《家园重制版》舰队修改图文攻略分享
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《家园重制版》专区
小编为大家《家园:重制版》舰队修改方法分享,哈哈,是不是很爽啊,快来一起看看吧!!!
首先介绍一下如何在单人战役里,丰富你的舰队!
已“家园2重制”为例,首先找到“persist2.lua (2代表关卡数)”,该文件应该在“X:\XXX\Homeworld\HomeworldRM\Bin\Profiles\Profile1\Campaign\ASCENSION”这个目录下(用笔记本打开即可)。
查找“Squadrons”就可以找到我方舰队了。
复制下段代码用于添加新船只(复制几次,就添加几只船):
index = 0,
type = "Hgn_Dreadnaught", &---- 引号里的就是船只代码,想换其他船,改这里即可,比如 “kpr_destroyer”(先祖守护者)
hotkey = 0,
teamColourHandle = 0,
size = 5,
tactic = 2,
注意,别把战巡级的船只塞到母舰肚子里!
下图为修改范例,添加了一架先祖“雄蜂战机(自带跳跃功能)”,添加了一艘先祖的“守护者”和一艘“无畏舰”。
正式存档里可别添加中文!!!
下图为修改成果:
船名中英文对照表
希拉格
船坞-------------------hgn_shipyard
母舰-------------------hgn_mothership
侦察机-----------------hgn_scout
战斗机-----------------hgn_interceptor
轰炸机-----------------hgn_attackbomber
护航炮艇---------------hgn_assaultcorvette
脉冲炮艇---------------hgn_pulsarcorvette
布雷艇-----------------hgn_minelayercorvette
鱼雷护卫舰-------------hgn_torpedofrigate
防空炮护卫舰-----------hgn_assaultfrigate
离子炮护卫舰-----------hgn_ioncannonfrigate
登陆舰-----------------hgn_marinefrigate
防御场护卫舰-----------hgn_defense fieldfrigate
驱逐舰-----------------hgn_destroyer
战列巡洋舰-------------hgn_battlecruiser
航母-------------------hgn_carrier
火炮平台---------------hgn_gunturret
离子炮平台-------------hgn_ionturret
采矿船-----------------hgn_resourcecollector
采矿精练船-------------hgn_resourcecontroller
探测器-----------------hgn_probe
电子对抗感应器---------hgn_ecmprobe
临近感应器-------------hgn_proximitysensor
船坞(剧情)-----------hgn_shipyard_elohim
船坞(剧情)-----------hgn_shipyard_spg
超太空核(剧情)-------hgn_hscore
无畏舰(剧情)---------hgn_dreadnaught
运输船(剧情)---------sp_tanker-sp_tanker6
雄峰战机---------------kpr_attackdroid
守护者-----------------kpr_destroyer
漫步者-----------------kpr_mover
萨尤卡-----------------kpr_sajuuk
萨尤卡(遗迹)---------kpr_sajuuk_nosensors
母舰-------------------vgr_mothership
船坞-------------------vgr_shipyard
侦察机-----------------vgr_scout
战斗机-----------------vgr_interceptor
轰炸机-----------------vgr_bomber
长***战机---------------vgr_lance fighter
激光炮艇---------------vgr_lasercorvette
指挥艇--------------- vgr_commandcorvette
布雷艇-----------------vgr_minelayercorvette
导弹护航艇-------------vgr_missilecorvette
突袭舰-----------------vgr_assaultfrigate
导弹护卫舰-------------vgr_heavymissilefrigate
渗透舰-----------------vgr_infiltratorfrigate
驱逐舰-----------------vgr_destroyer
战列巡洋舰-------------vgr_battlecruiser
航母-------------------vgr_carrier
采矿船-----------------vgr_resourcecollector
采矿精练船-------------vgr_resourcecontroller
跳跃门-----------------vgr_hyperspace_platform
火炮平台---------------vgr_weaponplatform_gun
导弹平台---------------vgr_weaponplatform_missile
探测器-----------------vgr_probe
电子对抗感应器---------vgr_probe_ecm
临近感应器-------------vgr_probe_prox
指挥中心(剧情)-------vgr_commstation
指挥中心废墟(剧情)---vgr_prisonstation
行星杀手(剧情)-------vgr_planetkiller
行星杀手鱼雷(剧情)---vgr_planetkillermissile
马坎旗舰(剧情)-------vgr_mothership_makaan
大概看了一下重制版的一些数据文件,貌似变化不大,如果有同志已经把“BIG”文件给咔嚓了,那么以下内容也许对喜爱修改的新/老同志们有些帮助。
ship文件说明
