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moh8888

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由 moh8888 发表的全部内容

  1. moh8888 发表 1 个主题 于 硝烟里的年华
    这是The Nebelwerfer Hunt图 有些类似OBJ1-Hunt图,它是太大了,看来有要设传送点了....搞飞机可以(空间高且大,俺测过) 双方的出生点瞎设了几个,已后慢慢改了 可能图中有几个德军人物.TIK,(因是盟军OBJ,还没整掉)不过是个模型,打掉即可! 还有的是,原图中OBJ那5个(?)要炸的六 管炮可能显不出来,慢慢改了 另: 值得兴奋的是,俺已搞定声音正常, 只不过换了一个路径罢了(俺的正常,不知玩家如何?), 但LOAD画面不是原话面,但声音正常是值得的
  2. 俺试试谢了! 另: 在连网时加的东东和单人里加的东东名称一样, 但显示的不是一个东西,这是WHY?
  3. 出生点的选择对那个队都是很重要的... 搞定另一张图----------M1I1 bug-------M1I1在盟军的一方是有一个透明的东东且固化了.....过不去..
  4. //哈,無敵小老鼠 //放在mohaa----main/maps/dm/mohdm6.scr内全部替代即可! // STALINGRAD // ARCHITECTURE: ZIED, POWZER // SCRIPTING: POWZER main: //Mix Maps mod by Crow King setcvar "g_gametype" "2" //TDM // set scoreboard messages setcvar "g_obj_alliedtext1" "Stalingrad" setcvar "g_obj_alliedtext2" "" setcvar "g_obj_alliedtext3" "www.mohchina.com" setcvar "g_obj_axistext1" "" setcvar "g_obj_axistext2" "" setcvar "g_obj_axistext3" "" setcvar "g_scoreboardpic" "mohdm6" // 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 exec global/door_locked.scr::lock level.script = maps/dm/mohdm6.scr exec global/ambient.scr mohdm6 level waittill spawn thread give_all 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 give_all: $player wuss wait 2 thread give_all end
  5. 俺那会儿有一个程序是在最后的10秒内人物开始变(旋转?).....
  6. 这个好搞一点 俺可先提示 等5秒后 开始减生命 还有一点: 那个开关也好搞,只是他要忘了关,那可不成了无人室 .....
  7. 早晨的一点时间做了一些卡车的传送路线, 德军在出门口, 盟军在(传达室?)的一边. 这样可快一点交战
  8. 3张图一张M3I3进不去,一张M1I1出生地不管用(德军盟军在一起) 只有那M2I1---MAP可用,Snowy Infiltration图太大了......打狙合适
  9. 欢迎进俺的单人MAP TEST MOHAA
  10. 将STOTGUN.TIK用记事本打开后用以下的内容全部替代就可以了 //--------------------------------------------------------------------------- TIKI setup { scale 0.52 // Set default scale to 16/30.5 since world is in 16 units per foot and model is in cm's path models/weapons/shotgun skelmodel shotgun.skd surface shotgun shader shotgun } init { server { classname Weapon weapontype heavy name "Shotgun" rank 620 620 pickupsound shotgun_snd_pickup ammopickupsound shotgun_snd_pickup_ammo noammosound shotgun_snd_noammo // Holstering info // holstertag "Bip01 Spine2" // holsteroffset "8.0 -7.75 6.5" // holsterangles "0 185 -25" // holsterScale 1.0 // Primary fire type info (fast, arcing throw) firetype projectile ammotype "heavy" projectile models/projectiles/panzerschreckshell.tik semiauto clipsize 25 startammo 5 ammorequired 1 firedelay 0.75 maxchargetime 4.0 minchargetime 0.6 crosshair 0 quiet // don't notify AI of it being fired autoputaway 1 // automatically put the weapon away when out of ammo usenoammo 0 // don't allow it to be used when it has no ammo movementspeed 1.0 //========================================// // WEAPON ACCURACY MODELLING // //========================================// // Winchester Shotgun: Max Eff. Range is 25 yds with a muzzle velocity of X ft/s. (Double Ought Buckshot) bulletrange 1000 //the range at which bulletspread is applied bulletspread 80 80 95 95 //minpitch minyaw maxpitch maxyaw movementspeed 0.99 // currently does a total 300 potential damage, but uses more pellets in SP bulletcount 30 bulletdamage 10 tracerfrequency 0 