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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" w+ ?6 _0 ?( S" h- @. K& x
猪大家玩的愉快
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今天具体解释一下代码的说明:
5 N1 q& c, z6 G# h' zmarket_misc.ini这是设备商出售装备的脚本文件.具体格式如下:6 w7 e; k& d' D6 e4 r
base = Li01_01_base
+ c# Y, E0 Q4 r, L( tMarketGood = ****, *, *, *, *, *, *
- w9 z$ q \$ V9 K( J0 MMarketGood = ****, *, *, *, *, *, *1 k/ i; X$ p1 L* w$ o! `! @. `' r
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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.4 }1 d" j8 k1 @0 Z1 C8 y# g: e
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., {! Z5 y+ M/ h: ? z
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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:
4 H; A( L9 p0 Q6 M- [( @" S0 k$ zbase = Li01_01_base$ O P5 u" r" B- t+ X% J L7 f3 w
marketgood = *****_package, *, *, *, *, *, *, *
6 D4 _% m* c# P& T, S- ~marketgood = ********_package, *, *, *, *, *, *, *
( y- ~6 k8 M/ C3 Y$ F3 Zmarketgood = ****_package, *, *, *, *, *, *, *- x6 g3 M& C* f% [6 U; H2 H2 o2 H- {
base = Li01_01_base这行还是基地的代码0 s, n" w; t. i0 T
marketgood = *****_package, *, *, *, *, *, *, *$ g# A- Z5 I0 c6 u# ~0 Z
marketgood = ********_package, *, *, *, *, *, *, *+ n a$ ]$ R% M* I4 D7 S& @
marketgood = ****_package, *, *, *, *, *, *, * \5 E! \% ^" E2 o9 n; M
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.
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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:3 V/ X! v1 W: o6 U; f; A
[Motor]# A& Q$ ]$ u0 { o
nickname = nomadmissile01_mark01_motor
/ P& m- ?5 c# `6 c: N3 T8 F4 olifetime = 2.750000: y/ @ V# d4 p V i
accel = 32.038601
$ P* Z, b/ _8 O, w, q( ~& tdelay = 02 t) R, l7 \0 M. P# G& _
[Explosion]
0 i2 s% O1 E- A( Wnickname = nomadmissile01_mark01_explosion
, c0 W: E! X% Z/ Heffect = no_cruisedis01_impact
! x- `9 y0 P- I2 i, L. X* tlifetime = 0.000000, 0.000000
" m7 E4 w, j3 kprocess = disappear6 s+ _' |; r/ P. ?1 I! \& ]
strength = 100" a2 N B, |" |, T; f2 p- G
radius = 25
) [% ]( W0 I+ h4 V, T5 qhull_damage = 3200( [9 G. S4 l, o6 S6 T
energy_damage = 0
3 `" P+ @; e! S+ j, Q0 J* Dimpulse = 0
# r/ Y4 r# O7 a0 Y[Munition]8 i; z& w3 a9 B' ^9 d) Z
nickname = nomadmissile01_mark01_ammo4 O7 g. |3 v/ _6 P: E( N
explosion_arch = nomadmissile01_mark01_explosion1 T/ l/ I3 _# |6 P, F, N& N
hp_type = hp_gun
5 p" @% a# P" {; h% ^. P. rrequires_ammo = false4 h3 x: V# ^& T6 `4 S0 |% H
hit_pts = 200& L) Y$ W3 d, y4 R4 Z
one_shot_sound = fire_no_cruise_disruptor
6 U+ ]1 e& ~, X! y4 P) A- |* ndetonation_dist = 8% Q8 p7 q- R( Y7 ?& g, W& C
lifetime = 13.750000
+ N0 a. Z0 n0 c3 A! S2 B! \/ V! WMotor = nomadmissile01_mark01_motor. X/ J" ` O" ]2 y4 H/ J* s! L
force_gun_ori = false# y2 V! B Y; b5 Y( F4 V' _+ v
const_effect = no_cruisedis01_drive H2 }7 `- X# o( r- K# ~7 k' f
HP_trail_parent = HPExhaust
7 r3 E a3 y" zseeker = LOCK+ D" T8 \6 v8 _, C. c3 n
time_to_lock = 0
) ^" l& A# D% e/ d# @7 ~seeker_range = 1500
6 g9 v" W) z0 ^seeker_fov_deg = 355 U8 u7 i) J* a7 Z$ q6 J; `
max_angular_velocity = 9.913330
! R6 D4 {" P3 e$ d, E5 C' [ R, FDA_archetype = equipment\models\weapons\li_rad_missile.3db8 x" G+ ^( y' ~9 \% ?& N7 u3 J