NewShipType = StartShipConfig()
NewShipType.displayedName = “$1544“--------------------点击舰船以后所显示的名字
NewShipType.sobDescription = “$1545“-------------------点击该单位以后所显示的说明
NewShipType.maxhealth = 460000----------------------------最大HP
NewShipType.regentime = 1000---------------------------恢复到满HP所用的时间
NewShipType.minRegenTime = 1000------------------------恢复到满HP的时间系数
NewShipType.sideArmourDamage = 1---------------------侧面装甲伤害系数
NewShipType.rearArmourDamage = 1---------------------后面装甲伤害系数
NewShipType.isTransferable = 0-------------------------可否在对战中将该单位送给友军
NewShipType.useEngagementRanges = 1
NewShipType.unitCapsNumber = 11
NewShipType.addedUnitCaps = 101
NewShipType.paradeData = “hgn_mothership_parade“----------阅兵列队方案
NewShipType.SquadronSize = 1------------------------------每组数量
NewShipType.formationSpacing = 60-------------------------编队之间的间隔距离
NewShipType.passiveformation = “Spear“----------------------被动模式下的阵型
NewShipType.defensiveformation = “x“------------------------防御模式下的阵型
NewShipType.aggressiveformation = “Claw“--------------------攻击模式下的阵型
NewShipType.mass = 2000----------------------------------舰船质量
NewShipType.collisionMultiplier = 1----------------------碰撞系数,跟碰撞判定有关
NewShipType.thrusterMaxSpeed = 15-----------------------侧移最大速度
NewShipType.mainEngineMaxSpeed = 15---------------------直行最大速度
NewShipType.rotationMaxSpeed = 22 ----------------------转向速度,每秒多少度
NewShipType.thrusterAccelTime = 7 -------------------------侧移加速到全速的时间
NewShipType.thrusterBrakeTime = 2 -------------------------侧移减速到0的时间
NewShipType.mainEngineAccelTime = 8 -----------------------直行加速到全速的时间
NewShipType.mainEngineBrakeTime = 2 -----------------------直行减速到0的时间
NewShipType.rotationAccelTime = 0.75 ----------------------转向加速到全速的时间
NewShipType.rotationBrakeTime = 0.4 -----------------------转向减速到0的时间&
NewShipType.thrusterUsage = 1
NewShipType.accelerationAngle = 30-----------------------加速度
NewShipType.mirrorAngle = 0
NewShipType.secondaryTurnAngle = 0
NewShipType.maxBankingAmount = 10
NewShipType.descendPitch = 10
NewShipType.goalReachEpsilon = 25-----------------------报告到达目的地时离目标的距离
NewShipType.slideMoveRange = 350
NewShipType.controllerType = “Ship“---------------------该单位是否可以被玩家控制
NewShipType.tumbleStaticX = 0
NewShipType.tumbleStaticY = 0
NewShipType.tumbleStaticZ = 0
NewShipType.tumbleDynamicX = 0
NewShipType.tumbleDynamicY = 0
NewShipType.tumbleDynamicZ = 0----------------以上6条是该单位在静止和移动中的颠簸范围
NewShipType.tumbleSpecialDynamicX = 0
NewShipType.tumbleSpecialDynamicY = 0
NewShipType.tumbleSpecialDynamicZ = 0 --------以上3条是该单位在使用特殊能力时的颠簸范围
NewShipType.relativeMoveFactor = 1------------这个变量决定相邻的两艘船在移动时的距离
NewShipType.swayUpdateTime = 10
NewShipType.swayOffsetRandomX = 10
NewShipType.swayOffsetRandomY = 10
NewShipType.swayOffsetRandomZ = 10
NewShipType.swayBobbingFactor = 0
NewShipType.swayRotateFactor = 0--------------以上6条定义该单位摇摆的幅度和偏移范围
NewShipType.useTargetRandom = 1---------------可否用武器随机攻击目标