crosshair 1 // viewkick -3 -5 -3 3 // AI animation group info weapongroup rifle //TODO: If AI use this weapon, we need a shotgun group. // DM Attributes dmprojectile models/projectiles/M2FGrenade_primary.tik dmstartammo 20 dmammorequired 1 dmfiredelay 0.75 dmcrosshair 0 dmmovementspeed 1.0 secondary dmprojectile models/projectiles/M2FGrenade.tik secondary dmammorequired 1 secondary dmfiredelay 0.75 cache models/projectiles/M2FGrenade_primary.tik cache models/projectiles/M2FGrenade.tik } client { cache tracer.spr cache muzsprite.spr cache models/ammo/shotgunshell.tik cache model models/fx/bh_metal_fastpiece.tik } } animations { idle shotgun.skc reload shotgun.skc // this is the start of the reloading sequence { client { entry sound shotgun_snd_reload_start } } reload_single shotgun.skc // this is the reload loop that loads in a single shell { client { entry stopaliaschannel shotgun_snd_reload_single entry sound shotgun_snd_reload_single } } reload_end shotgun_fire.skc { server { last idle } client { entry sound shotgun_snd_reload_end } } fire shotgun_fire.skc { server { entry shoot } client { entry stopaliaschannel shotgun_snd_fire entry sound shotgun_snd_fire // this is the sound for the rechambering pump entry stopaliaschannel shotgun_snd_rechamber entry sound shotgun_snd_rechamber // By now, the server has already fired the weapon, so it's // ok to apply the view kick apon entry to avoid problems // with multiple application on single frame animations. //////////////////////////////////////////////////////////////////////////////////////// // View Kicking // // View Kicking works based on the assumptions that every weapon has its own tendencies to kick in // a paticular fashion. In MOH we call then scatter patterns. Currently we have 2 scatter patterns which // will be explained. // Scatter Patterns: // "V" - the cone. The longer you shoot the more random your shots will be in the horizontal axis. // "T" - the T shape. The gun has a tendancy to push in a paticular direction. // // // +-------------------------------------------- Scatter Pitch Min // | +--------------------------------------- Scatter Pitch Max // | | +------------------------------- Scatter Yaw Min // | | | +--------------------------- Scatter Yaw Max // | | | | +--------------------- The Recentering speed in fraction per second // | | | | | +---------------- The Scatter Pattern // | | | | | | +---------- The absolute pitch min/max // | | | | | | | +------- The absolute yaw min/max // | | | | | | | | +----- This is the pitch at which you loose all // | | | | | | | | | control of the weapon and its behavior is // | | | | | | | | | purely random. // V V V V V V V V V entry viewkick -20.0 -20.0 0.05 0.05 15.2 "T" 12.0 5.0 10.0 // entry viewkick -1.2 -1.2 -0.2 0.2 1 "V" 3.0 1.0 1.6 (Colt .45 Pistol) // entry viewkick -3 -3.5 -0.75 -1.0 (old) // muzzle flash entry tagdlight tag_barrel 0.25 0.2 0.15 140 0.11 entry tagspawn tag_barrel ( scale 0.4 offsetalongaxis 1.5 0 0 count 1 model muzsprite.spr angles 0 0 crandom 25 life 0.06 ) entry tagspawn tag_barrel ( spawnrate 1.00 model models/fx/bh_metal_fastpiece.tik count 2 color 1.00 1.00 