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moh8888

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由 moh8888 发表的全部内容

  1. moh8888 回复 U.S.A 的 主题 于 荣誉勋章系列
    俺用的是友立的我行我速2,以前用ACDSEE版本高一点的有这个功能.
  2. 哈,说句笑话,也许你可以找回你的遗物...
  3. moh8888 发表 1 个主题 于 荣誉勋章系列
    若被消灭的死尸不AUTO消失,会怎样呐? 当你的生命值 请进俺的DM3关!
  4. moh8888 发表 1 个主题 于 荣誉勋章系列
    local.inferno = spawn script_model local.inferno model "emitters/pipe_steam.tik" local.inferno.origin = ( X.Y.Z ) local.inferno.angles = ( -50 155 0 ) local.inferno scale 4
  5. US泡得又白又嫰的...
  6. moh8888 回复 K.O 的 主题 于 硝烟里的年华
    其实想早点升级也是他的一个原望,俺希望能免了那个警报!
  7. moh8888 回复 yao.3 的 主题 于 硝烟里的年华
    俺把这个图的顺序贴在这你粘在SERVER.TXT中吧, set sv_maplist "dm/mohdm1 dm/MP_Brest_DM dm/mohdm2 dm/mohdm3 dm/MP_Gewitter_DM dm/mohdm4 obj/obj_team2 dm/MP_Bahnhof_DM dm/mohdm5 dm/mohdm6 dm/mohdm7 dm/MP_Bazaar_DM dm/MP_Holland_DM dm/mp_malta_dm dm/MP_Stadt_DM dm/MP_Unterseite_DM dm/MP_Verschneit_DM" map "dm/mohdm1" 你可将obj/MP_Druckkammern_TOW obj/MP_Flughafen_TOW obj/MP_Ardennes_TOW obj/MP_Berlin_TOW加入(这一组俺没试过) 注意:OBJ地图进行DM__MOD时要修改MAP.SCR中的重生参数 level.dmrespawning = 0 // 1 or 0 level.dmroundlimit = 5 // round time limit in minutes level.clockside = kills // set to axis, allies, kills, or draw
  8. //------------------------------------------------------------------- //www.mohchina.com //2004.8.13 88 //将此文件起名为flakfire.scr放在main/global/下 main: local.master = spawn scriptmaster //Flak 88 gun local.master aliascache flak_snd_move sound/vehicle/veh_tank_turret1.wav soundparms 0.9 0.2 0.9 0.2 800 4000 auto loaded maps "dm obj" local.master aliascache flak_snd_fire1 sound/weapons/fire/TankCannonFire1.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "dm obj" local.master aliascache flak_snd_fire2 sound/weapons/fire/Flak88Fire1.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "dm obj" local.master aliascache flak_snd_fire3 sound/weapons/fire/Flak88Fire3.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "dm obj" local.master aliascache flak_snd_fire4 sound/weapons/fire/Flak88Fire4.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "dm obj" local.master aliascache flak88_fire1 sound/weapons/fire/TankCannonFire1.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "dm obj" local.master aliascache flak88_fire2 sound/weapons/fire/Flak88Fire1.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "dm obj" local.master aliascache flak88_fire3 sound/weapons/fire/Flak88Fire3.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "dm obj" local.master aliascache flak88_fire4 sound/weapons/fire/Flak88Fire4.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "dm obj" //www.mohchina.com local.master aliascache flak88_reload sound/null.wav soundparms 1.2 0.2 0.9 0.2 800 4000 weapon loaded maps "dm obj" self dmprojectile models/projectiles/tigercannonshell.tik local.trigger = spawn trigger_multiple origin self.origin local.trigger setsize ( -200 -200 -50 ) ( 200 200 100 ) local.trigger.target = self while(1) { local.trigger waittill trigger local.trigger waitthread get_ready_to_fire } end //------------------------------------------------------------------- get_ready_to_fire: local.player = parm.other while(local.player istouching self) { if(local.player.fireheld == 1) { local.shot_org = local.player thread find_spot self.target waitthread fire_cannon local.shot_org local.shot_org immediateremove wait 2 } waitframe } end //------------------------------------------------------------------- find_spot: local.fwd_vec = angles_toforward self.viewangles local.start = self gettagposition "Bip01 Head" local.range = 5000 local.hit_location = trace (local.start + local.fwd_vec * 64) (local.start + local.fwd_vec * local.range ) 0 local.ent = spawn script_origin origin (local.hit_location - ( 0 0 32 )) end local.ent //------------------------------------------------------------------- fire_cannon local.arty: self setaimtarget local.arty self waittill ontarget self anim fire local.arty immediateremove end //这样就行了,简单吧?