NewShipType.targetRandomPointXMin = -0.1
NewShipType.targetRandomPointXMax = 0.5
NewShipType.targetRandomPointYMin = -0.3
NewShipType.targetRandomPointYMax = 0.3
NewShipType.targetRandomPointZMin = -0.9
NewShipType.targetRandomPointZMax = 0.82-----------以上6条定义对敌人追击时偏移量
NewShipType.dustCloudDamageTime = 280---------------在被激星尘中的生存时间
NewShipType.nebulaDamageTime = 500------------------在辐射星云中的生存时间
NewShipType.MinimalFamilyToFindPathAround = “MotherShip“
NewShipType.BuildFamily = “Shipyard_Hgn“------------------建造级别
NewShipType.AttackFamily = “BigCapitalShip“---------------攻击类型
NewShipType.DockFamily = “Shipyard“-----------------------建造和停泊的级别
NewShipType.AvoidanceFamily = “MotherShip“
NewShipType.DisplayFamily = “Capital“---------------------点击舰船以后显示的级别
NewShipType.AutoformationFamily = “SuperCap“--------------编队级别
NewShipType.CollisionFamily = “Big“-------------------------碰撞等级
NewShipType.ArmourFamily = “HeavyArmour“--------------------装甲类型
NewShipType.UnitCapsFamily = “Capital“----------------------人口大类里的级别
NewShipType.UnitCapsShipType = “Shipyard“---------------------在人口小类里面的类型
NewShipType.fightervalue = 0------------------------战机单位评估
NewShipType.corvettevalue = 0-----------------------艇单位评估
NewShipType.frigatevalue = 1------------------------护卫舰单位评估
NewShipType.neutralvalue = 5------------------------中立单位评估
NewShipType.antiFightervalue = 5------------------对该单位反战机能力的评估
NewShipType.antiCorvettevalue = 0-----------------对该单位艇能力的评估
NewShipType.antiFrigatevalue = 0------------------对该单位护卫舰能力的评估
NewShipType.totalvalue = 20-------------------------价值总评估
NewShipType.buildCost = 3500--------------------------建造消耗资源
NewShipType.buildTime = 75----------------------------建造需要的时间
NewShipType.buildPriorityOrder = 20---------------------建造优先权
NewShipType.retaliationRange = 4800-------------------主动攻击的范围
NewShipType.retaliationDistanceFromGoal = 160---------主动攻击追击未果返回的距离
NewShipType.visualRange = 1000----------------该单位在电磁屏蔽中被敌方发现的最大距离
NewShipType.prmSensorRange = 5000-------------感应器范围,能够清楚观察敌人的最大距离
NewShipType.secSensorRange = 6000-------------感应器范围,能够发现敌人的最大距离
NewShipType.detectionStrength = 1--------------能否看到隐形或者其他状态的敌人
NewShipType.TOIcon = “Triangle“---------------点击该单位显示的战术级别框
NewShipType.TOScale = 1-------------------该单位在屏幕上显示的大小比例
NewShipType.TODistanceFade0 = 7000
NewShipType.TODistanceDisappear0 = 5000
NewShipType.TODistanceFade1 = 2500
NewShipType.TODistanceDisappear1 = 2000
NewShipType.TODistanceFade2 = 12000
NewShipType.TODistanceDisappear2 = 35000-------------以上6条定义战术级别框的一些相关设定。
NewShipType.TOGroupScale = 1-------------------------组队选择参数
NewShipType.TOGroupMergeSize = 0---------------------组队选择参数
NewShipType.mouseOverMinFadeSize = 0.00001
NewShipType.mouseOverMaxFadeSize = 0.1
NewShipType.healthBarstyle = 2------------------血条的形式
NewShipType.nlips = 0---------------------------模型的显示比例值
NewShipType.nlipsRange = 10000------------------