material_library = equipment\models\li_equip.mat
x+ d$ U2 G) L5 Y! W3 \mass = 1; x0 f. ~0 v- G0 s: G- N# B
volume = 0.000000" a, R2 s- ]& O* ] N1 I
[Gun]
7 o( w$ V+ ?! B( `nickname = nomadmissile01_mark01
. b. U+ s: ]. z4 P s$ [3 f8 oids_name = 5900381 k/ g# K% C) B0 O
ids_info = 590039
* j% W; \ ^ v- v3 WDA_archetype = Equipment\models\weapons\no_fighter_gun.cmp
c- H- x* k' g' ]6 T( Y/ [) KHP_child = HPConnect, ]7 e0 k0 j. x' B1 p
hit_pts = 12000
7 s O& x1 n( F4 n$ `6 A) N& mexplosion_resistance = 1.0000001 w( a+ g) @) c9 D: R7 p
debris_type = debris_normal
7 o2 M: ~8 ?9 ^1 E/ aparent_impulse = 20- @5 Z- j, W/ y+ g
child_impulse = 802 \! w& F( h0 Z% q9 ~
volume = 0.000000! ]: ?2 `' ]. [- k
mass = 10
+ V, x8 H/ E; P( c9 ^hp_gun_type = hp_gun_special_10
3 ?! i0 V2 F; c% ^; U5 ndamage_per_fire = 0 C: K$ @/ P4 ?/ G; h4 V1 ~; ?. d
power_usage = 0
5 ]4 Y* o7 q7 ?5 Frefire_delay = 2
9 C" B- y0 q1 W$ Q+ {muzzle_velocity = 40.299999
U) ]. V8 ?# _% f: P, ]7 y, c8 c( ltoughness = 10.600000
! @2 Q( C, H) F ?; @. Aprojectile_archetype = nomadmissile01_mark01_ammo [( C, ~4 @, p1 J0 c. ~, ^. ?
separation_explosion = sever_debris
. X' Q! A2 k. t' A7 Nauto_turret = false% W$ J, N5 F* X; b
turn_rate = 90
( G: a6 P/ d, h, w' zlootable = false, Z: |- M2 a# z: I. i; y0 h
LODranges = 0, 20, 60, 100
( l0 n0 i3 u. w& N6 T0 \8 V( e* G8 C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' |9 G5 q( ]' V' B- s# ^
[Motor]. d' d7 ^$ k4 x( D, `
nickname = nomadmissile01_mark01_motor
% B8 S) w* @3 C0 l7 Y# n; }lifetime = 2.7500007 [( c: R* E d# g$ B& h
accel = 32.038601
* ~" `! {% Z# H1 O* Pdelay = 0
+ M4 Q- F) @) q1 N% S第一行是名称0 V: {/ }& u1 B- y
第二行是引擎的燃烧时间
; e9 K% ^- }! D* R8 x& N第三行是加速度
# S9 O$ W& x. w6 p[Explosion]; b7 p# J1 x @( v' k! c
nickname = nomadmissile01_mark01_explosion
8 p) M$ |; ^( E, A/ geffect = no_cruisedis01_impact) T" M7 S, Q& k! _" P
lifetime = 0.000000, 0.000000/ t4 U+ A$ R- _0 Q+ g: I+ M. g
process = disappear: g8 w. t0 b+ x @
strength = 100 \2 \7 A4 M7 V7 ]# w) l9 D* n' u
radius = 25
# |4 r G; V8 m+ f3 Ihull_damage = 3200
- n% n4 L4 r# ]0 r/ {8 d3 Y( f# Xenergy_damage = 0
3 {3 |. M( ~( K0 _impulse = 0
' k/ I( ]1 T! Q# K5 vExplosion,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3 H0 M+ I1 D5 k# r1 n) X9 M; a* X
第二行是爆炸时的粒子效果( D3 e* g( C" k' D+ {
重要的是这两行:! D3 k; t6 B8 q/ z. _( R8 x
hull_damage = 3200 装甲% ]1 l, p* i( X; b
energy_damage = 0 护盾
/ D" p7 D- q9 g U8 {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
8 E8 B* f( Y8 ?9 C# e[Munition]% B+ a' f6 L; {' b0 m2 m4 u" d# R
nickname = nomadmissile01_mark01_ammo
7 p+ L1 r, x& H8 r' d* x# Uexplosion_arch = nomadmissile01_mark01_explosion
4 G3 G9 ]7 Y4 l. `hp_type = hp_gun; j1 p! h* z6 Z0 `$ N* u) Z% r4 J
requires_ammo = false! V6 \& r* @: ~7 h
hit_pts = 200& B# a5 h* N" Z \: O
one_shot_sound = fire_no_cruise_disruptor
* _* M8 G3 A, M9 fdetonation_dist = 8
" G9 o' s( X5 _2 j, C7 \6 O" F! Olifetime = 13.750000
9 \' R1 E# t" X& J% D+ ~Motor = nomadmissile01_mark01_motor% y: h* F, |8 W5 r$ F& o/ @
force_gun_ori = false9 z# X1 G$ }6 R
const_effect = no_cruisedis01_drive- K2 [0 b9 I) T4 F! t- m" ?