  9. moh8888 回复 yao.3 的 主题 于 硝烟里的年华
    俺没有加图呀,俺那时不是问大家帮俺说一下图名吗? 那个图顺序是俺从SH-FREEZE的PK3上抓的,用的是V2.15 啊,DM5俺刚加了几个探照灯,累了...
  10. 只需加入如下语句: 在MAP.SCR中: level waittill spawn 在这一行下 /////////// local.flakbase = spawn models/statweapons/flak88base.tik local.flakbase.origin = ( 18.860 2906.859 240.125 ) local.flakbase.angles = ( 0.000 270.242 0.000 ) local.flak = spawn models/statweapons/flak88turret.tik targetname flak88 local.flak.origin = ( 18.860 2906.859 296.125 ) local.flak.angles = ( 0.000 270.242 0.000 ) local.flak exec global/flakfire.scr 还有一个flakfire.scr 文件要放在 main/global/下就完成了! 那个文件俺flakfire.scr还得找个存放的临时区,找到后在公布!
  11. moh8888 发表 1 个主题 于 硝烟里的年华
    这个程序是很容易加入每个图的 用枪的准星和射击键执挥炮弹的落地点,可360度指挥! 适用于V1.11的服务器,你可看到图中会出现一门炮! 首先要搞清X.Y.Z.坐标(有事待续)
  12. moh8888 回复 yao.3 的 主题 于 硝烟里的年华
    俺还没建过2.4服务器,那个是用GAME内自带的建吧,俺没试过... 图的意思是序列号的问题了,建议把那个专用伺服器关了再看看! 不灵就下个V2.4建吧!但都有一点是要关闭一个端口,不然进不去呀! 请教一下S-22.
  13. 在盟军的左船上,那位置俺已放了一个光球,飞机得一个一个的送上德军阵地上方,要排队呀,哈!
  14. moh8888 发表 1 个主题 于 荣誉勋章系列
    俺的最新成果,OMAHA的飞机跳伞...
  15. 那飞机是要走坐标的呀!
  16. moh8888 回复 o.O 的 主题 于 荣誉勋章系列
    俺V2.15建了,俺用突出重围也可进入的....
  17. moh8888 回复 o.O 的 主题 于 荣誉勋章系列
    哈,不会是托尼吧?
  18. moh8888 回复 o.O 的 主题 于 荣誉勋章系列
    那SUNSHINE不是你开的服务器?
  19. moh8888 回复 K.O 的 主题 于 荣誉勋章系列
    不是懂不懂的问题呀,因为这个栏目是个人服务器的专栏呀, 不是只有俺88一个呀,俺不善于文字的表达,你比我强呀!
  20. 水灵灵的世界,水好多呀,哈....怪不得北京这几天老下雨, 水灵灵的姑娘在那呀?有加入的吗?
