由 moh8888 发表的全部内容
- 想在奥马哈爽又不想被狙击手阴死的朋友有福了
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想在奥马哈爽又不想被狙击手阴死的朋友有福了
俺没搞定..... main local.name: local.master = spawn scriptmaster local.master aliascache exp_searchlight sound/weapons/explo/Explo_Searchlight1.wav soundparms 0.9 0.2 0.8 0.4 1000 8000 auto loaded maps "DM obj" for(local.num = 1;local.num { thread makespot $(local.name)[local.num] } end makespot local.spotlight: if(local.spotlight.color == NIL) local.color = ( 1 1 1 ) else local.color = local.spotlight.color local.spot = spawn script_model model miscobj/searchlightoff.tik origin (local.spotlight.origin + ( 0 0 32 )) spawnflags 1 local.spot.destroyed = 0 local.angles = local.spotlight.angles local.angles[1] = (local.angles[1] * -1) local.spot.angles = local.angles local.spotdamage = spawn trigger_multiple origin local.spot.origin spawnflags 144 local.spotdamage setsize ( -25 -25 -25 )( 25 25 25 ) if(local.spotlight.health == NIL || local.spotlight.health local.spotdamage.health = 300 else local.spotdamage.health = local.spotlight.health local.spottrigger = spawn trigger_multiple origin local.spotlight.origin local.spottrigger setsize ( -50 -50 -100 )(50 50 50 ) if($(local.spotlight.target)) local.spottrigger origin $(local.spotlight.target).origin local.groundtarget = spawn script_origin local.groundspot_target = spawn script_origin local.light = spawn script_model local.light model "fx/searchlight.tik" local.light notsolid local.light.origin = local.spot.origin + local.spot.forwardvector * -16 local.light hide local.flare = spawn script_model local.flare model "emitters/firescreen.tik" // local.flare notsolid local.flare scale 1 local.flare.origin = local.groundtarget.origin local.flare hide local.flare light local.color local.flare lightradius 250 local.beam = spawn func_beam origin local.spot.origin local.beam alpha .2 local.beam maxoffset 0 local.beam numsegments 20 local.beam scale 50 local.beam activate local.beam life .1 local.beam color local.color local.beam hide thread aimspot local.groundspot_target local.beam local.spot local.light local.groundtarget local.flare local.spotdamage local.spottrigger while(1) { local.spottrigger waittill trigger local.spottrigger nottriggerable local.player = parm.other while(local.player istouching local.spottrigger ) { local.fwd_vec = angles_toforward local.player.viewangles local.start = local.player gettagposition "Bip01 Head" local.range = 10240 local.groundtarget.origin = trace (local.start + local.fwd_vec * 64) (local.start + local.fwd_vec * local.range ) 0 local.s_vec = ( local.groundtarget.origin - local.spot.origin) local.s_ang = vector_toangles(local.s_vec) local.s_ang[1] = (local.s_ang[1] - 180) local.s_ang[0] = (local.s_ang[0] * -1) local.spot.angles = local.s_ang local.spotlight.angles = ( 0 local.s_ang[1] 0 ) local.light.origin = local.spot.origin + local.spot.forwardvector * -8 if(local.player.useheld == 1) { wait .2 if(local.showspot !=1) { local.showspot = 1 local.light show local.flare show local.beam show //--------------------------------------------火炎现出 // player kill //flare----------------不知加? } else { local.beam hide local.showspot = 0 local.light hide local.flare hide } } waitframe if(local.spot.destroyed == 1) break } if(local.spot.destroyed == 1) break local.spottrigger triggerable } end aimspot local.groundspot_target local.beam local.spot local.light local.groundtarget local.flare local.spotdamage local.spottrigger: while(local.spot.destroyed != 1) { local.groundspot_target.origin = local.spot.origin + local.spot.forwardvector * -10240 local.p = trace local.spot.origin local.groundspot_target.origin 0 local.beam endpoint local.p local.flare.origin = local.p if(local.spotdamage.health { local.spot playsound exp_searchlight exec global/model.scr local.spot.origin models/fx/fx_spotlighthit local.light delete local.flare delete local.spottrigger delete local.spotdamage delete local.groundtarget delete local.spot.destroyed = 1 local.beam deactivate break } waitframe } end
