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《文明6》战斗单位模型阵型修改教程 让你的核平6玩出全面战争!

  步兵阵型详细修改教程

  我把模型比例调到0.5,每队步兵16人,所以下面的间距至少乘以0.5

  <Element class="AssetObjects::FloatValue">
  <m_fValue>18.000000</m_fValue> 横向间距
  <m_ParamName text="SpacingX"/>
  </Element>
  <Element class="AssetObjects::FloatValue">
  <m_fValue>22.000000</m_fValue> 纵向间距
  <m_ParamName text="SpacingY"/>
  </Element>
  <Element class="AssetObjects::FloatValue">
  <m_fValue>0.300000</m_fValue> 总体比例(原来1)
  <m_ParamName text="SpacingMultiplier"/>
  </Element>
  <Element class="AssetObjects::IntValue">
  <m_nValue>0</m_nValue> 每行多少人0就是不定义,用下面的规则
  <m_ParamName text="PerRowIncrement"/>
  </Element>
  <Element class="AssetObjects::FloatValue">
  <m_fValue>0.000000</m_fValue>
  <m_ParamName text="YOffsetIncrement"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>false</m_bValue>
  <m_ParamName text="YOffsetIsCurved"/>
  </Element>
  <Element class="AssetObjects::IntValue">
  <m_nValue>1</m_nValue> 交错数(比如:第一排1人第二排就变成2人,第三排1人.同理交错数改3就变成1,4,1)
  <m_ParamName text="StaggerIncrement"/>
  </Element>
  <Element class="AssetObjects::FloatValue">
  <m_fValue>0.000000</m_fValue>
  <m_ParamName text="MemberRandomness"/>
  </Element>
  <Element class="AssetObjects::FloatValue">
  <m_fValue>0.000000</m_fValue>
  <m_ParamName text="BlockRandomness"/>
  </Element>
  <Element class="AssetObjects::IntValue">
  <m_nValue>8</m_nValue> 第一排数,最重要的,阵型规则优先算他
  <m_ParamName text="FirstRowWidth"/>
  </Element>
  <Element class="AssetObjects::IntValue">
  <m_nValue>0</m_nValue>
  <m_ParamName text="XBlockSize"/>
  </Element>
  <Element class="AssetObjects::IntValue">
  <m_nValue>0</m_nValue>
  <m_ParamName text="XBlockSpacingCount"/>
  </Element>
  <Element class="AssetObjects::IntValue">
  <m_nValue>0</m_nValue>
  <m_ParamName text="YBlockSize"/>
  </Element>
  <Element class="AssetObjects::IntValue">
  <m_nValue>0</m_nValue>
  <m_ParamName text="YBlockSpacingCount"/>
  </Element>
  <Element class="AssetObjects::IntValue">
  <m_nValue>0</m_nValue>
  <m_ParamName text="CenterBlockWidth"/>
  </Element>
  <Element class="AssetObjects::ArtDefReferenceValue">
  <m_ElementName text="Block"/>
  <m_RootCollectionName text="UnitFormationLayoutTypes"/>
  <m_ArtDefPath text="Units.artdef"/>
  <m_CollectionIsLocked>true</m_CollectionIsLocked>
  <m_TemplateName text=""/>
  <m_ParamName text="Type"/>
  </Element>
  <Element class="AssetObjects::FloatValue">
  <m_fValue>0.000000</m_fValue>
  <m_ParamName text="MinimumRadius"/>
  </Element>
  <Element class="AssetObjects::FloatValue">
  <m_fValue>0.000000</m_fValue>
  <m_ParamName text="FacingBlend"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>false</m_bValue>
  <m_ParamName text="MinimizeRows"/>
  </Element>
  <Element class="AssetObjects::FloatValue">
  <m_fValue>0.000000</m_fValue>
  <m_ParamName text="ArcSize"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>true</m_bValue>
  <m_ParamName text="CanMirrorFrontToBack"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>true</m_bValue>
  <m_ParamName text="CanFlipLeftToRight"/>
  </Element>
  </m_Values>
  </m_Fields>
  <m_ChildCollections/>
  <m_Name text="Scattered"/>这是散阵,原版枪兵的,我改成密集方阵