Red Killer
Gibt es so ein scrip auch fürn den mp?
wo man die Helme irrgent wo runterschießen kann so wie im 1 level des SP??
wollte sowas wie ein Traininglager baun.
Also suche so einen Scrip wo man die Helme runterscheißen kann und die nach so nach 1min. wieder kommen.
Kennt ihr da was?
Private Grob
Schau dir das Script aus dem SP mal an wie du es für den MP anpassen kannst....
Ansonsten selber scripten
Grüße
Private Grob
(Micka)
Red Killer
Wo finde ich den die SP scrips?
OLD MAN WITH GUN
iw_07.iwd
maps/_interactable_objects.gsc
Red Killer
Jo habs gefunden werde ma sehen was sich so damit machen läst
Thanks erst ma.
Red Killer
Hatt mal jemand vllr. ein tut für micht kriege das irrgent wie nicht hin habe den hem hier benutz helmet_russian_padded_b
und das dieses script:
main()
{
shuddering_entity_think()
assert (self.classname == "script_model");
helmet = false;
if(self.model == "xmodel/helmet_russian_padded_b")
helmet = true;
self setcandamage(true);
for(;;)
{
self waittill("damage", other, damage, direction_vec, point );
if(helmet)
self vibrate(direction_vec, 20, 0.6, 0.75 );
else
self vibrate(direction_vec, 0.4, 0.4, 0.4 );
self waittill("rotatedone");
}
}
tincan_think()
{
if (self.classname != "script_model")
return;
self setcandamage(true);
self waittill ("damage", damage, ent);
if (isSentient(ent))
direction_org = ((ent getEye()) - (0,0,(randomint(50) + 50)));
else
direction_org = ent.origin;
direction_vec = vectornormalize (self.origin - direction_org);
direction_vec = vectorScale(direction_vec, .5 + randomfloat(1));
self notify ("death");
playfx (level.breakables_fx["tincan"], self.origin, direction_vec);
self delete();
}
helmet_pop()
{
if (self.classname != "script_model")
return;
self xenon_auto_aim();
self setcandamage(true);
self thread helmet_logic();
}
helmet_logic()
{
self waittill ("damage", damage, ent);
if(level.script == "moscow" && (!isdefined(self.norecreate)) && ent == level.player)
{
level._moscow_xauto_helmetarray[level._moscow_xauto_helmetarray.size] = self;
if(level.xenon)
self.autoaim.recreate = true;
if(level._moscow_xauto_helmetarray.size > 13)
{
helmetspwn = getFurthestEnt(self.origin, level._moscow_xauto_helmetarray);
level._moscow_xauto_helmetarray = array_remove ( level._moscow_xauto_helmetarray , helmetspwn );
helmetspwn notify("recreate");
if(level.xenon)
{
helmetspwn.autoaim.recreate = false;
helmetspwn.autoaim notify("recreate");
}
}
}
if (isSentient(ent))
direction_org = ent getEye();
else
direction_org = ent.origin;
direction_vec = vectornormalize (self.origin - direction_org);
if(!(isdefined(self.dontremove) || (level.script == "moscow" && (!isdefined(self.norecreate)))) && ent == level.player)
self thread animscripts\death::helmetMove(direction_vec);
else
{
self notsolid();
self hide();
model = spawn("script_model", self.origin + (0,0,5));
model.angles = self.angles;
model setmodel(self.model);
model thread animscripts\death::helmetMove(direction_vec);
if(level.script == "moscow" && (!isdefined(self.norecreate)) && ent == level.player)
{
self waittill("recreate");
self solid();
self show();
self thread helmet_logic();
}
else
{
self.dontremove = false;
self notify("ok_remove");
}
}
}