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想在奥马哈爽又不想被狙击手阴死的朋友有福了
俺知到那个论坛,上次提出伤害人的程序,到是很热情,给了一 堆,不过不工作,再问,没人理了.... 俺现在那DM6的激光武器还放着那,都行了,就差那伤人的语句了.... OH,还是老方法呀,高处的俺用那跳跃的程序跳上确定
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想在奥马哈爽又不想被狙击手阴死的朋友有福了
双头人,双枪人这个俺还不会! 那个飞船俺可搞,有那模型吗,有模型可搞,不过,只能是载一个人走固定的路线(设定坐标,象那第一关的卡车到站下来,且人在车上是可射击,是无敌的,不能伤害),
- LIU888
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想在奥马哈爽又不想被狙击手阴死的朋友有福了
那会儿搞的升降机,哈,现已不用了有心人用吧---OMAHA升降机 thread lift1 thread lift2 thread lift3 thread lift4 thread lift5 thread lift6 thread lift7 local.fx = spawn script_model local.fx model "fx/wood_latice.tik" local.fx.origin = ( -1344 -1055 -230 ) local.fx.angles = ( 0 0 0 ) local.fx solid local.fx = spawn script_model local.fx model "fx/wood_latice.tik" local.fx.origin = ( -1168 -1055 -230 ) local.fx.angles = ( 0 0 0 ) local.fx solid local.fx = spawn script_model local.fx model "fx/wood_latice.tik" local.fx.origin = ( -903 -1055 -230 ) local.fx.angles = ( 0 0 0 ) local.fx solid //-------------------------------------------- local.fx = spawn script_model local.fx model "fx/wood_latice.tik" local.fx.origin = ( 1382 -665 -300 ) local.fx.angles = ( 0 0 0 ) local.fx solid local.fx = spawn script_model local.fx model "fx/wood_latice.tik" local.fx.origin = ( 1703 -665 -300 ) local.fx.angles = ( 0 0 0 ) local.fx solid local.fx = spawn script_model local.fx model "fx/wood_latice.tik" local.fx.origin = ( 1863 -665 -300 ) local.fx.angles = ( 0 0 0 ) local.fx solid //---------------- local.fx = spawn script_model local.fx model "fx/wood_latice.tik" local.fx.origin = ( -60 -1243 -390 ) local.fx.angles = ( 0 0 0 ) local.fx solid local.fx = spawn script_model local.fx model "fx/wood_latice.tik" local.fx.origin = ( -60 -1303 -390 ) local.fx.angles = ( 0 0 0 ) local.fx solid local.fx = spawn script_model local.fx model "fx/wood_latice.tik" local.fx.origin = ( -60 -1363 -390 ) local.fx.angles = ( 0 0 0 ) local.fx solid ///--- local.fx = spawn script_model local.fx model "fx/wood_latice.tik" local.fx.origin = ( 1610 -885 -390 ) local.fx.angles = ( 0 0 0 ) local.fx solid local.fx = spawn script_model local.fx model "fx/wood_latice.tik" local.fx.origin = ( 1610 -945 -390 ) local.fx.angles = ( 0 0 0 ) local.fx solid local.fx = spawn script_model local.fx model "fx/wood_latice.tik" local.fx.origin = ( 1610 -1005 -390 ) local.fx.angles = ( 0 0 0 ) local.fx solid //-------------------------------------------------------- lift1: //Elavator 2 local.crate = spawn script_model local.crate model "fx/wood_latice.tik" local.crate targetname elevator local.crate.origin = ( -1344 -1055 -225 ) local.crate.angle = 0 local.crate light 0.1 0 0.9 20 local.crate time 3 while (1) { wait 5 local.crate moveUp 800 local.crate waitmove wait 5 local.crate moveDown 800 local.crate waitmove } end lift2: //Elavator 2 local.crate = spawn script_model local.crate model "fx/wood_latice.tik" local.crate targetname elevator local.crate.origin = ( -1168 -1055 -225 ) local.crate.angle = 0 local.crate light 0.1 