NewShipType.nlipsFar = 0
NewShipType.nlipsFarRange = 0---------------以上3条定义模型显示(nlips)的相关设定
NewShipType.SMRepresentation = “Mesh“-----------------在星图上显示的方式
NewShipType.alwaysInRenderList = 1--------------------是否显示在星图上
NewShipType.meshRenderLimit = 32500-------------------清楚显示的最大距离
NewShipType.dotRenderLimit = 10-----------------------逐渐显示的递增参数
NewShipType.visibleInSecondary = 1
NewShipType.goblinsStartFade = 400-----------------显示船体细节的最大距离
NewShipType.goblinsOff = 400-----------------------关闭船体细节的距离
NewShipType.upLOD = 800-----------------------------拉近开启LOD1的距离
NewShipType.upLOD = 1300----------------------------拉近开启LOD2的距离
NewShipType.upLOD = 2500----------------------------拉近开启LOD3的距离
NewShipType.downLOD = 815--------------------------拉远开启LOD1的距离
NewShipType.downLOD = 1315-------------------------拉远开启LOD2的距离
NewShipType.downLOD = 2515-------------------------拉远开启LOD3的距离
NewShipType.minimumZoomFactor = 0.5--------------近景观察尺度
NewShipType.selectionLimit = 150000----------------选择该单位的最大距离
NewShipType.preciseSelectionLimit = 3000-----------精确选择的最大距离
NewShipType.preciseATILimit = 0
NewShipType.selectionPriority = 754----------------选择该单位的优先权
NewShipType.militaryUnit = 0-----------------------该单位是否属于军事单位
addAbility(NewShipType,“MoveCommand“,1,0)----------可否移动;移动的次数
addAbility(NewShipType,“CanDock“,1,0)--------------停泊类。
NewShipType.dockTimeBetweenTwoformations = 1
NewShipType.dockTimeBeforeStart = 2
NewShipType.dockNrOfShipsInDockformation = 11------以上3条定义停泊过程中间隔距离等相关设定
NewShipType.dockformation = “delta“--------------------停泊阵型
NewShipType.queueformation = “dockline“----------------列队阵型
NewShipType.dontDockWithOtherRaceShips = 1
NewShipType.ignoreRaceWhenDocking = 0----------------------忽视出入坞问题,跳跃出现
addAbility(NewShipType,“CanLaunch“)------------------------能否被发射
NewShipType.launchTimeBetweenTwoformations = 1
NewShipType.launchTimeBeforeStart = 21
NewShipType.launchNrOfShipsInDockformation = 1-------------以上3条定义发射过程中的相关设定
NewShipType.launchformation = “delta“----------------------发射阵型
addAbility(NewShipType,“ShipHold“,1,0,5,“rallypoint“,“Fighter“,25,
Fighter = “12“,
})---------定义该单位是否能停泊收留单位和收留单位的类型,数量和补给的速度
addAbility(NewShipType,“ParadeCommand“,1)----------------是否有阅兵列队能力
addAbility(NewShipType,“WaypointMove“) ------------------指定路线行进能力
addAbility(NewShipType,“HyperSpaceCommand“,0,1,200,500,0,3)--------------------跳跃能力
addAbility(NewShipType,“CanAttack“,1,1,0,0,0.35,1.5,“Capturer, Frigate,SmallCapitalShip, BigCapitalShip, Mothership, Utility, Corvette, Fighter“,“BroadSide“,
Fighter = “MoveToTargetAndShoot“
Corvette = “MoveToTargetAndShoot“
Munition = “MoveToTargetAndShoot“
SubSystem = “BroadSideVsSubSystem“
})---------------------------攻击能力和攻击优先级别。排在最前面攻击优先级别最高。“BroadSide“攻击方式,后面的“MoveToTargetAndShoot“表示对付特定目标的特定攻击方式&
addAbility(NewShipType,“GuardCommand“,1,)-----------保护模式下的出击范围和追击范围
addAbility(NewShipType,“CanBuildShips“,1,“Fighter_Hgn, Corvette_Hgn, Frigate_Hgn,
