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- 1970-1-1
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这里说的INI文件都在DATA\equipment文件夹下 ||飞船在SHIP文件夹下) m) @3 W3 \" B4 J$ i0 e
猪大家玩的愉快" s6 a' x' P8 q$ K: D4 _
+ f( E1 _; z R+ S$ t# T+ O今天具体解释一下代码的说明:
6 q9 K) \4 d, xmarket_misc.ini这是设备商出售装备的脚本文件.具体格式如下:
* e& B7 F/ w" t' z0 [5 `base = Li01_01_base3 w$ [( w$ ~, I' I. x
MarketGood = ****, *, *, *, *, *, *
; x- k* `* m3 b6 O4 b& UMarketGood = ****, *, *, *, *, *, *
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其中base = ???这行是基地的代码,每一个基地都有唯一的代码,以所在星群+所在星系+基地的编号为名称.- J" r+ @* o. g
MarketGood = ****, *, *, *, *, *, *这一行的等号后面是商品的代码.可以用FLStat查到.第一个逗号后面是在此基地购买该商品所需要的级别,一般是35以下;第二个逗号是在此基地购买该商品所需要的友好度,中立是0,数值在-1到1之间变动.
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market_ships.ini文件是基地的经销商出售战机的脚本文件,Evolutions228NR也是利用它来为游戏添加战舰的买卖的(战舰在原始的FLl里有完整的脚本).格式如下:+ w" C; W& B" {9 L4 I9 X
base = Li01_01_base
* A# B3 ^! H9 f6 \' ~marketgood = *****_package, *, *, *, *, *, *, * ~/ i% j2 w2 P0 j
marketgood = ********_package, *, *, *, *, *, *, *# L, K6 d' K3 \6 f( y
marketgood = ****_package, *, *, *, *, *, *, */ U& |2 a+ z# h
base = Li01_01_base这行还是基地的代码
$ b) Y7 j8 a, d9 k; [( b4 nmarketgood = *****_package, *, *, *, *, *, *, *, M- ]. {* U! n# x, S
marketgood = ********_package, *, *, *, *, *, *, *' p6 `# q: T) @1 C. i/ e% C
marketgood = ****_package, *, *, *, *, *, *, *
0 \, o# ]5 I" L$ M9 ]4 N, F这个是经销商出售战机的代码,只有三行.我试过添加更多的行数,但在经销商那里只随机出现三艘战机.等号前是战机代码,可以用FLStat查到,第一个逗号后面是在此基地购买该商品所需要的级别,一般是35以下;第二个逗号是在此基地购买该商品所需要的友好度,中立是0,数值在-1到1之间变动. I, N0 E* \6 g* D1 a
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weapon_equip.ini文件这是武器的参数脚本.武器的代码都在4段以下,像这样:! b; [ T" K, ~" c& j7 F
[Motor]
7 A* }& M; Z3 v4 k1 z8 unickname = nomadmissile01_mark01_motor
3 N/ S8 Z8 `* W& z0 o# elifetime = 2.750000
1 F" S- P) ^" f* u+ |( w7 Haccel = 32.038601$ V* ]5 l7 X3 j: m' \
delay = 0
! B; P$ T2 k, }+ x& B* a0 i[Explosion]! g. C# E5 A! ^, [: \# g. o% G
nickname = nomadmissile01_mark01_explosion+ y( Y7 K; R' @8 e
effect = no_cruisedis01_impact
0 s3 ?; Z$ I8 `9 a7 R3 e3 L9 [lifetime = 0.000000, 0.000000
_& p0 d4 g* s( {process = disappear; o2 r' ]: j( n) X% r
strength = 100
" s% @) d9 L* x# ^# l1 o. Zradius = 25
6 |# H O- x. |8 S' r: g' o2 zhull_damage = 3200
# _' Y9 S, q9 I4 J7 zenergy_damage = 0
* i. @% \6 N4 A' R# @# iimpulse = 0/ A* s+ _/ c6 h
[Munition]
, W6 V2 B1 c$ I- D! d0 Wnickname = nomadmissile01_mark01_ammo- R" @8 @/ B8 u, I ^
explosion_arch = nomadmissile01_mark01_explosion
6 L: j, g) @# B! R9 H4 ghp_type = hp_gun
; f3 q2 F+ C9 w+ u" K4 Qrequires_ammo = false+ n, m- Q8 K: q7 t5 Q0 K
hit_pts = 200
* a0 Y1 W( z* M9 V3 S9 O9 none_shot_sound = fire_no_cruise_disruptor
' f. z* P6 [3 t# s+ @: T; B) Zdetonation_dist = 8
6 V4 e7 s$ F$ ^" I' |4 ^3 n9 f/ R$ k/ Blifetime = 13.750000
* @3 G( B5 h" P6 @9 X( wMotor = nomadmissile01_mark01_motor. P2 k7 k) _* r( A- ?
