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发表于 2009-8-6 22:30:12
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防御场说明
感谢白银死神提供详细资料
其实所有单位都可以有防御场,但是母舰加上后似乎无法激活防御场。只要在ship中加入以下
addAbility(NewShipType,"DefenseFieldAbility",1,0,1200,200,200,1,0.6,0,"defensefield_sphere_spray")
addAbility(NewShipType,"DefenseFieldShieldAbility",0,1200,0,0)
AddShipAbility(NewShipType,"DefenseField",1,"ThisShipOnly",0)
最后一句加上后会出现范围指示圈,不加的话就没有。防御场的作用似乎只在最外面的壳上,我曾经设置地图一样大的防御场,但是一点用也没有,移动时防御
场会跟不上你,所以快速移动的时候可能会脱离防御场。
参数说明
- ability active by default (缺省状态下是否拥有该能力)
- field on by default (缺省状态下是否开启着防御场)
- radius to defend other ships (防御场的有效范围)
- stop after this much (实际上是那条紫色时间条所代表的时间长度,最好和下面的数值设置成一样,设成0就是无限防御场了。^_^)
- shutdown only after this 防御场参数中,那个shut down only after的参数的意思是,要用了多少能量之后才能被关闭。如果和前面的总能量一样,打开了之后就不能被关闭了。我是放在1的,这样想开就开,想关就关。(双子风提供)
- how much capacity to use (消耗单位,越小防御场就可以维持越久)
- recharge (恢复单位,越大防御场就恢复得越快)
- useable below this (未知...^^b)
- effect file name (效果文件)
.ship中的部分说明
NewShipType = StartShipConfig()
NewShipType.displayedName = "$1522"
NewShipType.sobDescription = "$1523"
NewShipType.maxhealth = 12000 最大Hp
NewShipType.regentime = 1200
NewShipType.minRegenTime = 1200
NewShipType.sideArmourDamage = 1.2
NewShipType.rearArmourDamage = 1.2
NewShipType.isTransferable = 1
NewShipType.useEngagementRanges = 1
NewShipType.unitCapsNumber = 2
NewShipType.SquadronSize = 1
NewShipType.formationSpacing = 250
NewShipType.passiveFormation = "Spear"
NewShipType.defensiveFormation = "x"
NewShipType.aggressiveFormation = "Claw"
NewShipType.mass = 100 重量,目前功能不详。
NewShipType.collisionMultiplier = 1
NewShipType.thrusterMaxSpeed = 161 冲刺最大速度
NewShipType.mainEngineMaxSpeed = 161 主引擎速度,一般都和上面个一样
NewShipType.rotationMaxSpeed = 22 转向速度,每秒多少度。
NewShipType.thrusterAccelTime = 7 冲刺加速到全速的时间
NewShipType.thrusterBrakeTime = 2 减速到0的时间
NewShipType.mainEngineAccelTime = 8 主引擎加速到全速的时间
NewShipType.mainEngineBrakeTime = 2 主引擎减速到0的时间
NewShipType.rotationAccelTime = 0.75 同上,是转向加速NewShipType.rotationBrakeTime = 0.4 转向减慢的速度
NewShipType.thrusterUsage = 0.5
NewShipType.accelerationAngle = 40
NewShipType.mirrorAngle = 0
NewShipType.secondaryTurnAngle = 0
NewShipType.maxBankingAmount = 20
NewShipType.descendPitch = 20
NewShipType.goalReachEpsilon = 30
NewShipType.slideMoveRange = 100
NewShipType.controllerType = "Ship"
NewShipType.tumbleStaticX = 10
NewShipType.tumbleStaticY = 20
NewShipType.tumbleStaticZ = 5
NewShipType.tumbleDynamicX = 2
NewShipType.tumbleDynamicY = 10
NewShipType.tumbleDynamicZ = 5
NewShipType.tumbleSpecialDynamicX = 2
NewShipType.tumbleSpecialDynamicY = 10
NewShipType.tumbleSpecialDynamicZ = 5
NewShipType.relativeMoveFactor = 3
NewShipType.swayUpdateTime = 4
NewShipType.swayOffsetRandomX = 10
NewShipType.swayOffsetRandomY = 10
NewShipType.swayOffsetRandomZ = 10