SuperCap_Hgn, Utility_Hgn, Platform_Hgn, SubSystem_Hgn, SubSystemLarge_Hgn, Battlecruiser_Hgn, battlecruiser_vgr,Shipyard_Hgn, Probe_Hgn“,“Utility, Fighter, Corvette, Frigate, Capital, Platform, SubSystemModule, SubSystemSensors“)---------可以建造的相关类型
addAbility(NewShipType,“CanBeCaptured“,300,0.1)----------------能否被捕捉,以及捕捉时间
addAbility(NewShipType,“CanBeRepaired“)------------------------能否被修理
addAbility(NewShipType,“CloakAbility“,0,1,,3,100,1,1000)---------隐形能力相关参数
addAbility(NewShipType,“RetireAbility“,1,0)--------------------能否回收,0是不可以
addAbility(NewShipType,“HyperspaceInhibitorAbility“,0,12000)
LoadModel(NewShipType,1)---------------------------------------舰船所用的模型
StartShipWeaponConfig(NewShipType,“Vgr_LightPlasmaLance2“,“Weapon_HullDefense1“, “Weapon_BigGun1“)---武器调用参数
addShield(NewShipType,“EMP“,10000,20)------是否可以被EMP瘫痪。前面一个是需要的EMP数量,后面一个是瘫痪时间
StartShipHardPointConfig(NewShipType,“bcKineticBurstCannonLeft“,
“HardpointProduction1“,“weapon“,“innate“,“Damageable“,
“hgn_battlecruiserkineticburstcannonleftside“,““,““, ““,““,““,““,““,““)----模块调用相关参数
SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Lrg03“,1,0.75,0,0,0,50,0,0,0,200,0,0,0, 50,0,0,0,50)
SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Lrg02“,1,0.05,30,-20,200,25,300,150,85,50,0,0,0,85,0,0,0,50)
SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Lrg04“,1,0.05,50,40,-150,50,65,25,5,25,0,0,0,95,0,0,0,50)
SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Lrg05“,1,0.05,25,10,-100,30,35,75,62,75,0,0,0,80,0,0,0,50)
SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Lrg01“,1,0.05,60,30,150,25,35,125,65,75,0,0,0,60,0,0,0,50)
SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Sml01“,1,0.01,80,125,60,75,125,80,65,75,0,0,0,60,0,0,0,50)
SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Sml02“,1,0.01,25,0,-125,50,80,35,120,75,0,0,0,60,0,0,0,50)
SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Sml03“,1,0.01,60,95,200,50,15,200,20,125,0,0,0,60,0,0,0,50)
SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Sml04“,1,0.01,10,60,-300,25,35,80,65,75,0,0,0,60,0,0,0,50)------------------以上是爆炸后的残骸调用代码
NewShipType.battleScarMaxTriBase = 200
NewShipType.battleScarMaxTriInc = 300
NewShipType.sobDieTime = 8-----------------------------该单位被摧毁到消失的时间
NewShipType.sobSpecialDieTime = 1
NewShipType.specialDeathSpeed = 40
NewShipType.chanceOfSpecialDeath = 0
NewShipType.deadSobFadeTime = 0.1
NewShipType.trailLinger = 2
setEngineBurn(NewShipType,9,0.2,0.5,300,1.02,0.1,0.25,380)---------------------尾焰参数
loadShipPatchList(NewShipType,“data:sound/sfx/ship/“,0,“Hiigaran/Megaship/Engines/HShipYardEng“,““,1,“Hiigaran/Megaship/Ambience/HShipYardAmb“,““,3,“Megaliths/RandomEmit/HANGAR_EMITTERS“,“Root“)-----引擎相关文件,声音等
打开wepn文件,这时在会有如下代码:
StartWeaponConfig(NewWeaponType, "Gimble", "Bullet", "HDefense", "Normal", , 0, 0, 0, 0, 1, 1, 0, 2, 0, 0, 1, 0, 0, 0, 0.1, "Normal", 0, 0, 0)