force_gun_ori = false$ c+ v1 R, ]$ v1 s" u
const_effect = no_cruisedis01_drive
# S6 P7 z) F0 Y+ D+ u+ ~) j# PHP_trail_parent = HPExhaust8 [! E2 L) T. p c
seeker = LOCK
% o' A& d. J. S+ [$ x0 I7 Ltime_to_lock = 0, j. i" G1 ^% q; @, i
seeker_range = 1500
1 s! e. V& {" `- y6 l. D- fseeker_fov_deg = 356 b; i; z) l6 S; A& ]5 ~
max_angular_velocity = 9.913330
# u2 M3 n" s& y" U( M: f" MDA_archetype = equipment\models\weapons\li_rad_missile.3db
. R2 F) P0 v0 Wmaterial_library = equipment\models\li_equip.mat `& N0 j) r% O9 |) k" t8 x: v; p8 F
mass = 1
$ U4 \! a8 t3 d* s$ b# nvolume = 0.000000% P. h1 R0 G% c4 u. s1 ]5 w& F* p" @: d
[Gun]
7 [5 U2 S' T9 T4 `. M" Onickname = nomadmissile01_mark01) ~! L ?7 w. R& n
ids_name = 5900381 w+ m' D, L5 G$ k
ids_info = 590039( N3 U& n( n# m! O, u. H3 {
DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp3 D6 W: d5 S h& C
HP_child = HPConnect. v* Y& A1 E7 n# H1 R8 U! L
hit_pts = 12000
3 p; k2 ]8 o' }+ pexplosion_resistance = 1.000000
( p8 T- P$ v% b4 k* odebris_type = debris_normal
5 M3 ?- @9 ]0 A! ^: zparent_impulse = 206 \7 p- F3 J, W, ]0 I8 E
child_impulse = 80
" p7 F/ d" r: S" Uvolume = 0.0000003 ~8 I1 i- S! Z6 U
mass = 10
" \# m) J9 l- U v7 J5 khp_gun_type = hp_gun_special_10( s3 O p# d: G" Y, M
damage_per_fire = 0
6 }: L& Q, h' A+ S+ p' z3 npower_usage = 0" u9 G2 R" l) f8 s1 i
refire_delay = 2
$ X/ w3 F+ M0 y! [5 r& B5 ]! O" Lmuzzle_velocity = 40.299999
1 w! C: `- }0 R2 E- H; y7 d) xtoughness = 10.600000
; A( d( {3 K2 ]# g0 @( F* `projectile_archetype = nomadmissile01_mark01_ammo _# a) { ]( f) R. }, x( n
separation_explosion = sever_debris7 t0 `2 k8 S r# Z9 U# L( U
auto_turret = false
! z. v( H: K& T5 d" F& h Q2 ?turn_rate = 90
" g9 e) i( v i+ b' olootable = false
! b5 ?. K. I) u u) }0 sLODranges = 0, 20, 60, 1006 d \6 M3 ]. J/ R
这是一段典型的导弹代码,[Motor]段是弹药引擎的脚本,这段代码是只有鱼雷和导弹才有
6 ?4 k# E, x+ W4 U+ C, [& V[Motor]
- A- g$ L& G3 ]9 Q' K; \/ Cnickname = nomadmissile01_mark01_motor2 N3 E U. T* I" I2 ~& ?
