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请教版主

Featured Replies

这OBJ地图如何改动把它变为DM地图?谢谢!

Code:

/////////////////////////////////M6L2A///////////////////////////////////

//////////////////////////////^SoRrIdStRoKeR^/////////////////////////

///////////////////////(with help from mods-r-us.net)//////////////////

main:

///////////////////////////////////////////////////////////////////////////////

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"

setcvar "g_scoreboardpic" "m6l2a"

local.allied = spawn info_player_allied origin "-4552 -5168 20" angle -90

local.allied = spawn info_player_allied origin "-4432 -5736 20" angle 0

local.allied = spawn info_player_allied origin "-5136 -3960 20" angle 90

local.allied = spawn info_player_allied origin "-4840 -3824 20" angle 135

local.allied = spawn info_player_allied origin "-4728 -4280 20" angle -135

local.allied = spawn info_player_allied origin "-3912 -3056 4" angle -90

local.allied = spawn info_player_allied origin "-3784 -3016 8" angle 90

local.allied = spawn info_player_allied origin "-3896 -3200 8" angle -90

local.allied = spawn info_player_allied origin "-5480 -3528 8" angle 90

local.allied = spawn info_player_allied origin "-5376 -3248 8" angle 180

local.axis = spawn info_player_axis origin "1608 -2992 371" angle 90

local.axis = spawn info_player_axis origin "1584 -3272 371" angle 180

local.axis = spawn info_player_axis origin "1304 -3128 150" angle 180

local.axis = spawn info_player_axis origin "1136 -2952 150" angle 180

local.axis = spawn info_player_axis origin "1128 -2728 150" angle 180

local.axis = spawn info_player_axis origin "344 -2240 150" angle 180

local.axis = spawn info_player_axis origin "1112 -2464 150" angle 180

local.axis = spawn info_player_axis origin "1048 -3168 150" angle 180

local.axis = spawn info_player_axis origin "1736 -3024 371" angle 180

local.axis = spawn info_player_axis origin "760 -2520 150" angle 180

$spotlight remove

$spotpath1_1 remove

$spotpath1_2 remove

exec global/m6l2a_spotlights.scr

exec global/rescue_spotlight.scr

local.master = spawn scriptmaster

level waitTill prespawn

// set scoreboard messages

setcvar "g_obj_alliedtext1" "Steal The"

setcvar "g_obj_alliedtext2" "Axis"

setcvar "g_obj_alliedtext3" "Documents"

setcvar "g_obj_axistext1" "Blow The"

setcvar "g_obj_axistext2" "Allied"

setcvar "g_obj_axistext3" "Transport"

//*** Precache Dm Stuff

exec global/DMprecache.scr

level.script = maps/m6l2a

exec global/ambient.scr m6l2a

exec global/door_locked.scr::lock

exec global/algiersweather.scr

level.farplane = 1900

level.farplane_color = ".1 .1 .2"

