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moh8888

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  1. 想房间不湿就要量房间的大体尺寸,将这部分除去, 剩下下雨的部分用长方型的面积一块一块复盖, 表示为几个立体长X宽X高(图中为6000X-6000X6000), 当然要找到(0 0 0)的定位点..... 长X宽X高简单一点要借助一些软件看了.... 顺便说:单人图不下雨房间的上面是没雨的....同理
  2. thread start 好运!
  3. moh8888 发表 1 个主题 于 硝烟里的年华
    1盟军从潜艇出生,从这个光球传出 2德军按E打开铁门 3德军从这里进入潜艇
  4. moh8888 发表 1 个主题 于 硝烟里的年华
    下载链接: http://www.fpschina.com/index.php?automodu...amp;showfile=95
  5. obj_team1 - The Hunt obj_team2 - V2 Rocket Facility obj_team3 - Omaha Beach obj_team4 - The Bridge BOT----即机器人 下载地址:http://www.fpschina.com/index.php?automodule=downloads&showfile=97
  6. moh8888 发表 1 个主题 于 硝烟里的年华
    还没有TEST
  7. local.player=parm.other if (local.player.pack == 1) { end } local.player.pack = 1 local.static = spawn script_model local.static model "animal/german_shepherd.tik" //小狗模型 local.static notsolid local.static.scale=1 local.static.origin = local.player.origin //小狗在人位置 local.static glue local.player local.player.scale=.01 //人物0.1倍 wait 60//60秒变回人 local.player.pack= 0 local.player.scale=1 local.static remove end 俺在M212C也加了此程序盟军变德军,不过没脑袋了...
  8. 临时的存放区有时间限,俺找一找再传一次...
  9. moh8888 发表 1 个主题 于 硝烟里的年华
    //www.mohchina.com //88 start: local.weatherf = spawn script_model "targetname" "weatherF" "classname" "func_rain" "origin" "( 1 1 1 )" local.weatherf setsize ( -6000 -6000 -1000) ( 6000 6000 6000) local.weatherf notsolid local.weatherf show local.weatherf loopsound rain_ext local.weatherr = spawn script_model "targetname" "weatherR" "classname" "func_rain" "origin" "( 1 1 1 )" local.weatherr setsize ( -6000 -6000 -1000) ( 6000 6000 6000) local.weatherr notsolid local.weatherr show local.weatherw = spawn script_model "targetname" "weatherW" "classname" "func_rain" "origin" "( 1 1 1 )" local.weatherw setsize ( -6000 -6000 -1000) ( 6000 6000 6000) local.weatherw notsolid local.weatherw show local.weatherw loopsound wind_weak local.weatheri = spawn script_model "targetname" "weatherI" "classname" "func_rain" "origin" "( 1 1 1 )" local.weatheri setsize ( -6000 -6000 -1000) ( 6000 6000 6000) local.weatheri notsolid local.weatheri show local.weatheri loopsound rain_ext // 2nd stage, Repeat first local.weatherf = spawn script_model "targetname" "weatherF" "classname" "func_rain" "origin" "( 1 1 1 )" local.weatherf setsize ( -6000 -6000 -1000) ( 6000 6000 6000) local.weatherf notsolid local.weatherf show local.weatherf loopsound rain_ext local.weatherr = spawn script_model "targetname" "weatherR" "classname" "func_rain" "origin" "( 1 1 1 )" local.weatherr setsize ( -6000 -6000 -1000) ( 6000 6000 6000) local.weatherr notsolid local.weatherr show local.weatherw = spawn script_model "targetname" "weatherW" "classname" "func_rain" "origin" "( 1 1 1 )" local.weatherw setsize ( -6000 -6000 -1000) ( 6000 6000 6000) local.weatherw notsolid local.weatherw show local.weatherw loopsound wind_weak local.weatheri = spawn script_model "targetname" "weatherI" "classname" "func_rain" "origin" "( 1 1 1 )" local.weatheri setsize ( -6000 -6000 -1000) ( 6000 6000 6000) local.weatheri notsolid local.weatheri show local.weatheri loopsound rain_ext wait 1 //thread weather exec global/weather.scr thread messages end weather: // local.weatherroof local.weatherwindow local.weatherin local.weatherout local.weatherflash local.weathertreewind // if (getcvar(superfps) == "1") // end level.rain_width = "0.4" level.rain_min_dist = 512 setcvar "cg_density" "35" level.startedrainsound1 = 1 level.startedrainsound2 = 1 level.farplane = $world.farplane level.farplane_color = $world.farplane_color $world farplane level.farplane $world farplane_color level.farplane_color if (local.weatherf == NULL) level.weatherFs = 0 else level.weatherFs = local.weatherf.size if (level.weatherFs > 0) level.weatherF = exec global/makearray.scr local.weatherf if (local.weatherr == NULL) level.weatherRs = 0 else level.weatherRs = local.weatherr.size if (level.weatherRs > 0) { for(local.i=1;local.i <= level.weatherR.size;local.i++) { level.weatherR[local.i] model "fx/dummy.tik" } } if (local.weatheri == NULL) level.weatherIs = 0 else level.weatherIs = local.weatheri.size if (level.weatherIs > 0) level.weatherI = exec global/makearray.scr local.weatheri if (local.weatherw == NULL) level.weatherWs = 0 else level.weatherWs = local.weatherw.size if (level.weatherWs > 0) { for(local.i=1;local.i <= level.weatherR.size;local.i++) { level.weatherW[local.i] model "fx/dummy.tik" } } if ($wind == NULL) level.winds = 0 else level.winds = $wind.size if (level.winds > 0) level.wind = exec global/makearray.scr $wind level waittill spawn //end level.rain = 0.0 spawn script_model "targetname" "playersound" $playersound thread playersoundorg $playersound model "fx/dummy.tik" $playersound notsolid spawn script_model "targetname" "playersound2" $playersound2 thread playersoundorg $playersound2 model "fx/dummy.tik" $playersound2 notsolid spawn script_model "targetname" "playersound3" $playersound3 thread playersoundorg $playersound3 model "fx/dummy.tik" $playersound3 notsolid thread unflash wait 1 setcvar "r_fastsky" "0.5" $world farplane level.farplane if (level.windtime == NIL) level.windtime = 15 if (level.shuttertime == NIL) level.shuttertime = 0.8 if (level.rainvolume == NIL) level.rainvolume = -1 if (level.raindensity == NIL) level.raindensity = -1 if (level.thundertime == NIL) level.thundertime = 20 thread thunder if (game.medic != NIL) thread medicchanger else thread weatherchanger thread treemovement for (local.i=1;local.i<level.interiors+1;local.i++) level.interior[local.i] thread rainin for (local.i=1;local.i<level.exteriors+1;local.i++) level.exterior[local.i] thread rainout level.raindest = 0.0 thread weatherpattern local.raintime = level.time rainvar: if (level.rain < level.raindest) { thread weatherloop level.rain = level.rain + 0.1 } else if (level.rain > level.raindest) { thread weatherloop level.rain = level.rain - 0.1 } else if (level.time > local.raintime) { thread weatherloop local.raintime = level.time + 2 } wait 0.1 goto rainvar end weatherpattern: if (level.weatherpattern == 0) { local.windtime = 15 local.shuttertime = 0.8 local.rainvolume = -1 local.raindensity = -1 local.thundertime = 20 } else if (level.weatherpattern == 1) { local.windtime = 5 local.shuttertime = 0.3 local.rainvolume = 0.2 local.raindensity = 0.8 local.thundertime = 8 } else if (level.weatherpattern == 2) { local.windtime = 3 local.shuttertime = 0.2 local.rainvolume = 0.4 local.raindensity = 3 local.thundertime = 6 } else if (level.weatherpattern == 3) { local.windtime = 1.5 local.shuttertime = 0.1 local.rainvolume = 1 local.raindensity = 10 local.thundertime = 4 } // local.trans = 0.15 local.trans = 0.07 level.windtime = (local.windtime * local.trans + (level.windtime * (1 - local.trans))) level.shuttertime = (local.shuttertime * local.trans + (level.shuttertime * (1 - local.trans))) level.raindensity = (local.raindensity * local.trans + (level.raindensity * (1 - local.trans))) level.rainvolume = (local.rainvolume * local.trans + (level.rainvolume * (1 - local.trans))) level.thundertime = (local.thundertime * local.trans + (level.thundertime * (1 - local.trans))) //println ("Current wind:" + level.windtime + " current shutter:" + level.shuttertime + " current raindensity:" + level.raindensity + " current rainvolume:" + level.rainvolume + " current thundertime:" + level.thundertime) if ((level.raindensity > 0.4) && (level.rainvolume < 0.1)) level.rainvolume = 0.1 wait 1 goto weatherpattern end weatherchanger: level.weatherpattern = 0 wait 4 w: level.weatherpattern = 1 wait 10 level.weatherpattern = 2 wait 15 level.weatherpattern = 3 wait 60 level.weatherpattern = 2 wait 15 level.weatherpattern = 1 wait 60 // level.weatherpattern = 0 // wait 60 goto w end // 77 medicchanger: level.weatherpattern = 0 wait 5 w2: level.weatherpattern = 1 wait 10 level.weatherpattern = 2 wait 15 level.weatherpattern = 3 wait 20 level.weatherpattern = 2 wait 5 level.weatherpattern = 0 wait 15 // level.weatherpattern = 0 // wait 60 goto w2 end thunder: wait (level.thundertime + randomint( (level.thundertime * 1.5) )) local.num = (randomint (3) + 1) if (local.num == 1) { thread flash wait 0.2 thread unflash wait 1 thread flash wait 0.1 thread unflash wait 0.1 thread flash wait 0.1 thread unflash wait (1 + (randomfloat(2))) } else if (local.num == 2) { thread flash wait 0.1 thread unflash wait 0.1 thread flash wait 0.1 thread unflash wait 1 thread flash wait 0.2 thread unflash wait (1 + (randomfloat(2))) } else if (local.num == 3) { thread flash wait 0.1 thread unflash wait 0.1 thread flash wait 0.2 thread unflash wait 0.5 thread flash wait 0.1 thread unflash wait (1 + (randomfloat(2))) } if (game.medic == NIL) for(local.i = 0; local.i <= $player.size; local.i++) { $player[local.i] playsound thunder } goto thunder end flash: setcvar "r_fastsky" "1" $world farplane_color (0.9 0.9 0.9) for (local.i=1;local.i<level.weatherFs+1;local.i++) level.weatherF[local.i] show end unflash: setcvar "r_fastsky" "0" $world farplane_color level.farplane_color for (local.i=1;local.i<level.weatherFs+1;local.i++) level.weatherF[local.i] hide end weatherloop: weatherlooper: if (level.raindensity < 0) level.rain_density = 0 else if (level.raindensity < 1) level.rain_density = level.raindensity * 10 else if (level.raindensity < 10) level.rain_density = level.raindensity else level.rain_density = 0.003 level.rain_density = level.raindensity // WTF Mackey? if (level.raindensity < 5) local.raindensity = 50 else local.raindensity = (50 + ((level.raindensity - 5) * 8)) level.rain_slant = local.raindensity local.rainvolume = level.rainvolume - 0.3 local.rainvolume = local.rainvolume - level.rain /* if (level.startedrainsound1 == 0) { level.startedrainsound1 = 1 $playersound thread replaysound } */ if (local.rainvolume > 0) $playersound loopsound rain_ext (local.rainvolume + 0.2) "levelwide" else $playersound loopsound rain_ext 0 /* if (level.startedrainsound2 == 0) { level.startedrainsound2 = 1 $playersound2 thread replaysound2 } */ if (level.rainvolume > 0.4) local.rainvolume = (0.4 - (level.rainvolume - 0.4)) else local.rainvolume = level.rainvolume local.rainvolume = local.rainvolume - level.rain if (local.rainvolume < 0.0) $playersound2 loopsound rain_puddle 0 else $playersound2 loopsound rain_puddle (local.rainvolume + 0.2) "levelwide" local.rainvolume = level.rainvolume - (1.0 - level.rain) if (local.rainvolume < 0.0) $playersound3 loopsound rain_int 0 else $playersound3 loopsound rain_int (local.rainvolume + 0.2) "levelwide" for (local.i=1;local.i<level.weatherRs+1;local.i++) { if (level.rainvolume < 0) level.weatherR[local.i] stoploopsound else { level.weatherR[local.i] loopsound rain_roof (level.rainvolume + 0.2) // "levelwide" // println ("rainroof at " + ((level.rainvolume + 0.2) / 2.5)) } } for (local.i=1;local.i<level.weatherWs+1;local.i++) { if (level.rainvolume < 0) level.weatherW[local.i] stoploopsound else level.weatherW[local.i] loopsound rain_window (level.rainvolume + 0.2) // "levelwide" } /* for (local.i=1;local.i<level.winds+1;local.i++) { if (level.rainvolume < 0) level.wind[local.i] stoploopsound else if (level.rainvolume > 0.5) level.wind[local.i] loopsound "sound/environment/wind_weak.wav" (level.rainvolume + 0.2) 192 else level.wind[local.i] loopsound "sound/environment/wind_strong.wav" level.rainvolume 192 } */ end treemovement: local.num = (level.raindensity + 1.5) / 2.5 setcvar "r_static_shadermultiplier1" local.num wait 1 goto treemovement end playersoundorg: for(local.i = 0; local.i <= $player.size; local.i++) { self.origin = $player[local.i].origin } end rainin: self waittill trigger level.raindest = 1.0 wait 0.1 goto rainin end rainout: self waittill trigger level.raindest = 0.0 wait 0.1 goto rainout end replaysound: wait 35.5 $playersound stopsound 5 local.rainvolume = level.rainvolume - 0.3 local.rainvolume = local.rainvolume - level.rain if (local.rainvolume > 0) $playersound loopsound rain_ext (local.rainvolume + 0.2) "levelwide" else $playersound loopsound rain_ext 0 goto replaysound end replaysound2: wait 14 $playersound2 stopsound 5 if (level.rainvolume > 0.4) local.rainvolume = (0.4 - (level.rainvolume - 0.4)) else local.rainvolume = level.rainvolume local.rainvolume = local.rainvolume - level.rain if (local.rainvolume < 0.0) $playersound2 loopsound rain_puddle 0 else $playersound2 loopsound rain_puddle (local.rainvolume + 0.2) "levelwide" goto replaysound2 end messages: while (1) { iprintln "88" wait 1.5 iprintln "Download the weather script from:" wait 1.5 iprintln "www.mohchina.com" wait 120 } end[/code] 不过房顶都下透了....
  10. 不会吧,这是俺临时找的,没TEST.... 弹夹容量和弹药数量的设置见S-22的文章.... http://www.fpschina.com/index.php?showtopic=452
  11. local.player dog //Gives the player god mode无敌 local.player wuss //Gives the player all guns全部武器 local.player noclip //This makes the player fly through anything like a ghost可穿墙升空和入地 local.player.scale = .5 //This makes the player a midget尺寸变.5倍 local.player.scale = 2 //This makes the player a giant尺寸变2倍 local.player light 1 0 0 200 // 1st number is red 2nd is green, 3rd is blue and 4th is size of circle发光 local.player jumpxy 100 100 100 //Mess with these numbers for fun it makes the player jump跳高100 local.player gravity .2 //This lowers gravity for the person重量减轻 local.player respawn //This makes the player respawn重新出生 local.player stufftext “say I LIKE WWW.MOHCHINA.COM” //This makes the player say what ever you want说I LIKE WWW.MOHCHINA.COM local.player kill //This kills the player杀掉即死掉 local.player volumedamage 2 //人物伤害值2[/code]
  12. M312关见图 前面的已变成狗狗了...
  13. M410盟军出生地在飞机上,要看到JUMP的字再跳下,否则会摔死的 .....
  14. M411萌军出生地的卡车 M411德军出生地教堂石台移动
  15. M211盟军出生地炸门
  16. 俺到是有一个问题: .SCR中程序没有全放在.SCR中,用exec maps/DM/truck.scr 解决,为减少SCR的容量,当然,把它复制到.SCR中也行, 这2种方法对客户端的进入有没有实际的效果? 快了?...慢了?... THANK!
  17. 文件的安放见同类的文章.. 图中已加了可载人的卡车... 下要快呀,不然没了...
  18. http://medalofhonor.filefront.com/file/Wea..._Back_Mod;30151
  19. 是有一个这样的PK3,有空找一找...

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