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Helme runterschieß script? |
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| RE: Helme runterschieß script? |
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Schau dir das Script aus dem SP mal an wie du es für den MP anpassen kannst....
Ansonsten selber scripten
Grüße
Private Grob
(Micka)
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iw_07.iwd
maps/_interactable_objects.gsc
__________________
Da die Lichtgeschwindigkeit höher ist als die Schallgeschwindigkeit,
hält man so manchen für einen hellen Kopf, bis man ihn reden hört.
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Red Killer
Turnbeutelvergesser
 
Dabei seit: 06.05.2006
Beiträge: 388

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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");
}
}
}
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