  21. moh8888 发表 1 个主题 于 硝烟里的年华
    在DM2关中德军出生点附近有一个跳短墙进入透明区ZB的地方, 你可以将以下程序全部替代MOHDM2.SCR的内容, 就会看到有一架飞机会飞向短墙处,产生爆炸坠毁并冒烟, 在那里堵住ZB的必经之地! // DESTROYED VILLAGE // 2004.8.11 // // Map Mod By 88 // plane Mods // Website: www.mohchina.com // Email: // set scoreboard messages setcvar "g_obj_alliedtext1" "Destroyed Village" setcvar "g_obj_alliedtext2" "" setcvar "g_obj_alliedtext3" "" setcvar "g_obj_axistext1" "plane Mod " setcvar "g_obj_axistext2" "www.mohchina.com" 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 cache models/emitters/linger_smoke.tik cache models/emitters/ddaysmoke.tik cache models/vehicles/gmctruck.tik cache models/fx/fx_truck_explosion.tik cache models/vehicles/p47fly.tik cache models/vehicles/stuka_fly.tik //exec global/door_locked.scr::lock level.script = maps/dm/mohdm2.scr exec global/ambient.scr mohdm2 level waittill spawn thread plane thread plane2 thread plane3 plane: wait 10.0 local.fly = spawn script_model local.fly.origin = ( -1200 -3591 800 ) local.fly.angles = ( 0 90 15 ) local.fly model "models/vehicles/p47fly.tik" local.fly playsound airplane6 wait 0.2 local.fly hide local.fly1 = spawn script_model local.fly1.origin = ( -1200 -3273 800 ) local.fly1.angles = ( 0 90 15 ) local.fly1 model "models/vehicles/p47fly.tik" wait 0.1 local.fly1 hide local.fly2 = spawn script_model local.fly2.origin = ( -1200 -2952 800 ) local.fly2.angles = ( 0 90 15 ) local.fly2 model "models/vehicles/p47fly.tik" wait 0.1 local.fly2 hide local.fly3 = spawn script_model local.fly3.origin = ( -1200 -2631 800 ) local.fly3.angles = ( 0 90 20 ) local.fly3 model "models/vehicles/p47fly.tik" wait 0.1 local.fly3 hide local.fly4 = spawn script_model local.fly4.origin = ( -1200 -2310 800 ) local.fly4.angles = ( 0 90 20 ) local.fly4 model "models/vehicles/p47fly.tik" wait 0.1 local.fly4 hide local.fly5 = spawn script_model local.fly5.origin = ( -1200 -1989 800 ) local.fly5.angles = ( 0 90 20 ) local.fly5 model "models/vehicles/p47fly.tik" wait 0.1 local.fly5 hide local.fly6 = spawn script_model local.fly6.origin = ( -1200 -1668 800 ) local.fly6.angles = ( 0 90 25 ) local.fly6 model "models/vehicles/p47fly.tik" wait 0.1 local.fly6 hide local.fly7 = spawn script_model local.fly7.origin = ( -1200 -1347 800 ) local.fly7.angles = ( 0 90 25 ) local.fly7 model "models/vehicles/p47fly.tik" wait 0.1 local.fly7 hide local.fly8 = spawn script_model local.fly8.origin = ( -1200 -1026 800 ) local.fly8.angles = ( 0 90 25 ) local.fly8 model "models/vehicles/p47fly.tik" wait 0.1 local.fly8 hide local.fly9 = spawn script_model local.fly9.origin = ( -1200 -705 800 ) local.fly9.angles = ( 0 90 30 ) local.fly9 model "models/vehicles/p47fly.tik" wait 0.1 local.fly9 hide local.fly10 = spawn script_model local.fly10.origin = ( -1200 -384 800 ) local.fly10.angles = ( 0 90 30 ) local.fly10 model "models/vehicles/p47fly.tik" wait 0.1 local.fly10 hide local.fly11 = spawn script_model local.fly11.origin = ( -1200 63 800 ) local.fly11.angles = ( 0 90 30 ) local.fly11 model "models/vehicles/p47fly.tik" wait 0.11 local.fly11 hide local.fly12 = spawn script_model local.fly12.origin = ( -1200 258 800 ) local.fly12.angles = ( 0 90 25 ) local.fly12 model "models/vehicles/p47fly.tik" wait 0.1 local.fly12 hide local.fly13 = spawn script_model local.fly13.origin = ( -1200 579 800 ) local.fly13.angles = ( 0 90 15 ) local.fly13 model "models/vehicles/p47fly.tik" wait 0.1 local.fly13 hide local.fly14 = spawn script_model local.fly14.origin = ( -1200 900 800 ) local.fly14.angles = ( 0 90 25 ) local.fly14 model "models/vehicles/p47fly.tik" wait 0.1 //www.mohchina.com