$world farplane level.farplane

$world farplane_color level.farplane_color

removeclass actor

removeclass TurretGun

removeclass AmmoEntity

removeclass health

$cp1_bomb1 remove

$cp1_bomb2 remove

$cp1_bomb3 remove

$cp2_bomb1 remove

$cp2_bomb2 remove

$cp2_bomb3 remove

$explosion_speaker1 remove

$explosion_speaker2 remove

$cp1_crates1 remove

$cp1_locker1 remove

$cp1_locker2 remove

$cp1_locker3 remove

$cp1_locker4 remove

$cp1_locker5 remove

$cp1_locker6 remove

$cp1_locker7 remove

$cp1_locker8 remove

$cp2_locker1 remove

$cp2_locker2 remove

$cp2_locker3 remove

$cp2_locker4 remove

$cp2_locker5 remove

$cp2_locker6 remove

$cp1_cot1 remove

$cp1_cot2 remove

$cp2_cot1 remove

$cp1_phonograph1 remove

$cp1_metaldesk2 remove

$cp2_metaldesk1 remove

$cp2_metaldesk2 remove

$cp2_metaldesk3 remove

$cp2_metaldesk4 remove

$cp1_radiochair1 remove

$cp1_radiochair2 remove

$cp2_radiochair1 remove

$cp2_radiochair2 remove

$cp2_radiochair3 remove

$cp2_radiochair4 remove

$cp1_radio1 remove

$cp1_radio2 remove

$cp2_radio1 remove

$cp2_radio2 remove

$cp2_radio3 remove

$cp2_radio4 remove

$cp1_microphone1 remove

$cp1_microphone2 remove

$cp2_microphone1 remove

$cp2_microphone2 remove

$cp2_microphone3 remove

$cp2_microphone4 remove

$cp1_woodchair1 remove

$cp1_wooddesk1 remove

$cp1_typewriter1 remove

$cp1_stove1 remove

$cp1_stovepipe1 remove

$cp1_clock1 remove

$cp2_clock1 remove

$cp1_bomb1 remove

$cp1_bomb2 remove

$cp1_bomb3 remove

$cp2_bomb1 remove

$cp2_bomb2 remove

$cp2_bomb3 remove

$cp1_lightbulb1 remove

$cp1_lightbulb2 remove

$cp1_lightbulb3 remove

$cp2_lightbulb1 remove

$cp2_lightbulb2 remove

$cp2_lightbulb3 remove

$cp2_centertable1 remove

$cp2_centertable2 remove

$cp2_wooddesk1 remove

$cp2_woodchair1 remove

$cp2_stove1 remove

$cp2_stovepipe1 remove

$health1 remove

$health2 remove

$health3 remove

$health4 remove

$health5 remove

$health6 remove

$grenade1 remove

$exploderchunk remove

$explodersmashed remove

$objective1_fireball1 remove

$objective1_fireball5 remove

$objective1_fireball7 remove

$objective1_fireball2 remove

$objective1_fireball3 remove

$objective1_fireball4 remove

$objective1_fireball6 remove

local.static = spawn script_model

local.static model "static/indycrate.tik"

local.static.origin = ( -2784 -1186 0 )

local.static.angles = ( 0 90 0 )

local.static solid

local.static = spawn script_model

local.static model "static/indycrate.tik"

local.static.origin = ( -2784 -1186 46 )

local.static.angles = ( 0 90 0 )

local.static solid

local.static = spawn script_model

local.static model "static/indycrate.tik"

local.static.origin = ( -2784 -1186 92 )

local.static.angles = ( 0 90 0 )

local.static solid

local.static = spawn script_model

local.static model "static/indycrate.tik"

local.static.origin = ( -2784 -1186 138 )

local.static.angles = ( 0 90 0 )

local.static solid

local.static = spawn script_model

local.static model "static/indycrate.tik"

local.static.origin = ( -2784 -1140 0 )

local.static.angles = ( 0 90 0 )

local.static solid

local.static = spawn script_model

local.static model "static/indycrate.tik"

local.static.origin = ( -2784 -1140 46 )

local.static.angles = ( 0 90 0 )

local.static solid

local.static = spawn script_model

local.static model "static/indycrate.tik"

local.static.origin = ( -2784 -1140 92 )

local.static.angles = ( 0 90 0 )

local.static solid

local.static = spawn script_model

local.static model "static/indycrate.tik"

local.static.origin = ( -2784 -1094 0 )

local.static.angles = ( 0 90 0 )

local.static solid

local.static = spawn script_model

local.static model "static/indycrate.tik"

local.static.origin = ( -2784 -1094 46 )

local.static.angles = ( 0 90 0 )

local.static solid

local.static = spawn script_model

local.static model "static/indycrate.tik"

local.static.origin = ( -2784 -1048 0 )

local.static.angles = ( 0 90 0 )

local.static solid

local.static = spawn script_model

local.static model "static/indycrate.tik"

local.static.origin = ( -2784 -1236 0 )

local.static.angles = ( 0 90 0 )

local.static solid

local.static = spawn script_model

local.static model "static/indycrate.tik"

local.static.origin = ( -2784 -1236 46 )

local.static.angles = ( 0 90 0 )

local.static solid

local.static = spawn script_model

local.static model "static/indycrate.tik"

local.static.origin = ( -2784 -1236 92 )

local.static.angles = ( 0 90 0 )

local.static solid

local.static = spawn script_model

local.static model "static/indycrate.tik"

local.static.origin = ( -2784 -1236 138 )

local.static.angles = ( 0 90 0 )

local.static solid

local.static = spawn script_model

local.static model "static/indycrate.tik"

local.static.origin = ( -2784 -1282 0 )

local.static.angles = ( 0 90 0 )

local.static solid

local.static = spawn script_model

local.static model "static/indycrate.tik"

local.static.origin = ( -2784 -1282 46 )

local.static.angles = ( 0 90 0 )