1.00 scale 0.20 life 0.30 radius 3.00 velocity 100.00 randvel 100 0 0 accel 0.00 0.00 -120.00 offsetalongaxis 4 0 0 fade align ) entry tagspawn tag_barrel ( spawnrate 1.00 model muzsprite.spr color 1.00 1.00 1.00 scale 0.60 life 0.09 scalerate 12.00 velocity 33.00 offsetalongaxis 4 0 0 fade randomroll ) entry tagspawn tag_barrel ( spawnrate 1.00 model muzsprite.spr color 1.00 1.00 1.00 scale 0.60 life 0.10 scalerate 3.00 velocity 40.00 offsetalongaxis 5 0 0 randomroll ) entry commanddelay 0.010 originspawn ( model vsssource.spr count 5 alpha 0.30 color 1.00 1.00 1.00 spritegridlighting scale 0.70 life 0.50 scalerate 6.00 cone 6.00 2.00 velocity 320.00 radialvelocity 11.00 60.00 120.00 accel 0.00 0.00 -30.00 friction 5.00 offset crandom -5 crandom -5 crandom -5 offsetalongaxis 30 0 0 fade randomroll ) // shell eject entry commanddelay 0.2 tagspawn tag_eject ( count 1 model models/ammo/shotgunshell.tik spawnrange 1024 scale 1.0 velocity 70 randvel crandom 10 crandom 10 random 20 emitterangles 0 0 0 avelocity crandom 90 crandom 90 0 accel 0 0 -800 physicsrate 20 life 2.0 fadedelay 1.7 collision bouncefactor 0.2 bouncesoundonce snd_shotgun_shell ) } } } //WWW.MOHCHINA.COM /*QUAKED playerweapon_allied_shotgun (0.0 0.0 1.0) (-8 -8 -8) (8 8 8) Weapon - Winchester Model 12 Shotgun */
  11. 在图中,有时要让一个物件呈一种颜色,代表特别的意义... 如:M42 local.mg42 = spawn models/statweapons/mg42_gun.tik local.mg42.origin = ( -1 -460 93 ) local.mg42.angle = 0 local.mg42 light 0.1 0 0.9 350 // local.mg42 yawCenter 0 local.mg42 maxYawOffset 60 local.mg42 pitchCaps ( -30 45 0 ) local.mg42 bulletDamage 25 .................................................................. local.mg42 light 0.1 0 0.9 350 蓝色,数字的前3位是决定颜色,后一位是光的直径. local.crate1 light 1 0 0 30 红色 要其它的色,请改前3位数字. light 1 1 1 350 ----->白色 light 0 1 0 350 ------>绿色
  12. 俺都搞差不多了,开关位置在定....
  13. 是个好主意呀, MOHDM4要搞一个毒气室地点在...开关就在.... 还没想好!
  14. 电台打炸时最好离远点扔手榴弹,不然暴炸力太强会把你一起GAME OVER! 下一步拯救美国大兵计划.......
  15. 声音的加入 解压在V0.9内的PK0.PK3会看到有一个SOUND的文件, 进入后有2个文件, 用记事本打开其中一个会看到一堆类似以下的程序: ...................省略 aliascache jeep_snd_idle sound/vehicle/veh_jeep_idle.wav soundparms 0.5 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m " //这里是举例JEEP声 ...................省略 这就是声音文件,很多的游戏声音很精彩! (注:有一些声音不工作,是不是D版的缘故,还是用别的程序这里不谈) 下面是用法: 用记事本打开MAP.SCR main local.master= spawn scriptmaster // local.master aliascache jeep_snd_idle sound/vehicle/veh_jeep_idle.wav soundparms 0.5 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m " //JEEP声 level waittill spawn // local.JEEP = spawn script_model //这是JEEP的模型 local.JEEP model " vehicles/jeep.tik " local.JEEP.origin = ( X YZ ) local.JEEP.angles = ( 0 0 0 ) local.JEEP solid local.JEEP loopsound jeep_snd_idle   //声音开始    wait 20 //响20秒 local.JEEP stoploopsound //STOP
  16. 搞定一半: 只要德军将盟军出生地有凉台的2层一个电台打炸(那电台生命值已设为为1) 即可! 还没搞定如何象OBJ一样完成OBJ重新进入地图...
  17. moh8888 回复 moh8888 的 主题 于 硝烟里的年华
    那只是个补丁网上多的是....
  18. 哈!现在改不了?
  19. 哈!那么大个儿[中文]呀!
  20. moh8888 发表 1 个主题 于 硝烟里的年华
    作晚试了一下MOHDM3改OBJ的图, 位置在盟军2层的收音机,没有成功, ......现在又有了一个方法将其打暴 也算一个任务吧....
  21. ha,不会论坛转成COD?
  22. 网上的图,tank脑袋是,车不是,因俺MOHAA内的交通工具基本见过...

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