NewShipType.swayBobbingFactor = 0.05
NewShipType.swayRotateFactor = 0
NewShipType.useTargetRandom = 1
NewShipType.targetRandomPointXMin = -0.1
NewShipType.targetRandomPointXMax = 0.47
NewShipType.targetRandomPointYMin = -0.48
NewShipType.targetRandomPointYMax = 0.8
NewShipType.targetRandomPointZMin = -0.8
NewShipType.targetRandomPointZMax = 0.8
NewShipType.dustCloudDamageTime = 160
NewShipType.nebulaDamageTime = 200
NewShipType.MinimalFamilyToFindPathAround = "MotherShip"
NewShipType.BuildFamily = "Frigate_Hgn"
NewShipType.AttackFamily = "Frigate"
NewShipType.DockFamily = "Frigate"
NewShipType.AvoidanceFamily = "Frigate"
NewShipType.DisplayFamily = "Frigate"
NewShipType.AutoFormationFamily = "Frigate"
NewShipType.CollisionFamily = "Big"
NewShipType.ArmourFamily = "MediumArmour" 装甲类型
NewShipType.UnitCapsFamily = "Frigate"
NewShipType.UnitCapsShipType = "TorpedoFrigate"
NewShipType.fighterValue = 0
NewShipType.corvetteValue = 0
NewShipType.frigateValue = 10
NewShipType.neutralValue = 0
NewShipType.antiFighterValue = 0
NewShipType.antiCorvetteValue = 9
NewShipType.antiFrigateValue = 4
NewShipType.totalValue = 10
NewShipType.buildCost = 700 建造费用
NewShipType.buildTime = 55 建造时间
NewShipType.buildPriorityOrder = 40 建造优先权
NewShipType.retaliationRange = 5500
NewShipType.retaliationDistanceFromGoal = 160
NewShipType.visualRange = 1000
NewShipType.prmSensorRange = 5000
NewShipType.secSensorRange = 6000
NewShipType.detectionStrength = 1
NewShipType.TOIcon = "Diamond"
NewShipType.TOScale = 1
NewShipType.TODistanceFade0 = 9000
NewShipType.TODistanceDisappear0 = 7000
NewShipType.TODistanceFade1 = 4500
NewShipType.TODistanceDisappear1 = 3500
NewShipType.TODistanceFade2 = 12000
NewShipType.TODistanceDisappear2 = 35000
NewShipType.TOGroupScale = 1
NewShipType.TOGroupMergeSize = 0
NewShipType.mouseOverMinFadeSize = 0.045
NewShipType.mouseOverMaxFadeSize = 0.1
NewShipType.healthBarStyle = 1
NewShipType.nlips = 0.000125 这项可以修改船的大小,似乎是和某一个值的比例值。
NewShipType.nlipsRange = 6000
NewShipType.nlipsFar = 0.0001
NewShipType.nlipsFarRange = 10000
NewShipType.SMRepresentation = "HardDot"
NewShipType.meshRenderLimit = 13000
NewShipType.dotRenderLimit = 10
NewShipType.visibleInSecondary = 1
NewShipType.minLOD = 0.25
NewShipType.goblinsStartFade = 1500
NewShipType.goblinsOff = 1500
NewShipType.upLOD = 2000
NewShipType.upLOD = 2500
NewShipType.downLOD = 2015
NewShipType.downLOD = 2515
NewShipType.minimumZoomFactor = 0.63
NewShipType.selectionLimit = 150000
NewShipType.preciseATILimit = 0
NewShipType.selectionPriority = 75
NewShipType.militaryUnit = 1
addAbility(NewShipType,"MoveCommand",1,0) 移动命令,后面如果是1,1的话就像炮塔只能移动一次
addAbility(NewShipType,"CanDock",1,0) 加入这个后船就能停泊到母舰。
NewShipType.dockTimeBetweenTwoFormations = 1
NewShipType.dockTimeBeforeStart = 2
NewShipType.dockNrOfShipsInDockFormation = 1