local.fly14 hide local.fly15 = spawn script_model local.fly15.origin = ( -1200 1221 800 ) local.fly15.angles = ( 0 90 25 ) local.fly15 model "models/vehicles/p47fly.tik" wait 0.1 local.fly15 hide local.fly16 = spawn script_model local.fly16.origin = ( -1200 1542 800 ) local.fly16.angles = ( 0 90 25 ) local.fly16 model "models/vehicles/p47fly.tik" wait 0.1 local.fly16 hide wait 45.0 goto plane end plane2: wait 12.0 local.fly = spawn script_model local.fly.origin = ( -1600 -3591 800 ) local.fly.angles = ( 0 90 0 ) local.fly model "models/vehicles/p47fly.tik" local.fly playsound airplane5 wait 0.2 local.fly hide local.fly1 = spawn script_model local.fly1.origin = ( -1600 -3273 800 ) local.fly1.angles = ( 0 90 0 ) local.fly1 model "models/vehicles/p47fly.tik" wait 0.1 local.fly1 hide local.fly2 = spawn script_model local.fly2.origin = ( -1600 -2952 800 ) local.fly2.angles = ( 0 90 0 ) local.fly2 model "models/vehicles/p47fly.tik" wait 0.1 local.fly2 hide local.fly3 = spawn script_model local.fly3.origin = ( -1600 -2631 800 ) local.fly3.angles = ( 0 90 0 ) local.fly3 model "models/vehicles/p47fly.tik" wait 0.1 local.fly3 hide local.fly4 = spawn script_model local.fly4.origin = ( -1600 -2310 800 ) local.fly4.angles = ( 0 90 0 ) local.fly4 model "models/vehicles/p47fly.tik" wait 0.1 local.fly4 hide local.fly5 = spawn script_model local.fly5.origin = ( -1600 -1989 800 ) local.fly5.angles = ( 0 90 0 ) local.fly5 model "models/vehicles/p47fly.tik" wait 0.1 local.fly5 hide local.fly6 = spawn script_model local.fly6.origin = ( -1600 -1668 800 ) local.fly6.angles = ( 0 90 0 ) local.fly6 model "models/vehicles/p47fly.tik" wait 0.1 local.fly6 hide local.fly7 = spawn script_model local.fly7.origin = ( -1600 -1347 800 ) local.fly7.angles = ( 0 90 0 ) local.fly7 model "models/vehicles/p47fly.tik" wait 0.1 local.fly7 hide local.fly8 = spawn script_model local.fly8.origin = ( -1600 -1026 800 ) local.fly8.angles = ( 0 90 0 ) local.fly8 model "models/vehicles/p47fly.tik" wait 0.1 local.fly8 hide local.fly9 = spawn script_model local.fly9.origin = ( -1600 -705 800 ) local.fly9.angles = ( 0 90 0 ) local.fly9 model "models/vehicles/p47fly.tik" wait 0.1 local.fly9 hide local.fly10 = spawn script_model local.fly10.origin = ( -1600 -384 800 ) local.fly10.angles = ( 0 90 0 ) local.fly10 model "models/vehicles/p47fly.tik" wait 0.1 local.fly10 hide local.fly11 = spawn script_model local.fly11.origin = ( -1600 63 800 ) local.fly11.angles = ( 0 90 0 ) local.fly11 model "models/vehicles/p47fly.tik" wait 0.11 local.fly11 hide local.fly12 = spawn script_model local.fly12.origin = ( -1600 258 800 ) local.fly12.angles = ( 0 90 0 ) local.fly12 model "models/vehicles/p47fly.tik" wait 0.1 local.fly12 hide local.fly13 = spawn script_model local.fly13.origin = ( -1600 579 800 ) local.fly13.angles = ( 0 90 0 ) local.fly13 model "models/vehicles/p47fly.tik" wait 0.1 local.fly13 hide local.fly14 = spawn script_model local.fly14.origin = ( -1600 900 800 ) local.fly14.angles = ( 0 90 0 ) local.fly14 model "models/vehicles/p47fly.tik" wait 0.1 local.fly14 hide local.fly15 = spawn script_model local.fly15.origin = ( -1600 1221 800 ) local.fly15.angles = ( 0 90 0 ) local.fly15 model "models/vehicles/p47fly.tik" wait 0.1 local.fly15 hide local.fly16 = spawn script_model local.fly16.origin = ( -1600 1542 800 ) local.fly16.angles = ( 0 90 0 ) local.fly16 model "models/vehicles/p47fly.tik" wait 0.1 local.fly16 hide wait 45.0 goto plane2 plane3: wait 15.0 local.fly = spawn script_model local.fly.origin = ( -3317 -2840 800 ) local.fly.angles = ( 0 85 35 ) local.fly