AddWeaponResult(NewWeaponType, "Hit", "DamageHealth", "Target", 20, 20, "")
setPenetration(NewWeaponType, 5, 1,&
PlanetKillerArmour = 0,&
ResArmour = 0.75,
TurretArmour = 3, })
setAccuracy(NewWeaponType, 1,&
Fighter = 0.14,&
Corvette = 0.45,&
munition = 0.2, })
setAngles(NewWeaponType, 90, 0, 0, 0, 0)
最重要的设置都在第一行的代码里,StartWeaponConfig函数里几乎决定了所有的数值,包括开火速度,时间,火力范围,武器类型等等。
如你所见,这个StartWeaponConfig函数里有很多变量,都排列在一行里面,让我们一个一个的分析,这些变量的解释都来自于这个地方:点击进入。
下面的列表是从左向右解释的,&&符号里面是项目名(argument name),而[ ]里面是相应数值,再后面就是相应的解释:
1&sWeaponName& [NewWeaponType]: 提及武器,一般都设为NewWeaponType
2&sWeaponType& [Gimble]: 武器是如何打击目标的,可选值为Gimble,AnimatedTurret,或者Fixed。Gimble指武器不是以炮塔的形式,是非可见的,它在某个特定的圆锥范围内能够瞄准打击目标;AnimatedTurret指武器是可见的炮塔形式,它通过转动炮塔瞄准打击目标;Fixed 指武器只能朝固定的方向开火,例如离子炮。
3&sWeaponFireType&[Bullet]: 发射形式,可选值为InstantHit,Bullet,Mine,Missile,或者SphereBurst
InstantHit一般被用于光束武器, and causes the weapon's damage or other effects to take place immediately upon firing. Bullet指非制导发射;Mine指地雷武器;Missile指制导武器;SphereBurst指对某一区域有杀伤效果的武器, SphereBurst武器需要两个".wepn"文件来定义,第一个".wepn" 文件定义了如何开火,第二个".wepn" 文件定义了打击或脱靶的效果,比如防空护卫舰,请参考"hgn_smallemp.wepn"和"hgn_smallempburst.wepn"文件。
4&sWeaponFireName&[HDefense]: 武器开火脚本的名字,(即".wf"文件)它指定了效果的细节。
5&sActivation&[Normal]: 当武器被使用时,可能值为Normal, Special Attack, Normal Only,或者Dropped。Normal是指武器在任何攻击时都会使用;Special Attack是指被特殊的科技或者热键激活后才能使用;Normal Only是指武器只有在特殊攻击未研究出时才能使用;Dropped是指武器只有在布雷热键按下时才能开火,仅用于布雷艇。&
6&fWeaponFireSpeed&[2500]: 弹丸速度,对于Missile武器,则是初速度。对于InstantHit 和SphereBurst武器,则设为0。
7&fWeaponFireRange&[2200]: 最大火力射程,请注意它指的不是弹丸的最大射程。
8&fWeaponFireRadius&[0]: 只用于范围杀伤武器,它决定了爆炸半径,在半径内的目标都会受到伤害,参考H族防空护卫舰。
9&fWeaponFireLifetime&[0]: 子弹存在时间,以秒为单位,因为子弹不可能立刻消失,所以只适用于光束武器,这里是指光线持续时间。
10&fWeaponFireMisc1&[0]: 对于光束武器,这是一个预发射时间,这个数值决定了开火程序开始后到光束发射之间的时间。
11&iWeaponFireAxis&[0]: 仅适用于导弹类武器,是指发射的时候导弹的弹射出机舱的方向。可能的值有:0,1,2。0是向前,1是向左,2是向上。例如H族的鱼雷是向前发射的,而VBC上的导弹是向上弹射的。
12&iMaxEffectsSpawned&[1]: 武器的生命周期内的打击效果的最大数,如果生命周期为0,那么1效果就会执行。(译者注:我也不知道他说了些什么)
13&iUseVelocityPred&[1]: 如果开启此功能,武器会在瞄准目标后再开火,否则将直接开火。
14&iCheckLineOfFire&[0]: 如果开启此功能,将在开火前确认弹道上没有友军,有则不开火,关闭此功能则可能会打到自己人。
15&fFireTime&[2]: 单发开火时间,以秒为单位。
16&fBurstFireTime&[0]: 一次持续射击的时间,其间可进行多次单发开火,以秒为单位,
17&fBurstWaitTime&[0]: ;两次持续射击之间的等待时间,以秒为单位。
18&iShootAtSecondaries&[1]: 如果开启此功能,当武器无法射击主要目标时,自动射击次要目标。
19&iShootAtSurroundings&[0]: 如果开启此功能,当武器射击无法向你给定的目标时继续攻击其它周围敌人。(会导致飞船减速)。
20&fMaxAzimuthSpeed&[0]: 水平方向武器跟踪速度。
21&fMaxDeclinationSpeed&[0]: 垂直方向武器跟踪速度。
22&fSpeedMultiplierWhenPointingAtTarget&[0.1]: 当武器瞄准目标后,其速度可以在此修改,用& 1 让光束缓慢地在目标上扫动。
23&sWeaponShieldPenetration&[Normal]: 可选数值为Normal,Enhanced,或者 Bypass,这个东西没有明显的效果,因为要改变武器穿透防御场的能力可以在setPenetration函数里设定。
24&iTrackTargetsOutsideRange&[0]: 开启此选项,武器在设成范围外就开始追踪目标。
25&fWaitUntillCodeRedState&[0]: 动画连接,在这项设置中,武器必须在完成开火准备动画后才能开火,参考V族导弹护卫舰开火前要打开武器舱盖的动画。
26&iInstantHitThreshold&[0]: 低于此数值HP的时候,光线武器穿透目标
来源:游民星空
注:& 此文章为转载,版权归原作者所有!
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