2004年8月13日 04:162004年8月13日 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)
2004年8月13日 05:582004年8月13日 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) 咋加?
2004年8月13日 13:122004年8月13日 作者 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!
2004年8月14日 01:432004年8月14日 作者 //------------------------------------------------------------------- //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?
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