NewShipType.dockFormation = "delta"
NewShipType.queueFormation = "dockline"
NewShipType.dontDockWithOtherRaceShips = 1
NewShipType.ignoreRaceWhenDocking = 0
addAbility(NewShipType,"CanLaunch")
NewShipType.launchTimeBetweenTwoFormations = 1
NewShipType.launchTimeBeforeStart = 2
NewShipType.launchNrOfShipsInDockFormation = 1
NewShipType.launchFormation = "delta"
addAbility(NewShipType,"ParadeCommand",1)
addAbility(NewShipType,"WaypointMove") 加入这个就有了指定路线行进的功能
addAbility(NewShipType,"HyperSpaceCommand",0,1,200,500,0,3) 加入这个就可以在空间跳跃模块的范围内进行跳越
addAbility(NewShipType,"CanAttack",1,1,0,0,0.35,1.5,"Corvette, Capturer, Frigate, SmallCapitalShip, BigCapitalShip, Utility, Fighter","Frontal",{
Fighter = "MoveToTargetAndShoot",
},{
Corvette = "MoveToTargetAndShoot",
},{
Munition = "MoveToTargetAndShoot",
},{
SubSystem = "FrontalVsSubSystem",
}) 其中参数"Capturer, Frigate, SmallCapitalShip, BigCapitalShip, Corvette, Fighter, Utility"应该是攻击的优先顺序。想想先攻击fighter,就把fighter放第一位好了。 后面的MoveToTargetAndShoot应该是攻击的方式,这个是移动到目标范围然后射击(以上观察员提供)
以下是参数详细说明
ability active by default
Number of ships in micro formations
Can use kamikaze tactics (obsolete)
Can interpolate target
delay between formation splitting
distance multiplier from target before attack styles get control
Attack priorities
Attack type
attack type exception 1
attack type exception 2
attack type exception 3
attack type exception 4
attack type exception 5
attack type exception 6
attack type exception 7
attack type exception 8
addAbility(NewShipType,"GuardCommand",1,3000,600)
addAbility(NewShipType,"HyperspaceViaGateCommand",1,3,1,0.3)
addAbility(NewShipType,"CanBeCaptured",30,0.1) 加入这个就能够被俘获,30是俘获的时间
addAbility(NewShipType,"CanBeRepaired")能够被修复
addAbility(NewShipType,"RetireAbility",1,1)能够回收
LoadModel(NewShipType,1) 指定了该船的模型,后面的1是默认值当前文件名称,如果你用这个船的SHIP文件创造了别的船的话,那么创造的船由于没有默认的模型,这样这一行就必须写成LoadShareModel(newshiptype,"船需要用的模型的名称,一般就是SHIP文件的名称")
下面StartShipWeaponConfi就是飞船的武器Hgn_TorpedoLauncher就是武器名称,可以到Weapon文件夹下找到相应的武器
StartShipWeaponConfig(NewShipType,"Hgn_TorpedoLauncher","weapon_Torpedo","")
StartShipWeaponConfig(NewShipType,"Hgn_BigTorpedoLauncher","weapon_Torpedo","")
StartShipWeaponConfig(NewShipType,"Hgn_ClusterTorpedoLauncher","weapon_Torpedo","")
addShield(NewShipType,"EMP",220,20) Emp的值
NewShipType.battleScarMaxTriBase = 75
NewShipType.battleScarMaxTriInc = 100
NewShipType.sobDieTime = 1
NewShipType.sobSpecialDieTime = 1
NewShipType.specialDeathSpeed = 40
NewShipType.chanceOfSpecialDeath = 0
NewShipType.deadSobFadeTime = 0
NewShipType.trailLinger = 4
setEngineGlow(NewShipType,1,1,1.02,20,300,50,1.5,{
0.27,
0.47,
0.69,
0.25,
})
loadShipPatchList(NewShipType,"data:sound/sfx/ship/Hiigaran/Frigate/",0,"Engines/HFrigateEng","",1,"Ambience/HFrigateAmb","")引擎的声音和其他一些引擎相关的文件地点 |
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