model "models/vehicles/stuka_fly.tik" local.fly playsound airplane6 wait 0.2 local.fly hide local.fly1 = spawn script_model local.fly1.origin = ( -3270 -2567 780 ) local.fly1.angles = ( 0 85 40 ) local.fly1 model "models/vehicles/stuka_fly.tik" wait 0.2 local.fly1 hide local.fly2 = spawn script_model local.fly2.origin = ( -3223 -2294 760 ) local.fly2.angles = ( 0 85 45 ) local.fly2 model "models/vehicles/stuka_fly.tik" wait 0.2 local.fly2 hide local.fly3 = spawn script_model local.fly3.origin = ( -3176 -2021 720 ) local.fly3.angles = ( 0 85 50 ) local.fly3 model "models/vehicles/stuka_fly.tik" wait 0.2 local.fly3 hide local.fly4 = spawn script_model local.fly4.origin = ( -3129 -1748 700 ) local.fly4.angles = ( 0 85 55 ) local.fly4 model "models/vehicles/stuka_fly.tik" wait 0.2 local.fly4 hide local.fly5 = spawn script_model local.fly5.origin = ( -3082 -1475 680 ) local.fly5.angles = ( 0 85 60 ) local.fly5 model "models/vehicles/stuka_fly.tik" wait 0.2 local.fly5 hide local.fly6 = spawn script_model local.fly6.origin = ( -3035 -1202 660 ) local.fly6.angles = ( 0 85 65 ) local.fly6 model "models/vehicles/stuka_fly.tik" wait 0.2 local.fly6 hide local.fly7 = spawn script_model local.fly7.origin = ( -2988 -929 640 ) local.fly7.angles = ( 0 85 60 ) local.fly7 model "models/vehicles/stuka_fly.tik" wait 0.2 local.fly7 hide local.fly8 = spawn script_model local.fly8.origin = ( -2941 -656 620 ) local.fly8.angles = ( 0 85 55 ) local.fly8 model "models/vehicles/stuka_fly.tik" wait 0.2 local.fly8 hide local.fly9 = spawn script_model local.fly9.origin = ( -2894 -383 600 ) local.fly9.angles = ( 0 85 60 ) local.fly9 model "models/vehicles/stuka_fly.tik" wait 0.2 local.fly9 hide local.fly10 = spawn script_model local.fly10.origin = ( -2847 -110 580 ) local.fly10.angles = ( 0 85 55 ) local.fly10 model "models/vehicles/stuka_fly.tik" wait 0.2 local.fly10 hide local.fly11 = spawn script_model local.fly11.origin = ( -2800 163 560 ) local.fly11.angles = ( 0 85 55 ) local.fly11 model "models/vehicles/stuka_fly.tik" wait 0.2 local.fly11 hide local.fly12 = spawn script_model //www.mohchina.com local.fly12.origin = ( -2753 436 540 ) local.fly12.angles = ( 0 85 55 ) local.fly12 model "models/vehicles/stuka_fly.tik" wait 0.2 local.fly12 hide local.fly13 = spawn script_model local.fly13.origin = ( -2706 709 520 ) local.fly13.angles = ( 0 85 50 ) local.fly13 model "models/vehicles/stuka_fly.tik" wait 0.2 local.fly13 hide local.fly14 = spawn script_model local.fly14.origin = ( -2659 982 500 ) local.fly14.angles = ( 0 85 50 ) local.fly14 model "models/vehicles/stuka_fly.tik" wait 0.2 local.fly14 hide local.bomb = spawn script_model local.bomb.origin = ( -2552 1527 473 ) local.bomb.angles = ( 0 0 0 ) local.bomb model "fx/fx_truck_explosion.tik" local.bomb.scale = 3 local.bomb playsound arty_exp_sand3 local.stuka_d = spawn script_model local.stuka_d model "models/vehicles/stuka_d.tik" local.stuka_d.origin = ( -2552 1527 473 ) local.stuka_d.angles = ( -13 87 25 ) local.stuka_d solid local.stuka_d immune bullet local.stuka_d immune fast_bullet local.stuka_d immune bash local.stuka_d immune mg local.stuka_d immune explosion local.inferno = spawn script_model local.inferno model "emitters/inferno.tik" local.inferno.origin = ( -2536 1580 539 ) local.inferno.angles = ( -2 88 0 ) local.ddaysmoke = spawn script_model local.ddaysmoke model "emitters/ddaysmoke.tik" local.ddaysmoke.origin = ( -2536 1580 539 ) local.ddaysmoke.angles = ( -2 88 0 ) 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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