local.static solid

local.static = spawn script_model

local.static model "static/indycrate.tik"

local.static.origin = ( -2784 -1282 92 )

local.static.angles = ( 0 90 0 )

local.static solid

local.static = spawn script_model

local.static model "static/indycrate.tik"

local.static.origin = ( -2784 -1328 0 )

local.static.angles = ( 0 90 0 )

local.static solid

local.static = spawn script_model

local.static model "static/indycrate.tik"

local.static.origin = ( -2784 -1328 46 )

local.static.angles = ( 0 90 0 )

local.static solid

local.static = spawn script_model

local.static model "static/indycrate.tik"

local.static.origin = ( -2784 -1374 0 )

local.static.angles = ( 0 90 0 )

local.static solid

//Barbwire hurt 1

local.trig = spawn trigger_multiple

local.trig.origin = ( -2480 -1225 184) // position it

local.trig setsize ( -193 -1 0) ( 193 1 100) // give it some size

local.trig setthread barbwirehurt

local.trig message "THAT BARBWIRE HURTS DOESN'T IT!"

local.trig wait .5 // How often the trig acts

local.trig delay 0 // How long before trig acts

//Barbwire hurt 2

local.trig = spawn trigger_multiple

local.trig.origin = ( -3344 -1225 184) // position it

local.trig setsize ( -460 -1 0) ( 460 1 100) // give it some size

local.trig setthread barbwirehurt

local.trig message "THAT BARBWIRE HURTS DOESN'T IT!"

local.trig wait .5 // How often the trig acts

local.trig delay 0 // How long before trig acts

//Roof blocker 1

local.clipbrush = spawn script_object

local.clipbrush.origin = ( 187 -2308 264 )

local.clipbrush setsize ( -124 -37 0 ) ( 124 37 1 )

local.clipbrush.angles = ( 0 0 0 )

local.clipbrush solid

//Roof blocker 2

local.clipbrush = spawn script_object

local.clipbrush.origin = ( -263 -1977 280 )

local.clipbrush setsize ( -56 0 0 ) ( 56 1 200 )

local.clipbrush.angles = ( 0 0 0 )

local.clipbrush solid

//Fence blocker 1

local.clipbrush = spawn script_object

local.clipbrush.origin = ( -2250 -515 10 )

local.clipbrush setsize ( -3 0 0 ) ( 3 1 200 )

local.clipbrush.angles = ( 0 0 0 )

local.clipbrush solid

//Fence blocker 2

local.clipbrush = spawn script_object

local.clipbrush.origin = ( -2250 56 10 )

local.clipbrush setsize ( -3 0 0 ) ( 3 1 200 )

local.clipbrush.angles = ( 0 0 0 )

local.clipbrush solid

//Camper room blocker

local.clipbrush = spawn script_object

local.clipbrush.origin = ( 384 -3700 -128 )

local.clipbrush setsize ( 0 -50 0 ) ( 1 50 200 )

local.clipbrush.angles = ( 0 0 0 )

local.clipbrush solid

level waittill spawn

thread forceweather

thread snow

thread blah

thread trucky

thread roundbasedthread

thread global/obj_dm.scr::bomb_thinker

level.defusing_team = "allies"

level.planting_team = "axis"

//level.targets_destroyed = 0

level.targets_to_destroy = 1

level.dmrespawning = 1

level.dmroundlimit = 30

level.clockside = draw

level.vol_allies = 0

level.vol_axis = 0

local.bomb1 = spawn models/items/pulse_explosive.tik

local.bomb1.origin = ( -4424 -4480 14 )

local.bomb1.angle = 90

local.bomb1.targetname = "bomb_triggy"

local.trig1 = spawn trigger_use

local.trig1.origin = ( -4424 -4480 14 )

local.trig1 setsize ( -10 -10 -10 ) ( 10 10 10 )

local.trig1.targetname = "Truck_triggy"

local.trig1 setthread truck_obj

local.docs2 = spawn script_model

local.docs2 model "animate/pulse_papers1.tik"

local.docs2.origin = ( 1872 -3144 371 )

local.docs2.angle = 90

local.docs2.targetname = "papiers_nazis"

local.trig2 = spawn trigger_use

local.trig2.origin = ( 1872 -3144 371 )

local.trig2 setsize ( -50 -50 -50 ) ( 50 50 50 )

local.trig2.targetname = "trigger_allies"

local.trig2 setthread "thread_allies"

level waittill roundstart

end

///////////////////////////////////////////////////////////////////////////

allies_win_check:

while !level.vol_allies

{

wait .1

}

iprintln_noloc "The allies win the battle!"

teamwin allies

end

/////////////////////////////////////////////////////////////////////////

axis_win_check:

while !level.vol_axis

{

wait .1

}

iprintln_noloc "The axis win the battle!"

teamwin axis

end

//////////////////////////////////////////////////////////////////////

truck_obj:

$trigger_nazis waittill trigger

local.player = parm.other

if (local.player.dmteam == "axis" )

{

$Truck_triggy message "Bomb Planted!"