0 0.9 20 local.crate time 3 while (1) { wait 6 local.crate moveUp 820 local.crate waitmove wait 5 local.crate moveDown 820 local.crate waitmove } end lift3: //Elavator 2 local.crate = spawn script_model local.crate model "fx/wood_latice.tik" local.crate targetname elevator local.crate.origin = ( -903 -1055 -225 ) local.crate.angle = 0 local.crate light 0.1 0 0.9 20 local.crate time 3 while (1) { wait 7 local.crate moveUp 820 local.crate waitmove wait 5 local.crate moveDown 820 local.crate waitmove } end lift4: //Elavator 2 local.crate = spawn script_model local.crate model "fx/wood_latice.tik" local.crate targetname elevator local.crate.origin = ( 1382 -665 -295 ) local.crate.angle = 0 local.crate light 0.1 0 0.9 20 local.crate time 3 while (1) { wait 5 local.crate moveUp 880 local.crate waitmove wait 5 local.crate moveDown 880 local.crate waitmove } end lift5: //Elavator 2 local.crate = spawn script_model local.crate model "fx/wood_latice.tik" local.crate targetname elevator local.crate.origin = ( 1703 -665 -295 ) local.crate.angle = 0 local.crate light 0.1 0 0.9 20 local.crate time 3 while (1) { wait 6 local.crate moveUp 880 local.crate waitmove wait 5 local.crate moveDown 880 local.crate waitmove } end lift6: //Elavator 2 local.crate = spawn script_model local.crate model "fx/wood_latice.tik" local.crate targetname elevator local.crate.origin = ( 1863 -665 -295 ) local.crate.angle = 0 local.crate light 0.1 0 0.9 20 local.crate time 3 while (1) { wait 7 local.crate moveUp 880 local.crate waitmove wait 5 local.crate moveDown 880 local.crate waitmove } end //----------------------------------- lift7: //Elavator 2 local.crate = spawn script_model local.crate model "human/german_waffenss_nco.tik" local.crate targetname elevator local.crate.origin = ( 555 -4811.44 -871 ) local.crate.angle = -93 local.crate.scale = 1.0 local.crate light 0.1 0 0.9 300 local.crate time 3 local.crate solid while (1) { wait 5 local.crate moveUp 375 local.crate waitmove wait 15 local.crate moveDown 375 local.crate waitmove } end //------------------------------------------------------
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想在奥马哈爽又不想被狙击手阴死的朋友有福了
哈,想起来那会儿学加一挺机枪,看了S_22教学可费了大劲了! 我给你加的OMAHA机枪程序:加5个够不够?看你的SERVER承受力了 local.mg42 = spawn models/statweapons/mg42_gun.tik local.mg42.origin = ( 624 -4600 -400 ) local.mg42.angle = 90 local.mg42 yawCenter 90 local.mg42 maxYawOffset 60 local.mg42 pitchCaps ( -30 10 0 ) local.mg42 bulletDamage 50 local.mg42 = spawn models/statweapons/mg42_gun.tik local.mg42.origin = ( -603 -1780 -220 ) local.mg42.angle = -90 local.mg42 yawCenter -90 local.mg42 maxYawOffset 60 local.mg42 pitchCaps ( -30 30 0 ) local.mg42 bulletDamage 50 local.mg42 = spawn models/statweapons/mg42_gun.tik local.mg42.origin = ( 1309 -1652 -220 ) local.mg42.angle = -90 local.mg42 yawCenter -90 local.mg42 maxYawOffset 60 local.mg42 pitchCaps ( -30 30 0 ) local.mg42 bulletDamage 50 local.mg42 = spawn models/statweapons/mg42_gun.tik local.mg42.origin = ( 2227 -4600 -400 ) local.mg42.angle = 90 local.mg42 yawCenter 90 local.mg42 maxYawOffset 60 local.mg42 pitchCaps ( -30 10 0 ) local.mg42 bulletDamage 50 local.mg42 = spawn models/statweapons/mg42_gun.tik local.mg42.origin = ( -984 -4650 -400 ) local.mg42.angle = 90 local.mg42 yawCenter 90 local.mg42 maxYawOffset 60 local.mg42 pitchCaps ( -30 10 0 ) local.mg42 bulletDamage 50
- 可有被踢后在一定时间内禁止进入的程式否???
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88你的游戏IP是啥?
us: DM3坐卡车的感觉如何? OBJ3怎么老往地下钻?哈,雷区取消是让飞机的地盘大一些, 这就堵上下次你就钻不了!哈....
