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Featured Replies

那些改的东西太难了,可不可以把整个PK3拿出来给我研究研究, :)

搞了我一晚也搞不好一个 :(

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

  • 作者

看不懂,555555.可以给QQ号码来吗?

用写字版打开maps/dm/mohdm6.scr

用上面的内容全部复盖即可!

若找不到MOHDM6可在V0.9内PAK.PK3用WINZIP打开将MAPS文件拖到MAIN/下再改

  • 作者

THANKS,看来还要向您和S-22学更多更多东西.....:)

  • 作者

s-22比俺强!

<{POST_SNAPBACK}>

请你们2个都要教教小鸟哦 :P

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