$bomb_triggy remove

$Truck_triggy remove

$opel2 playsound plantbomb1

wait 1

$opel2 loopsound bombtick1

parm.other stopwatch 4.5

wait 5

$opel2 stoploopsound

local.explosion = spawn script_model

local.explosion model models/animate/explosion_bridge.tik

local.explosion scale 1

local.explosion anim start

local.explosion playsound gas_explode1

local.explosion.origin = ( -4424 -4480 14 )

radiusdamage $opel2.origin 150 300

$opel2 remove

thread truck_blow

thread truck_message

wait 4

local.explosion remove

level.vol_axis = 1

thread axis_win_check

}

thread thread_nazis

end

/////////////////////////////////////////////////////////////////////////

thread_allies:

$trigger_allies waittill trigger

local.player = parm.other

if (local.player.dmteam == "allies" )

{

$trigger_allies nottriggerable

$papiers_nazis hide

$papiers_nazis loopsound alarmbell

wait 8

$papiers_nazis stoploopsound

$papiers_nazis remove

iprintlnbold "The allies have taken the papers!"

level.vol_allies = 1

thread allies_win_check

}

thread thread_allies

end

///////////////////////////////////////////////////////////////////////////

truck_message:

iprintln "Axis Have Blown The truck!"

end

////////////////////////////////////////////////////////////////////////////

end

/////////////////////////////////////////////////////////////////////////////

barbwirehurt:

local.player = parm.other

local.player hurt 35

end

//////////////////////////////////////////////////////////////////////////////

snow:

level.rain_speed = "60"

//level.rain_speed_vary = "30"

level.rain_length = "1"

level.rain_width = ".75"

//level.rain_density = "40"

//level.rain_slant = "400"

//level.rain_min_dist = "2400"

//level.rain_min_dist = "512"

//level.rain_numshaders = 12

level.rain_shader = "textures/snow10"

end

//////////////////////////////////////////////////////////////////////////////

forceweather:

while(1)

{

for(local.i = 1; local.i <= $player.size; local.i++)

{

local.player = $player[local.i]

if(local.i == 1 && local.player.dmteam == spectator)

{

// do nothing

// because this might be a fake player

// on a 'virgin' dedicated server

// stufftexting will eventually crash the server

}

else

{

local.player stufftext ("cg_rain 1")

}

}

wait 25 // Change this if you want it to check more often

}

end

///////////////////////////////////////////////////////////////////////////////

blah:

while (1)

{

wait 30

iprintln "Welcome to *|V.P.N|*"

wait 3

iprintln "Please stay as long as you like"

wait 5

iprintlnbold "Do not accuse others of cheating"

wait 0

iprintlnbold "Instead report them to admin"

wait 5

iprintln "Absolutely NO bad language tolerated"

wait 5

iprintln "Map by ^SoRrIdStRoKeR^"

wait 5

iprintln "visit http//:vpnclan.tripod.com"

wait 30

}

end

////////////////////////////////////////////////////////////////////////////

trucky:

spawn vehicles/opeltruckgreen_canopy.tik "targetname" "opel2"

$opel2.origin = ( -4424 -4544 0 )

$opel2.angle = -220

$opel2 nodamage

$opel2 solid

$opel2 vehicleanim idlelights

$opel2.corona = 1

$opel2 rendereffects "-shadow"

end

/////////////////////////////////////////////////////////////////////////////

truck_blow:

spawn models/vehicles/opeltruck_d.tik "targetname" "blown"

$blown.origin = ( -4424 -4544 0 )

$blown.angle = -220

$blown solid

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 = 30 // round time limit in minutes

level.clockside = kills // set to axis, allies, kills, or draw

level waittill roundstart

end

///////////////////////////////////////////////////////////////////////////////
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

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