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LIU888
mohdm6.scr //--------------------------------------------------------------- // STALINGRAD // ARCHITECTURE: ZIED, POWZER // SCRIPTING: POWZER main: // set scoreboard messages setcvar "g_obj_alliedtext1" "Stalingrad Southern Russia 1942" setcvar "g_obj_alliedtext2" "" setcvar "g_obj_alliedtext3" "" setcvar "g_obj_axistext1" "" setcvar "g_obj_axistext2" "china" setcvar "g_obj_axistext3" "88" 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 m3l2 level.music="t3l3" level waittill spawn $world farplane 2300 $world farplane_color (.333 .333 .350) $world farplane_color (.333 .333 .333) level.farplane = 2800 level.farplanecolor = (0.333 0.333 0.359) exec global/shutter.scr exec global/door_locked.scr //exec global/weather.scr ////////////////// thread settransport thread lift thread lift1 thread settransportmove /////////// local.mg42 = spawn models/statweapons/mg42_gun.tik local.mg42.origin = ( -725.50 437 331 ) local.mg42.angle = -47 local.mg42 yawCenter -47 local.mg42 maxYawoffset 45 //Machine Gun Bipod local.mg42pod = spawn models/statweapons/mg42_bipod_nonstatic.tik local.mg42pod.origin = ( -727.50 436 332 ) local.mg42pod.angle = 0 //MG42 Machine Gun mounted in South Building (dresser) local.mg42 = spawn models/statweapons/mg42_gun.tik local.mg42.origin = ( -1095 188 566 ) local.mg42.angle = 41 local.mg42 solid local.mg42 yawCenter 41 local.mg42 maxyawoffset 45 //Machine Gun Bipod local.mg42pod = spawn models/statweapons/mg42_bipod_nonstatic.tik local.mg42pod.origin = ( -1097 187 567 ) local.mg42pod.angles = ( 5 41 0 ) //Dresser holding mounted MG42 East building local.dresser = spawn script_model local.dresser model "static/dresser.tik" local.dresser.origin = ( 53 653 512) local.dresser.angles = ( 0 121 0) local.dresser solid local.mg42 = spawn models/statweapons/mg42_gun.tik local.mg42.origin = ( 58 629 572 ) local.mg42.angle = 130 local.mg42 yawCenter 130 local.mg42 maxyawoffset 45 //barbwire on roof near crate bunker //local.tree = spawn script_model //local.tree model "static/barbwire_long_two_post.tik" //local.tree.origin = ( 462 -417 567) //local.tree.angles = ( 0 -94 0) local.crate1 = spawn script_model local.crate1 model "static/indycrate.tik" local.crate1.origin = (255 -551 623) local.crate1.angles = (0 -180 0) /////////////// //mg42 in window local.mg42 = spawn models/statweapons/mg42_gun.tik local.mg42.origin = ( 203 -71 94 ) local.mg42.angle = 160 local.mg42 yawCenter 160 local.mg42 maxyawoffset 45 //mg42 upper stairwell local.mg42 = spawn models/statweapons/mg42_gun.tik local.mg42.origin = ( 342 536 696 ) local.mg42.angle = 88 local.mg42 yawCenter 88 local.mg42 maxyawoffset 45 //2nd MG42 Machine Gun mounted window South building local.mg42 = spawn models/statweapons/mg42_gun.tik local.mg42.origin = ( -820 286 325 ) local.mg42.angle = 0 local.mg42 yawCenter 0 local.mg42 maxyawoffset 45 //2nd Machine Gun Bipod on 2nd South window local.mg42pod_1 = spawn models/statweapons/mg42_bipod_nonstatic.tik local.mg42pod_1.origin = ( -822 285 324 ) local.mg42pod_1.angles = ( 2 1 0 ) //3nd MG42 Machine Gun mounted window (hole in wall) West building local.mg42 = spawn models/statweapons/mg42_gun.tik local.mg42.origin = ( 75 535 336 ) local.mg42.angle = -96 local.mg42 yawCenter -96 local.mg42 maxyawoffset 45 //3nd Machine