //------------------------- main_gate: $main_gate playsound plantbomb1 wait 1 $main_gate loopsound bombtick1 parm.other stopwatch 4.5 wait 5 $main_gate stoploopsound local.explosion = spawn script_model local.explosion model models/animate/fx_mortar_higgins.tik local.explosion scale 1 local.explosion anim start local.explosion playsound gas_explode1 local.explosion.origin = ( -1967 -3180 490 ) $main_gate hide $main_gate notsolid $gate_clip remove thread gate_message wait 4 local.explosion remove $main_gate loopsound train_whistle //这个声音是警报须定义 wait 20 $main_gate stoploopsound end gate_message: iprintln "Allies Have Blown The door!" end[/code]
  3. 应是.SCR中 level.dmrespawning = 1 //是重生
  4. moh8888 回复 moh8888 的 主题 于 硝烟里的年华
    那是参考FREEZE_TAG的程序搞的, 上面的图是开始让那光线跟俺位置的走动而产生的结果.....
  5. moh8888 回复 moh8888 的 主题 于 硝烟里的年华
    现已是隔20秒发出一道光线的杀人武器, 不过在照射5秒后(留了5秒的逃跑时间)才杀人,
  6. 需要说明这些MP3是不用下载的,因为它存在于MOHAA中! 当然你可以用别的MP3替换,但也只有你能听到!
  7. 增加鞭尸? 对方看不到哇,.... 记得搞过一个小PK3,人死后那尸体不消失,躺得那儿都是, 没准就有被你打死的对方尸体.....你干什么都可以..呵呵... 一年前的了,俺得找一找放在那了...... (当生命值为0时,人物方向90 0 0)
  8. 原本设计好的救人MOD,用绳子吊起3个盟军士兵在高处, 然后盟军按USE键达30秒可放下吊起3个盟军士兵完成任务, 无奈那3个士兵的Z坐标不管用,他们总是掉到地上站着看着你,哈.. 只好让他躺着,可也不符合现实救他,最后给他身上加个大石头... 变成这个结果......你救了他,他会站起来THANK你.... 俺的DM5救人MOD....
  9. moh8888 发表 1 个主题 于 硝烟里的年华
    在MOHAA的main/sound/music/下 那是整段的MP3音乐,不过,不是很好听 有几段还可以,它是mus_berlin.mp3,和mus_NorthAfrica_01a.mps。。。。 如何播放呐? 引用一下就可以了! 格式是这样子 local.master = spawn ScriptMaster local.master aliascache mp388 sound/music/mus_berlin.mp3 soundparms 1.2 0.0 1.0 0.0 300 12000 auto loaded maps "dm obj"[/code] 注:mp388是自己瞎起的名,没有特别的要求,用时对应起的名称即可! 在.scr中,要放入上面的代码,如下,要指定那个东东发出这个MP3音乐 [code]// SOUTHERN FRANCE // ARCHITECTURE: SENN // SCRIPTING: POWZER main: local.master = spawn ScriptMaster local.master aliascache mp388 sound/music/mus_berlin.mp3 soundparms 1.2 0.0 1.0 0.0 300 12000 auto loaded maps "dm obj" //Mix Maps mod by Crow King setcvar "g_gametype" "2" //TDM // set scoreboard messages setcvar "g_obj_alliedtext1" "Southern France" setcvar "g_obj_alliedtext2" "" setcvar "g_obj_alliedtext3" "" setcvar "g_obj_axistext1" "" setcvar "g_obj_axistext2" "" setcvar "g_obj_axistext3" "" setcvar "g_scoreboardpic" "mohdm1" // call additional stuff for playing this map round based is needed if(level.roundbased) thread roundbasedthread level waitTill prespawn //*** Precache Dm Stuff exec global/DMprecache.scr level.script = maps/dm/mohdm1.scr exec global/ambient.scr mohdm1 //exec global/ambient.scr mohdm2 //$world farplane 5000 //$world farplane_color (.333 .333 .329) level waittill spawn $radio playsound mp388 //〈-------加在这里 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 $radio 要定义是什么东东,见盟军窃图纸PK3,定义图纸$用法 playsound 是声音循环一次停止 loopsound是声音无限循环 $radio loopsound mp388 wait 10 $radio stoploopsound //声音停止 在MOHAA的main/sound/music/下的MP3有10多种, 各取所爱,立体声呀!。。。。嘿嘿。。。