lifetime = 2.750000
2 J, \( F! [" H- yaccel = 32.038601/ e K$ [0 K" a1 c
delay = 0
1 s1 e V( c+ Y5 p$ p/ e( e第一行是名称' w6 u \! g/ _4 B" Z( d9 O
第二行是引擎的燃烧时间: t( |+ B" P b8 E& g
第三行是加速度/ i% v% y z0 {# m# ~9 T* e# ? N {
[Explosion] B- J1 C/ f) C I) t, B# r
nickname = nomadmissile01_mark01_explosion" c9 H( \" d+ l) @; S
effect = no_cruisedis01_impact. v5 }0 @# T5 G Y) t& Z
lifetime = 0.000000, 0.0000004 w5 C% m/ l# F+ {+ M
process = disappear
% E% G% h# Z* B6 g' t& u, xstrength = 1003 X1 y6 V# x1 r( t. S
radius = 25
! u0 q0 i5 z7 c nhull_damage = 32004 p- p- c7 S# V2 `2 A
energy_damage = 0
1 C0 S9 ~# _6 l# Zimpulse = 03 T% q* j2 w9 e { f H" m7 K
Explosion,字面意思是爆炸,其实就是伤害的脚本,所有的武器都有这段代码
4 J/ A. ?1 y* i0 r5 a9 g& X第二行是爆炸时的粒子效果' C5 {7 E/ t _: ^ G* C# G5 t" f
重要的是这两行:% q. B4 w' Z& W+ n
hull_damage = 3200 装甲
! u4 }9 a3 ]0 p4 O0 Z& menergy_damage = 0 护盾
h: v5 t$ q3 r很重要的一点:hull_damage的值是真实的,就是你在游戏中看到的;而energy_damage的值需要通过换算,具体公式(hull_damage+energy_damage)/2就是你在游戏中看到的对护盾的伤害值,这也是为什么一些武器的energy_damage是负数的原因
* u) _7 P" @- T[Munition]
* h9 ?* B. e4 L+ f. k6 [( Inickname = nomadmissile01_mark01_ammo
3 |" p$ {; r) u2 sexplosion_arch = nomadmissile01_mark01_explosion! P) ]9 P. s3 h3 O+ R4 H4 E
hp_type = hp_gun4 z- k e( {. e Q9 s b0 q
requires_ammo = false" e( g, r2 C' U) R
hit_pts = 200! \6 B6 A5 n/ g# {
one_shot_sound = fire_no_cruise_disruptor& L0 B }- o' Q7 ~' }& }
detonation_dist = 8, B" ?! b& t5 n& B( @9 N5 G& H
lifetime = 13.750000
' u: ~! d. O! k& v, N* ^9 k+ QMotor = nomadmissile01_mark01_motor. Z5 m* b2 m6 _7 y+ [1 j
force_gun_ori = false) s) G5 R! H& b
const_effect = no_cruisedis01_drive
, Y1 h% v* t+ v: a. k6 b) o& K* K! k qHP_trail_parent = HPExhaust4 ]; K+ Q2 G: U, K9 M
seeker = LOCK
# n/ `& Z! f) B1 C# P o# [time_to_lock = 0
. |/ l+ H8 m. a7 Tseeker_range = 15000 k$ h/ R0 M% H! o
seeker_fov_deg = 35
- j7 I4 P$ P* R- Kmax_angular_velocity = 9.913330
* @2 @" g7 X$ ?( BDA_archetype = equipment\models\weapons\li_rad_missile.3db
+ n% W- \: ?# S$ n& b6 [material_library = equipment\models\li_equip.mat4 F0 n; A- O N9 C$ P q
mass = 1
# O" P4 L! X1 Z- Nvolume = 0.000000
& a1 R9 L |9 U2 i7 ^$ [- P/ N0 Y[Munition]弹药,所有的武器都是有弹药的.5 j/ S* _" A. {0 A
比较重要的有:
# t+ R" F6 C5 Frequires_ammo = false是否需要弹药,我们知道除了GUN都是需要弹药的,而在Evolutions228NR中有两个例外,就是nomad的导弹(此例就是nomad导弹的代码)和nomad的鱼雷!这两个玩意是不需要弹药的变态东西,不但省钱,在战斗时还不用担心弹药的数量问题.这两个武器加的就是这段代码.
