动态物品 然后是Inventory_Gen.scr中的火器(近战、子弹、手雷什么的我就不说了,这些东西的价格、数量、威力都是可改的),我们以祖国防御者冲锋枪为例: Item("Firearm_leg_DefenderOfTheMotherland", CategoryType_Firearm) { Name("&Firearm_leg_DefenderOfTheMotherland_N&"); Description("&Firearm_leg_DefenderOfTheMotherland_D&"); CategoryType(CategoryType_Firearm); Visibility(true); ItemType(ItemType_Rifle); PhysicsScript("DroppedInventory.scr"); UpgradeLevel(0); Condition(-1); \\物品无需修理(之前说过的我就不再说了) DamageRangeMelee(110.0); \\(无效) HeadSmashProb(0.8); HeadCutProb(0.0); ArmsCutProb(0.0); LegsCutProb(0.0); DamageType(DamageType_Bullet); Mesh("weapon_machine_gun_b.msh"); Skin("super"); SkinTag("weapon_epic1"); AnimPrefix("AK47"); HudIcon("akms"); ShotTime(0.07); \\射击时间,越小越快 ShotSound("AkOneShotSt_XX.wav"); BaseSoundPrefix("ak47"); AmmoType(AmmoType_Rifle); AmmoCount(90); \\弹夹大小 ReloadTime(1.25); \\换弹夹时间 EmptySound("istol_Empty.wav"); RagdollBehavior(RagdollBehavior_None); TwoHanded(true); HolderElement("bip01 r thigh"); HolderOffset([0.0,10.0,0.0]); HolderAngle([0.0,90.0,-90.0]); use HitEffects_Firearm(); use PickupSounds_Default(); ClipReload(true); FxNameShell("MGGunfireShell"); ShootFx("MGGunfireSingle_sequence.fx"); AimBlurStart(25.0); AimBlurEnd(35.0); ShootMinAngle(0.001); \\准星最小大小(这里开始是准星和准确度修改,我以下的参数的效果和普通fps的ak类似) ShootMaxAngle(0.004); \\准星最大大小 ShootAngleVel(0.0003); \\每次射击准星和散布的增量 ShootAngleCooldown(0.14); \\准星回缩效果,越大越快 ShootVertRecoil(0.001); \\后座水平跳动大小 ShootVertRecoilSpread(0.001); \\后座水平散布大小 ShootHorzRecoil(0.0); \\后座垂直跳动大小 ShootHorzRecoilSpread(0.001); \\后座垂直散布大小 ShootRecoilTime(0.005); \\后座作用效果时间 ShootMode(ShotMode_Automatic); \\全自动射击 BulletsPerShot(1); \\每次打出几个子弹,似乎散弹枪就可以不止一个 AimFov(3.5); \\瞄准时候的缩放倍数,调大就是狙击抢了 DamageSize(5.0); AiHitSound("firearm"); StatsType(StatsType_Rifle); Price(5000); \\价格,修改无效 LootLevel(5); LootType(LootType_Firearm_Auto); FF_Left(0.3); FF_Right(0.4); FF_Duration(0.1); FF_FadeOut(0.0); CriticalProb(0.05); CriticalDamage(100.0); FirePointRange(0,2000.0); FirePointDamage(0,100.0); FirePointPhysicsDamage(0,40.0); FirePointForce(0,100.0); FirePointRange(1,10000.0); FirePointDamage(1,20.0); FirePointPhysicsDamage(1,40.0); FirePointForce(1,20.0); Color(Color_Orange); GenType(GenType_AUTORIFLE); GenLevelMin(0); \\这个很重要,表示枪械生成的最低等级,2级人物想用枪,这里必须要调低 ShotTailDelay(0.1); AchType(AchType_Rifle); NameGender(0); PriceMult(1.1); } Item("Firearm_leg_DefenderOfTheMotherland", CategoryType_Firearm) \\一下是瞄准状态下的参数,和上面类似,不再解释 { CategoryType(CategoryType_Firearm); UsageType(UsageType_Aim); UpgradeLevel(0); HandOffset(HandModification_Normal, [-0.812,0.0,7.0]); HandRot(HandModification_Normal, [0.0625,0.1875,0.0]); SwayMaxAngle(0.02); ShootMinAngle(0.0005); ShootMaxAngle(0.001); ShootAngleVel(0.0001); ShootAngleCooldown(0.28); ShootVertRecoil(0.001); ShootHorzRecoil(0.0); ShootHorzRecoilSpread(0.0); } 后面的部分是升级后的变化,可以不用太关注 有人在问如何修改才能提升随级别浮动武器的伤害,这个可以从skill中解决,直接用技能效果提升钝器、火器、刀具的伤害。我个人建议这么做,但是你也可以从Inventory_Gen.scr文件下手。 在Inventory_Gen.scr文件后部定义了1-50随级别浮动的伤害、耐久、速度、推力,以下选取一点: GeneratorLevel(0, 45)\\表示是45级的武器规则 { GenParam(Gen_Damage, 9940, 6620.6288, 4970, 3970.6, 3310.3712); \\生成的各类武器伤害,这里我提高了10倍,以下类似,我将耐久也提升了10倍 GenParam(Gen_Force, 994, 662.6288, 497, 397.6, 331.3712); GenParam(Gen_Speed, 0.05, 0.08, 0.1, 0.20, 0.50); GenParam(Gen_Durability, 690, 460, 310, 230, 150);
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