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moh8888

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由 moh8888 发表的全部内容

  1. 那开关能用来开铁笼的,...
  2. v0.9 1.所有图是FT set g_extgametype ft set sv_maplist "dm/mohdm1 dm/mohdm2 dm/mohdm3 dm/mohdm4 dm/mohdm5 dm/mohdm6 dm/mohdm7" // load the first map map dm/mohdm1 2.设各种类型图顺序也可这样(例) // It should be 3 if the first map is a dm, tow, or lib map. // It should be 4 if the first map is an obj map. set g_gametype 3 set sv_extmaplist "dm/mohdm1,ffa dm/mohdm7 dm/mohdm2 dm/mohdm4,ft dm/mohdm6,dem dm/mohdm1,tdm dm/mohdm2 dm/mohdm3" map dm/mohdm1 这个版本还没来的及看,上传共同商讨吧
  3. moh8888 发表 1 个主题 于 硝烟里的年华
    本来还想研究一下再放出的... 一时还没有时间,故现在放出了 你们要是搞会了,可要通知俺呀.... 这是MOHDM3---PK3 GAME类型选3建立
  4. setcvar "g_gametype" "4" 改为 setcvar "g_gametype" "2"
  5. /////////////////////////////////////////////////////////////////////////////// level.mef_mapname = "m6l2a" level.mef_maptype = "obj" level.mef_supportedgametypes = "ffa"::"tdm"::"rbm"::"ft"::"ctf"::"ftctf" level.mef_defaultgametype = "ft" switch (waitthread global/libmef/util.scr::get_gametype) { case "ctf": case "ftctf": waitthread global/libmef/bases.scr::addbasepair "-5366 -3133 94 -40 Allied base" "658 -2211 194 172 Axis base" thread global/libmef/ctf.scr::ctf_begin break case "ft": thread global/libmef/ft.scr::ft_begin break case "rbm": thread roundbasedthread break } /////////////////////////////////////////////////////////////////////////// setcvar "g_gametype" "4"[/code] 以上删除 [code]level.dmrespawning = 1 // 1 or 0 以上改为重生
  6. 那个是FREEZE俺已上传,是救人MOD 俺说的这个一出生全部都在笼子里,如 何出来?
  7. moh8888 发表 1 个主题 于 硝烟里的年华
    这个小程序是 当你碰到DM2的草丛时, 你会得到一个草丛的伪装! 它会在一定的时间内跟你走... thread camo //--------------- camo: local.camotrig = spawn trigger_multiple local.camotrig.origin = ( -112.00 72.00 24.00 ) local.camotrig setsize ( -90 -90 -0 ) ( 90 90 110 ) //(south east down) (north west up) local.camotrig message "You now have equip..." local.camotrig wait 1 local.camotrig delay 0 local.camotrig setthread evolve local.camotrig targetname camotrig local.camotrig = spawn trigger_multiple local.camotrig.origin = ( 147 1044 24 ) local.camotrig setsize ( -90 -90 -0 ) ( 90 90 110 ) //(south east down) (north west up) local.camotrig message "You now have equip..." local.camotrig wait 1 local.camotrig delay 0 local.camotrig setthread evolve local.camotrig targetname camotrig local.camotrig = spawn trigger_multiple local.camotrig.origin = ( -983 -952 21 ) local.camotrig setsize ( -90 -90 -0 ) ( 90 90 110 ) //(south east down) (north west up) local.camotrig message "You now have equip..." local.camotrig wait 1 local.camotrig delay 0 local.camotrig setthread evolve local.camotrig targetname camotrig local.camotrig = spawn trigger_multiple local.camotrig.origin = ( -3392 -1323 -24 ) local.camotrig setsize ( -90 -90 -0 ) ( 90 90 110 ) //(south east down) (north west up) local.camotrig message "You now have equip..." local.camotrig wait 1 local.camotrig delay 0 local.camotrig setthread evolve local.camotrig targetname camotrig local.camotrig = spawn trigger_multiple local.camotrig.origin = ( -3257 500 16 ) local.camotrig setsize ( -90 -90 -0 ) ( 90 90 110 ) //(south east down) (north west up) local.camotrig message "You now have equip..." local.camotrig wait 1 local.camotrig delay 0 local.camotrig setthread evolve local.camotrig targetname camotrig end evolve: local.player=parm.other if (local.player.pack == 1) { end } local.player.pack = 1 local.static = spawn script_model local.static model "static/bush_full.tik" //树丛的模型...你要什么模型都行,(比如马桶...只要S_22的物件表有就可以) local.static notsolid local.static.origin = (local.player.origin + ( 0 0 -50 )) //树丛的位置 local.static.angle = "-45" local.static targetname bush // 树丛名为bush local.static glue local.player //绑定人 wait 10 thread move wait 3 //等3秒 local.player.pack = 0 wait 5 //等5秒 $bush remove //树丛移除 goto camo end move: $bush waitmove $bush moveUP 500 $bush waitmove $bush time 3 end[/code]
  8. 太大了,传不上来,俺都不知从那个网下的。。。
  9. 大家知道如何玩? 这是图DM4 双方都有个象关人的笼子,边上有个开关....
  10. 火车图俺有,4M左右,火车是运动的
  11. 这个PK3俺TEST没有效果,老外所作。。。
  12. 俺也不知如何用,它有它的原理,其实这种树叶的伪装程序很早以前俺搞过,EASY下回公布。。。 敬请留意!
  13. moh8888 发表 1 个主题 于 硝烟里的年华
    若以第3视角来MOHAA如何?
  14. 这个是错的! 应取消dm/m1l1 改为m1l1
  15. 这个是从http://medalofhonor.filefront.com抓来的,没TEST 哈俺有空看看
  16. 应是不用安装
  17. 俺没建过局域网.. BSP放到PAK5.PK3\MAPS\DM\下建,这样行吗? 因为客户端的BSP文件在MAIN\MAPS\下呀?
  18. 原OBJ3板面有3段的铁丝网可删除,那是原稿的左,中,右放爆破筒的位置 其它的铁丝网看来是不能删除了.... 但也不是没有方法,俺有一种方法就是将barbwire_long.tik(大铁丝网) 全部删掉(模型内容清空),然后用小段铁丝网(模型)拼成,再放上爆破筒 即可,只是要些功夫... // Entity #120 //**************右边 { "testanim" "idle" "angles" "0 90 0" "classname" "script_model" "scale" "1.0" "model" "animate//barbwire_long.tik" "origin" "2247.53 -2496.11 -279.90" "targetname" "barbwire_right" "spawnflags" "1" } // Entity #121 //****************中间 { "targetname" "barbwire_center" "origin" "769.08 -2483.25 -279.90" "model" "animate//barbwire_long.tik" "scale" "1.0" "classname" "script_model" "angles" "0 95 0" "testanim" "idle" "spawnflags" "1" } // Entity #122 //****************左边 { "targetname" "barbwire_left" "origin" "-920.66 -2516.36 -282.76" "model" "animate//barbwire_long.tik" "scale" "1.0" "classname" "script_model" "angles" "0 85 6" "testanim" "idle" "spawnflags" "1" }[/code]
  19. 估计是设置问题... 这些单人图在V0.9试过
  20. 应是第一种方法,地图名为单人图名(如M1l1,要手工输入)

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