Gun Bipod on West building local.mg42pod_3 = spawn models/statweapons/mg42_bipod_nonstatic.tik local.mg42pod_3.origin = ( 75 535 336 ) local.mg42pod_3.angles = ( 0 -96 0 ) //MG42 Machine Gun mounted on sand bags North End local.mg42 = spawn models/statweapons/mg42_gun.tik local.mg4 = spawn script_model local.mg42.origin = ( 1000 280 371 ) local.mg42.angle = -179 local.mg42 yawCenter -179 local.mg42 maxyawoffset 60 //Machine Gun Bipod on sand bags North End local.mg42pod = spawn models/statweapons/mg42_bipod_nonstatic.tik local.mg42pod.origin = ( 1005 280 369 ) local.mg42pod.angles = ( 1 -179 0 ) //Health Canteens and Medic Packs //South building - Top West Floor local.healthitem1 = spawn models/items/item_50_healthbox.tik local.healthitem1.origin = ( -831 904 496 ) local.healthitem1.angles = ( 18 42 0 ) //South building - Lower West Floor local.healthitem3 = spawn models/items/item_50_healthbox.tik local.healthitem3.origin = ( -1164 79 256 ) local.healthitem3.angles = ( 0 -135 0 ) //West building top floor local.healthitem4 = spawn models/items/item_50_healthbox.tik local.healthitem4.origin = ( 176 543 512 ) local.healthitem4.angles = ( 0 -46 0 ) //West building broken top floor landing local.healthitem5 = spawn models/items/item_50_healthbox.tik local.healthitem5.origin = ( 448 880 736 ) local.healthitem5.angles = ( 5 45 0 ) //roof local.healthitem5 = spawn models/items/item_50_healthbox.tik local.healthitem5.origin = ( 548 -477 598 ) local.healthitem5.angles = (0) //East building top floor local.healthitem6 = spawn models/items/item_50_healthbox.tik local.healthitem6.origin = ( -447 -291 272 ) local.healthitem6.angles = ( 1 45 0 ) //East building bottom floor local.healthitem7 = spawn models/items/item_50_healthbox.tik local.healthitem7.origin = ( 160 -291 32 ) local.healthitem7.angles = ( 0 45 0 ) //North End - corner behind MG42 local.healthitem8 = spawn models/items/item_50_healthbox.tik local.healthitem8.origin = ( 719 -368 224 ) local.healthitem8.angles = ( 0 -134 0 ) //Court Yard Building - on top of desk near bottom of ladder local.healthitem9 = spawn models/items/item_50_healthbox.tik local.healthitem9.origin = ( 259 160 87 ) local.healthitem9.angles = ( 0 89 0 ) //North End - in corner near wooden plank local.healthitem10 = spawn models/items/item_50_healthbox.tik local.healthitem10.origin = ( 998 603 304 ) local.healthitem10.angles = ( 0 135 0 ) local.healthitem10 = spawn models/items/item_50_healthbox.tik local.healthitem10.origin = ( 26 -480 699 ) local.healthitem10.angles = ( 5 169 0 ) //AMMO PACKS //Ammo (Rife) South Building Middle Floor local.AmmoRifle1 = spawn models/items/item_heavy_ammobox.tik local.AmmoRifle1.origin = ( -1164 668 269 ) local.AmmoRifle1.angles = ( 0 131 0 ) //Ammo (Rife) West Building Top Floor Room near plank local.AmmoRifle2 = spawn models/items/item_heavy_ammobox.tik local.AmmoRifle2.origin = ( -512 543 529 ) local.AmmoRifle2.angles = ( 0 -136 0 ) //Ammo (Rife) East Building Bottom Floor Room Little Room local.AmmoRifle3 = spawn models/items/item_heavy_ammobox.tik local.AmmoRifle3.origin = ( -736 -624 49 ) local.AmmoRifle3.angles = ( 0 -135 0 ) //Ammo (Rife) West Building Bottom Floor Little Room local.AmmoRifle4 = spawn models/items/item_heavy_ammobox.tik local.AmmoRifle4.origin = ( -512 1008 49 ) local.AmmoRifle4.angles = ( 0 133 0 ) //Ammo (Rife) Lower entrance to South Building local.AmmoRifle5 = spawn models/items/item_heavy_ammobox.tik local.AmmoRifle5.origin = ( -1196 279 59 ) local.AmmoRifle5.angles = ( 0 -136 0 ) //Ammo (Rife) South Building beside M1 local.AmmoRifle6 = spawn models/items/item_heavy_ammobox.tik local.AmmoRifle6.origin = ( -1084 688 515 ) local.AmmoRifle6.angles = ( 0 55 0 ) //Ammo (Rife) South Building beside M1 local.AmmoRifle7 = spawn models/items/item_heavy_ammobox.tik local.AmmoRifle7.origin = ( -1058 670 515 ) local.AmmoRifle7.angles = ( 0 11 0 ) //Ammo (MG) Small Building in corner by cabinet local.AmmoMG1 = spawn models/items/item_heavy_ammobox.tik local.AmmoMG1.origin = ( 472 -129 49 ) local.AmmoMG1.angles = ( 0 0 0 ) //Ammo (MG) East building Bottom Floor Little Room local.AmmoMG2 = spawn models/items/item_heavy_ammobox.tik local.AmmoMG2.origin = ( -539 -624 49 ) local.AmmoMG2.angles = ( 0 -46 0 ) //Ammo (MG) East building Top Floor Little Room local.AmmoMG3 = spawn models/items/item_heavy_ammobox.tik local.AmmoMG3.origin = ( -736 -624 289 ) local.AmmoMG3.angles = ( 0 -136 0 ) //Ammo (MG) West building Bottom Floor Little Room local.AmmoMG4 = spawn models/items/item_heavy_ammobox.tik local.AmmoMG4.origin = ( -399 1008 49 ) local.AmmoMG4.angles = ( 0 44 0 ) //Ammo (MG) Lower entrance to South building local.AmmoMG5 = spawn models/items/item_heavy_ammobox.tik local.AmmoMG5.origin = ( -1196 496 59 ) local.AmmoMG5.angles = ( 0 134 0 ) //Ammo (SMG) East building corner room local.AmmoSMG1 = spawn models/items/item_smg_ammobox.tik local.AmmoSMG1.origin = ( -736 -291 49 ) local.AmmoSMG1.angles = ( 0 134 0 ) //Ammo (SMG) East building corner room local.AmmoSMG1 = spawn models/items/item_smg_ammobox.tik local.AmmoSMG1.origin = ( -147 -366 649 ) local.AmmoSMG1.angles = ( 0 134 0 ) //Ammo (SMG) West building NorthSide Little room local.AmmoSMG2 = spawn models/items/item_smg_ammobox.tik local.AmmoSMG2.origin = ( 680 1088 529 ) local.AmmoSMG2.angles = ( 0 44 0 ) //Ammo (SMG) East building Top Floor Little Room local.AmmoSMG3 = spawn models/items/item_smg_ammobox.tik local.AmmoSMG3.origin = ( -559 -624 289 ) local.AmmoSMG3.angles = ( 0 -45 0 ) //Ammo (Grenades) Boiler Room local.AmmoGrenade1 = spawn models/items/item_smg_ammobox.tik local.AmmoGrenade1.origin = ( 932 -111 -159 ) local.AmmoGrenade1.angles = ( 0 29 0 ) //Ammo (Grenades) roof local.AmmoGrenade1 = spawn models/items/item_smg_ammobox.tik local.AmmoGrenade1.origin = ( 375 -346 519 ) local.AmmoGrenade1.angles = ( 0 29 0 ) //Spawn in Usable Weapons //Weapons (Thompson smg) South Building Second Floor in Corner local.M1 = spawn models/weapons/thompsonsmg.tik local.M1.origin = ( -1149 890 258 ) local.M1.angles = ( 0 60 -90 ) //Weapons (Thompson smg) South Building Second Floor in Corner local.M1 = spawn models/weapons/thompsonsmg.tik local.M1.origin = ( -1149 890 258 ) local.M1.angles = ( 0 60 -90 ) //Weapons (M1 Rife) South Building Top Floor local.M1 = spawn models/weapons/m1_garand.tik local.M1.origin = ( 719 1088 290 ) local.M1.angles = ( -62 136 0 ) //Weapons (M1 Rife) South Building Top Floor local.M1 = spawn models/weapons/m1_garand.tik local.M1.origin = ( -1149 890 259 ) local.M1.angles = ( -110 -139 90 ) //Weapons (BAR) South Building Top Floor local.bar1 = spawn models/weapons/bar.tik local.bar1.origin = ( -1066 183 549 ) local.bar1.angles = ( 0 132 90 ) //Weapons (BAR) South Building Top Floor local.bar1 = spawn models/weapons/bar.tik local.bar1.origin = ( 321 -273 -100 ) local.bar1.angles = ( 0 132 90 ) //Weapons (SMG-German) Boiler Room on top of Crate local.bar1 = spawn models/weapons/mp40.tik local.bar1.origin = ( 321 -273 -100 ) local.bar1.angles = ( 0 86 90 ) //Weapons (KAR98-German-Sniper) Boiler Room on top of 2 Crates local.kar98_1 = spawn models/weapons/kar98sniper.tik local.kar98_1.origin = ( -1066 183 549 ) local.kar98_1.angles = ( 0 28 90 ) //Weapons (KAR98-German-Sniper) Boiler Room on top of 2 Crates local.kar98_1 = spawn models/weapons/kar98sniper.tik local.kar98_1.origin = ( 734 -505 -59 ) local.kar98_1.angles = ( 0 28 90 ) //Weapons (Springfield) West building top big hole window //local.Sniper1 = spawn models/weapons/springfield.tik //local.Sniper1.origin = ( 244 468 669 ) //local.Sniper1.angles = ( -130 41 90 ) //Weapons (Springfield) West building top big hole window local.Sniper1 = spawn models/weapons/springfield.tik local.Sniper1.origin = ( 223 447 669 ) local.Sniper1.angles = ( -110 46 90 ) //Weapons (Springfield) West building top big hole window local.Sniper1 = spawn models/weapons/springfield.tik local.Sniper1.origin = ( -512 -624 289 ) local.Sniper1.angles = ( -110 46 90 ) //Weapons (MP44) East building top floor in corner local.mp44_1 = spawn models/weapons/mp44.tik local.mp44_1.origin = ( -512 -624 289 ) local.mp44_1.angles = ( -130 43 90 ) //Weapons (MP44) East building top floor in corner local.mp44_1 = spawn models/weapons/mp44.tik local.mp44_1.origin = ( 223 447 669 ) local.mp44_1.angles = ( -130 43 90 ) //Weapons (KAR98) East building bottom floor in corner local.kar98_1 = spawn models/weapons/kar98.tik local.kar98_1.origin = ( 719 131 239 ) local.kar98_1.angles = ( -110 -46 90 ) //Weapons (KAR98) East building bottom floor in corner local.kar98_1 = spawn models/weapons/kar98.tik local.kar98_1.origin = ( -408 -291 49 ) local.kar98_1.angles = ( -110 -46 90 ) //Weapons (KAR98) East building bottom floor in corner local.kar98_1 = spawn models/weapons/kar98.tik local.kar98_1.origin = ( 928 1088 49 ) local.kar98_1.angles = ( -59 53 0 ) //Weapons (Shotgun) Top of center building on sand bags local.shotgun1 = spawn models/weapons/shotgun.tik local.shotgun1.origin = ( 719 131 239 ) local.shotgun1.angles = ( -125 -131 90 ) //Weapons (Shotgun) Top of center building on sand bags local.shotgun1 = spawn models/weapons/shotgun.tik local.shotgun1.origin = ( -408 -291 49 ) local.shotgun1.angles = ( -125 -131 90 ) //Weapons (Shotgun) Top of center building on sand bags local.shotgun1 = spawn models/weapons/shotgun.tik local.shotgun1.origin = ( 926 1087 529 ) local.shotgun1.angles = ( -55 54 0 ) //Dresser in South Building local.dresserSouth = spawn script_model local.dresserSouth model "static/dresser.tik" local.dresserSouth.origin = ( -1071 190 496 ) local.dresserSouth.angles = ( 0 -133 0 ) local.dresserSouth solid //////////////////////////// //////////////////////// //////////// end lift: //Elavator 1 local.crate1 = spawn script_model local.crate1 model "static/indycrate.tik" local.crate1 targetname elevator1 //local.crate1.origin = ( 124.78 -220.71 -124.42 ) local.crate1.origin = ( 130 -220.71 -124.42 ) local.crate1.angle = 90 local.crate1 time 3 $elevator1 setdamage 200 while (1) { wait 5 local.crate1 moveUp 300 local.crate1 waitmove wait 5 local.crate1 moveDown 300 local.crate1 waitmove } end ///////// lift1: local.crate1 = spawn script_model local.crate1 model "static/indycrate.tik" local.crate1 targetname elevator1 //local.crate1.origin = ( 990 566 304 ) local.crate1.origin = ( 990 566 304 ) local.crate1.angle = ( 0 90 0 ) local.crate1 time 3 $elevator1 setdamage 200 while (1) { wait 5 local.crate1 moveUp 200 local.crate1 waitmove wait 5 local.crate1 moveDown 200 local.crate1 waitmove } end ////////////// //----------------------------------------------------------------------------- settransport: local.transport = spawn script_model local.transport model "fx/wood_latice.tik" local.transport.origin = ( -762 694 288 ) local.transport targetname transportmove local.transport.angles = ( 0 0 0 ) local.transport.scale = 1.0 local.transport solid end settransportmove: $transportmove waitmove $transportmove moveeast 110 $transportmove movenorth 50 $transportmove moveeast 100 wait 5 $transportmove waitmove $transportmove movewest 100 $transportmove movesouth 50 $transportmove movewest 110 wait 5 thread settransportmove 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
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加入一挺自动射击的M42
main: level waittill prespawn thread panza_aims thread panza_mg42 level waittill spawn end panza_aims: spawn script_origin "targetname" "aim9" $aim9.origin = ( x y z ) //机枪射击位置1 spawn script_origin "targetname" "aim10" $aim10.origin = ( x y z ) //机枪射击位置2 spawn script_origin "targetname" "aim11" $aim11.origin = ( x y z ) //机枪射击位置3 end panza_mg42: spawn "statweapons/mg42_gun.tik" "targetname" "t1" $t1.origin = ( x y z ) //机枪位置 $t1.angles = ( 0 -120 0 ) //方向 $t1 notsolid $t1 burstFireSettings 0.55 1.5 1 .25 $t1 bulletdamage 25 while (1) { wait 5 $t1 setaimtarget $aim9 $t1 startfiring wait 3 $t1 stopfiring $t1 setaimtarget $aim10 $t1 startfiring wait 3 $t1 stopfiring $t1 setaimtarget $aim11 //etc etc $t1 startfiring wait 3 $t1 stopfiring wait 20 } end 这个M42也可人为使用,不过就不是AUTO了!
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一种加入BOT狗的简易方法
http://skyy.net.ru/pic/upload/I2004922213728.rar mohdm2关的PK3下载后解压出xdmdogs2.PK3放在mohaa main/下
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一种加入BOT狗的简易方法
注1注2: exec global/dmdog.scr::dogspawn ( -1053 -2847.22 -4.12 ) 45 1 5 axis 1 表示: exec global/dmdog.scr::dogspawn // 盟军蓝色狗 德军红色狗
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一种加入BOT狗的简易方法
想不想加一只或几只会自动攻击人的狗? 这需要在图中小改一下 在其它的图中加入也是一样的,只是狗的坐标要变一下! 举例如何加入: 用记事本打开mohdm2.scr会有以下內容: // DESTROYED VILLAGE // ARCHITECTURE: NED // SCRIPTING: NED main: // set scoreboard messages setcvar "g_obj_alliedtext1" "Destroyed Village" setcvar "g_obj_alliedtext2" "" setcvar "g_obj_alliedtext3" "" setcvar "g_obj_axistext1" "" setcvar "g_obj_axistext2" "" setcvar "g_obj_axistext3" "" setcvar "g_scoreboardpic" "mohdm2" // 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/mohdm2.scr exec global/ambient.scr mohdm2 level waittill spawn exec global/dmdog.scr //加入解命令dmdog.scr wait 10 //10秒后 exec global/dmdog.scr::dogspawn ( -1053 -2847.22 -4.12 ) 45 1 5 "axis" 1 //注1 wait 5 exec global/dmdog.scr::dogspawn ( -1053 -2747.22 -4.12 ) 90 1 5 "allies" 1 //注2 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
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