! H7 f1 B6 b$ }- q. K/ \2 Ohit_pts = 200弹药装甲值.对于导弹,鱼雷之类的弹药是能被破坏掉的(gun的没试过,速度太快,谁打下来告诉我一声)一般的弹药装甲值都很小,普通的一级小gun就能打下来.这个数值自己看着改好了.
4 a) q: m5 L/ R+ jseeker = LOCK搜索锁定.锁定敌机的导弹是会一直追着敌机的.8 }# I! J: p( w
seeker_range = 1500.seeker是搜索者的意思,这段代码其实就是导弹的有效距离.在1500以外的敌机是不能搜索的
: H; F- K1 C6 ?3 y4 q q/ {5 M: Kseeker_fov_deg = 35搜索最佳角度,180就够了" P$ a( G# Y0 n) z9 A" E5 T- @0 {% w
max_angular_velocity = 9.913330最大转弯率
, Y5 m, s9 t4 r* U/ x! z3 D7 |mass = 1重量
# Q, Z! g7 q& P! ]/ c( t( x[Gun]6 N7 \( |" j& @
nickname = nomadmissile01_mark01
) w5 A, c( k7 ?4 Z) O$ ~ids_name = 590038, s5 i8 a2 I/ k; g8 i$ q
ids_info = 590039
# z' b6 g# W" WDA_archetype = Equipment\models\weapons\no_fighter_gun.cmp
. Y$ @$ r9 q1 b3 u8 ~! H0 zHP_child = HPConnect
' q: c& z- e |; y+ f( l, j$ chit_pts = 120007 v; W+ H0 e% U* ^5 r) ^: Y0 p- k
explosion_resistance = 1.0000005 L( @" G$ [2 {" e" J" l+ y
debris_type = debris_normal- W3 b" {' U' s/ c' ~$ }. S
parent_impulse = 20
, _3 [- }) t( E; j! v" O+ H' h. j; w% dchild_impulse = 80
6 g! P" j) p. `/ b3 T7 j6 J y, Uvolume = 0.000000
9 x1 v2 Q. x4 Q7 B! h$ ~( A# p5 ymass = 10 E. M* I; ?2 }1 f) f/ q2 I
hp_gun_type = hp_gun_special_10, F& T" r3 i0 J
damage_per_fire = 00 `; s" [5 l3 ?- p# c2 Z
power_usage = 0+ X: @' n' E2 \; H; p
refire_delay = 2: U2 i& l$ l" j/ y
muzzle_velocity = 40.299999" S2 G# j( S5 N9 D& {
toughness = 10.600000
6 a# B: G, H0 E6 M5 Vprojectile_archetype = nomadmissile01_mark01_ammo& z% G# M5 r f4 f( f0 Q( W
separation_explosion = sever_debris+ t' z! N$ L, O1 s+ S" I' D
auto_turret = false
0 `4 g, P7 @9 p: dturn_rate = 90
, x* h& s2 {2 c) @. [6 L3 |% ?lootable = false0 p& A1 v0 e0 U
LODranges = 0, 20, 60, 100! J7 y* d, K; M- D5 @
这段是发射弹药的发射器的参数.所有武器都有./ e C/ a# R5 O& p- p
hit_pts = 12000发射器装甲值.发射器是可以被毁的,当hit_pts变为0时发射器被毁.
; F' Q j Z. b- Pmass = 10重量' k# m! {# o o% J3 R R
power_usage = 0能量使用值.大部分武器在发射时都要消耗一定的能量(这个是0,nomad的东西比较变态,不是不消耗就是一枪耗掉所有的能量,比如nomad beam,这东西的能量消耗是6000,全天狼星区能量消耗最高,发射频率最慢,伤害最高的gun).
$ p; F8 m5 D( k$ W3 vrefire_delay = 2字面意思是发射延迟,其实就是射速,在游戏中看到的数值是用这个数除1得来的.比如这个武器的游戏中的射速0.5=1/2
3 J1 t; t9 z l6 mturn_rate = 90转向角度5 C6 J2 P& N1 n6 m
大部分有用的武器参数都解释了,剩下的多是一些外观效果,请大家自己慢慢研究吧,这才是乐趣所在 |
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