HP_trail_parent = HPExhaust3 \. O) T0 v" ^4 S' N6 b
seeker = LOCK+ X7 q/ Y8 }% J. O6 k& Z9 ~0 s3 m
time_to_lock = 0, X% d# a7 U0 r: q& K8 T
seeker_range = 15009 ~7 O+ W5 j. g2 S
seeker_fov_deg = 35
5 ?% o) E# n" E; Omax_angular_velocity = 9.913330- u8 n/ Q5 o6 i4 P( h& |4 m
DA_archetype = equipment\models\weapons\li_rad_missile.3db# U0 Z5 B" H- v2 m
material_library = equipment\models\li_equip.mat; R7 d8 S4 O/ `) p
mass = 16 B7 `! x+ X6 E: V0 S9 d
volume = 0.000000
/ o [0 G+ b1 {$ c[Munition]弹药,所有的武器都是有弹药的.
& x3 `4 r5 P' k& U8 }比较重要的有:
" e" X( U9 k" A- h- p, ]1 }requires_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.9 Z# u! M0 a% L0 D/ d
hit_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.
1 w% X; l9 V+ i3 }6 [seeker = LOCK搜索锁定.锁定敌机的导弹是会一直追着敌机的.
' n z0 [7 C2 \$ \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4 ~) ^& k. U1 Q6 P8 Y) E/ |, H% v
seeker_fov_deg = 35搜索最佳角度,180就够了
, p+ X6 J( [# ~2 E8 fmax_angular_velocity = 9.913330最大转弯率" X+ z: j# ~: B) A" z
mass = 1重量# L$ {1 }* Y [% w) z: _/ w8 q
[Gun], k, ]8 D* e8 v$ K
nickname = nomadmissile01_mark01
/ R1 X! |' ^& J, c9 R+ qids_name = 5900381 o. N/ o: }! Q& s+ \- I
ids_info = 590039
6 p7 x. r5 K2 q4 MDA_archetype = Equipment\models\weapons\no_fighter_gun.cmp0 f1 K8 }1 y! n5 `2 ]4 f% c- N3 \* F
HP_child = HPConnect) f, P/ e* o. `- c# j- P6 J4 G* A; U2 @
hit_pts = 12000
9 b* O8 L; I) v2 d9 [+ G, j$ v! T& Fexplosion_resistance = 1.000000
- m( q9 P" S Ldebris_type = debris_normal$ [5 |7 r9 x5 S/ }" { L# L$ a1 @: l
parent_impulse = 20
1 f4 q; ]% w6 g5 T1 U- zchild_impulse = 80
; ^2 G$ s; h2 o7 \volume = 0.000000/ Y3 F6 @# j7 {4 G% V
mass = 10# b$ F' g! |$ S7 v# O
hp_gun_type = hp_gun_special_10+ J1 r3 L5 x, S
damage_per_fire = 0
! u+ f# J: F" Z$ T, hpower_usage = 0
, b" k( c2 T: Mrefire_delay = 2# q9 F6 D% b! w1 C4 j" G
muzzle_velocity = 40.299999
; U' C8 `3 P. T: Q) \4 Atoughness = 10.6000004 f7 g7 ^: B1 K" S
projectile_archetype = nomadmissile01_mark01_ammo
3 U* j! M9 G3 ]separation_explosion = sever_debris
/ p/ N& L4 q4 G; i, g# [1 ~auto_turret = false! j; e# ~$ ]' q% H; m' d
turn_rate = 90
# j0 H, t& c$ r- }) Elootable = false8 Z ^0 d5 ] B% r( q- [
LODranges = 0, 20, 60, 100
5 {: F/ I& L& i: d这段是发射弹药的发射器的参数.所有武器都有.) M0 e; C' e7 v3 u5 N* N$ t3 ] d0 [
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.0 k9 @# a, E/ W
mass = 10重量1 i* X: a% k% j
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)., C; w( V! P5 _" c
refire_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# w- [/ _, F2 H0 s) a L5 r% G
turn_rate = 90转向角度
$ v, Q7 j# a* F" ~6 W7 q) i- Y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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