由 moh8888 发表的全部内容
- 血战太平洋紧急求救
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求助S-22、8888
你可多设几个区域那就是 thread killzb1 //命令1 thread killzb2 //命令2 ...... //命令... killzb1: //命令1内容 local.trig1 = spawn trigger_multiple local.trig1.origin = ( x y z ) //中点位置 local.trig1 setsize ( -40 -40 -10 ) ( 40 40 10 ) //将区域扩大,这里是80X80X20 local.trig1 setthread court4 //执行court4 local.trig1 message "zb!!!" local.trig1 delay 0 end killzb2: //命令2内容 local.trig2 = spawn trigger_multiple local.trig2.origin = ( x y z ) //中点位置 local.trig2 setsize ( -80 -80 -10 ) ( 80 80 10 ) //将区域扩大,这里是160X160X20 local.trig2 setthread court4 //执行court4 local.trig2 message "zb!!!" //这是打印"zb!!!"字样 local.trig2 delay 0 end .............. court4://court4的内容 local.player=parm.other local.player dead //杀死 end[/code]
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求助S-22、8888
只要到这个区域的任何人杀死 当然,这个区域要在地下 这是程序,不过要测一下坐标区域 thread killzb killzb: local.trig4 = spawn trigger_multiple local.trig4.origin = ( x y z ) //中点位置 local.trig4 setsize ( -40 -40 -10 ) ( 40 40 10 ) //将 区域扩大,这里是80X80X20 local.trig4 setthread court4 local.trig4 message "zb!!!" local.trig4 delay 0 end court4: local.player=parm.other local.player dead //杀死 end[/code]
- 求助S-22、8888
- 求助大哥们
- 本站荣誉勋章独立MOD《睡狮》进入最后准备阶段
- USE键触发爆炸
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夜-----MOD PK3放出
- liu8888 s-22
将以下放到MOHDM2.SCR看一下..... local.dresser = spawn script_model local.dresser model "static/static_nazibanner1a.tik" local.dresser.origin = ( -700 -1083 220 ) local.dresser.angle = -90[/code]- USE键触发爆炸
- liu8888 s-22
- 服务器如何设定全部的武器
- USE键触发爆炸
声音 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"[/code] 还有一种简单的方法,不用这样的麻烦,那就是借助任务版的文件,将模型名替换 成固定的名称如$88mm_explosive1~$88mm_explosive5(5个任务够多吗?) [code] $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 这是双方可互相安装拆卸的那种,不知会不会带来死机,目前在TEST(俺的M211)- 夜
- night
- 对方的服装
- 对方的服装
- 求"去雾"软件?
- liu8888 s-22
- 雨PK3
将所有的图的.SCR用记事本打开 在这一行上加入exec liu8888/88rain.scr::start保存后即可! 是不是很简单 ///////////////////////////////WEATHER//////////////////////////////////// exec liu8888/88rain.scr::start ///////////////////////////////WEATHER//////////////////////////////////// level waittill spawn[/code] PK3内有mohdm2.scr举例,不过有广告,你们可改的...- rain
- liu8888 s-22
http://www.fpschina.com/index.php?showtopic=640 要加一句 thread start- USE键触发爆炸
- USE键触发爆炸
thread radiobomb radiobomb: local.bomba = spawn script_model "targetname" "tima" local.bomba model "models/items/explosive.tik" //炸药隐藏 local.bomba.origin = ( x y z ) local.bomba.angle = 90 $tima notsolid $tima hide local.bomb = spawn models/items/pulse_explosive.tik //炸药闪烁 local.bomb.origin = ( x y z ) local.bomb.angle = 90 local.trig = spawn trigger_use local.trig.origin = ( x y z ) local.trig setsize ( -10 -10 -10 ) ( 10 10 10 ) local.trig waittill trigger local.player = parm.other if (local.player.dmteam=="allies" //他是盟军 { local.bomb remove //炸药闪烁移除 $tima show //炸药现出 local.trig setthread radioroom local.trig message "Bomb Planted" local.trig delay 0 wait .1 local.trig remove } end radioroom: //$explodertrigger playsound plantbomb1 wait 1 //$explodertrigger loopsound bombtick1 wait 5 $explodertrigger stoploopsound $explodertrigger remove local.explosion = spawn script_model local.explosion model models/animate/fx_mortar_higgins.tik //爆炸火光出现 local.explosion scale 1 local.explosion anim start $tima remove // 炸药移除 local.explosion playsound gas_explode1 local.explosion.origin = ( x y z ) $exploderfire show thread gate_message wait 4 local.explosion remove //爆炸火光移除 end gate_message: iprintln "allies have blown a radio room" // end[/code]- mohdm2随机爆炸程序
- liu8888 s-22