  10. OBJ1~OBJ4的格式不外乎都是以下 的格式,然而在单人图时却带来了任务 完成后重新开始时,不是自动进入,而要 重新选择德盟军加入,也不知是那儿的问题? S-22? THANK! /////////////////////////////////////// main: setcvar "g_gametype" "4" ////////////////////////////////////// ////////////////////////////////// level waittill prespawn ///////////////////////////////// //////////////////////////// level waittill spawn //////////////////////////// $88mm_explosive1 thread global/obj_dm.scr::bomb_thinker $88mm_explosive2 thread global/obj_dm.scr::bomb_thinker $88mm_explosive3 thread global/obj_dm.scr::bomb_thinker $88mm_explosive4 thread global/obj_dm.scr::bomb_thinker $88mm_explosive5 thread global/obj_dm.scr::bomb_thinker $88mm_explosive1 thread axis_win_timer thread allies_win_bomb $88mm_explosive1 $88mm_explosive2 $88mm_explosive3 $88mm_explosive4 $88mm_explosive5 thread bomb1_exploded $88mm_explosive1 thread bomb2_exploded $88mm_explosive2 thread bomb3_exploded $88mm_explosive3 thread bomb4_exploded $88mm_explosive4 thread bomb5_exploded $88mm_explosive5 level.bomb_damage = 200 level.bomb_explosion_radius = 240 level.defusing_team = "axis" level.planting_team = "allies" level.dmrespawning = 1 level.dmroundlimit = 20 level.clockside = axis ////////////////////////////////// level waittill roundstart /////////////////////////////////// ////// end //////以下因不同的任务而改变 axis_win_timer: level waittill axiswin end allies_win_bomb local.bomb1 local.bomb2 local.bomb3 local.bomb4 local.bomb5: while (local.bomb1.exploded != 1) waitframe while (local.bomb2.exploded != 1) waitframe while (local.bomb3.exploded != 1) waitframe while (local.bomb4.exploded != 1) waitframe while (local.bomb5.exploded != 1) waitframe teamwin allies end bomb1_exploded local.bomb1: while (local.bomb1.exploded != 1) wait 0.1 iprintlnbold "Allies have destroyed a tank" //假如任务是explode TANK打印的 end bomb2_exploded local.bomb2: while (local.bomb2.exploded != 1) wait 0.1 iprintlnbold "Allies have destroyed a tank" end bomb3_exploded local.bomb3: while (local.bomb3.exploded != 1) wait 0.1 iprintlnbold "Allies have destroyed a tank" end bomb4_exploded local.bomb4: while (local.bomb4.exploded != 1) wait 0.1 iprintlnbold "Allies have destroyed a tank" end bomb5_exploded local.bomb5: while (local.bomb5.exploded != 1) wait 0.1 iprintlnbold "Allies have destroyed a tank" end[/code]
  11. moh8888 回复 moh8888 的 主题 于 硝烟里的年华
    搞定,那是救人的模式,人的模型不能放在单人图中,这样会和移除原图的人命令有矛盾, 而导致跳出...... 俺那个抓萨达姆的和拯救大兵只好放在DM/的图中了...
  12. moh8888 回复 moh8888 的 主题 于 硝烟里的年华
    S-22,俺还有一个问题,俺在安装版下测试通过的PK3(有安放雷OBJ程序,它是单人图M1L1,M511A,奇怪的是其它的图可用M211.M312.M412,M513等), 在V0.9中可以建M1L1和M511A,但人一进去黑一下就跳出来了,这是什么问题?地图不兼容?
  13. moh8888 回复 moh8888 的 主题 于 硝烟里的年华
    谢了,俺不会,瞎搞了.... m312a盟军取得图纸进入m312b m312b盟军取得步话机进入m312b m312c盟军AA_gun(图中名称为$scene11_AA_gun)上安炸弹,德军别忘拆呀.... 顺序m312a------>m312b------>m313c------->重新开始
  14. moh8888 回复 moh8888 的 主题 于 硝烟里的年华
    谢谢!还有一个问题是: [[睡狮]]会不会有类似MOHAA的大点的图如M312, 一个人的作战路线怎么都好办,可多走走,再说还 有记录,可是要多人对战的话,不可能人死后,从图的起 点(重生点)开始,那要走多少路呀?这一方面有没有好 的方法?SORRY!打扰了! http://www.fpschina.com/index.php?ac...owblog&blogid=4

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