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RT,本来想借用米凯尔专用机体的召唤功能弄个类似浮游炮的东西,于是把那个测试版的FREEDOM弄到了ship里,又在脚本里复制了一遍米凯尔召唤机体的脚本,把米凯尔的名字换成了freedom如下
原来的米凯尔召唤的脚本(目前还是打算召唤炮击型MS)
elseif(GundamType == "Zaft_MSAdv_Corvette_Ginn_Mikael")then
if(SobGroup_IsDoingAbility(GundamType.."_"..iPlayer, AB_DefenseField)==1)then
if(SobGroup_CanDoAbility(GundamType.."_"..iPlayer, AB_DefenseFieldShield) == 0)then
SobGroup_AbilityActivate(GundamType.."_"..iPlayer, AB_DefenseFieldShield, 1)
Zaft_MSAdv_Corvette_Ginn_Mikael_HelpFleet[iPlayer + 1] = Universe_GameTime() + Zaft_MSAdv_Corvette_Ginn_Mikael_HelpFleetStandTime
Volume_AddSphere("Volume_Zaft_MSAdv_Corvette_Ginn_Mikael"..iPlayer, SobGroup_GetPosition(GundamType.."_"..iPlayer), 500)
local iBoostNum = SobGroup_Count(GundamType.."_boost_"..iPlayer)
if(iBoostNum == 3)then
SobGroup_Spawn(GundamType.."_boost_"..iPlayer, "Volume_Zaft_MSAdv_Corvette_Ginn_Mikael"..iPlayer)
elseif(iBoostNum ~= 0)then
SobGroup_Spawn(GundamType.."_boost_"..iPlayer, "Volume_Zaft_MSAdv_Corvette_Ginn_Mikael"..iPlayer)
while(iBoostNum < 3)do
SobGroup_SpawnNewShipInSobGroup(iPlayer, "Zaft_GF_MS_Fighter_Ginn_Gunner", "Zaft_GF_MS_Fighter_Ginn_Gunner", GundamType.."_boost_"..iPlayer, "Volume_Zaft_MSAdv_Corvette_Ginn_Mikael"..iPlayer)
iBoostNum = iBoostNum + 1
end
else
while(iBoostNum < 3)do
SobGroup_SpawnNewShipInSobGroup(iPlayer, "Zaft_GF_MS_Fighter_Ginn_Gunner", "Zaft_GF_MS_Fighter_Ginn_Gunner", GundamType.."_boost_"..iPlayer, "Volume_Zaft_MSAdv_Corvette_Ginn_Mikael"..iPlayer)
iBoostNum = iBoostNum + 1
end
end
SobGroup_SetHealth(GundamType.."_boost_"..iPlayer, 1)
Volume_Delete("Volume_Zaft_MSAdv_Corvette_Ginn_Mikael"..iPlayer)
SobGroup_GuardSobGroup(GundamType.."_boost_"..iPlayer, GundamType.."_"..iPlayer)
else
if(SobGroup_Count(GundamType.."_boost_"..iPlayer) > 0)then
if(SobGroup_AreAllInRealSpace(GundamType.."_boost_"..iPlayer) == 1)then
if(Universe_GameTime() >= Zaft_MSAdv_Corvette_Ginn_Mikael_HelpFleet[iPlayer + 1])then
SobGroup_Despawn(GundamType.."_boost_"..iPlayer)
end
end
end
end
else
if(SobGroup_CanDoAbility(GundamType.."_"..iPlayer, AB_DefenseFieldShield) == 1)then
SobGroup_AbilityActivate(GundamType.."_"..iPlayer, AB_DefenseFieldShield, 0)
end
if(SobGroup_Count(GundamType.."_boost_"..iPlayer) > 0)then
if(SobGroup_AreAllInRealSpace(GundamType.."_boost_"..iPlayer) == 1)then
if(Universe_GameTime() >= Zaft_MSAdv_Corvette_Ginn_Mikael_HelpFleet[iPlayer + 1])then
SobGroup_Despawn(GundamType.."_boost_"..iPlayer)
end
end
end
end
end
else
SobGroup_SetHealth(GundamType.."_"..iPlayer,0)
SobGroup_Clear(GundamType.."_"..iPlayer)
end
end
end
iPlayer = iPlayer + 1
end
end
自己改之后的 elseif(GundamType == "zaft_gundam_platform_freedom")then
if(SobGroup_IsDoingAbility(GundamType.."_"..iPlayer, AB_DefenseField)==1)then
if(SobGroup_CanDoAbility(GundamType.."_"..iPlayer, AB_DefenseFieldShield) == 0)then
SobGroup_AbilityActivate(GundamType.."_"..iPlayer, AB_DefenseFieldShield, 1)
Zaft_MSAdv_Corvette_Ginn_Mikael_HelpFleet[iPlayer + 1] = Universe_GameTime() + Zaft_MSAdv_Corvette_Ginn_Mikael_HelpFleetStandTime(这一行貌似是关于研究的,我给删去了)
Volume_AddSphere("Volume_zaft_gundam_platform_freedom"..iPlayer, SobGroup_GetPosition(GundamType.."_"..iPlayer), 500)
local iBoostNum = SobGroup_Count(GundamType.."_boost_"..iPlayer)
if(iBoostNum == 3)then
SobGroup_Spawn(GundamType.."_boost_"..iPlayer, "Volume_zaft_gundam_platform_freedom"..iPlayer)
elseif(iBoostNum ~= 0)then
SobGroup_Spawn(GundamType.."_boost_"..iPlayer, "Volume_zaft_gundam_platform_freedom"..iPlayer)
while(iBoostNum < 3)do
SobGroup_SpawnNewShipInSobGroup(iPlayer, "Zaft_GF_MS_Fighter_Ginn_Gunner", "Zaft_GF_MS_Fighter_Ginn_Gunner", GundamType.."_boost_"..iPlayer, "Volume_zaft_gundam_platform_freedom"..iPlayer)
iBoostNum = iBoostNum + 1
end
else
while(iBoostNum < 3)do
SobGroup_SpawnNewShipInSobGroup(iPlayer, "Zaft_GF_MS_Fighter_Ginn_Gunner", "Zaft_GF_MS_Fighter_Ginn_Gunner", GundamType.."_boost_"..iPlayer, "Volume_zaft_gundam_platform_freedom"..iPlayer)
iBoostNum = iBoostNum + 1
end
end
SobGroup_SetHealth(GundamType.."_boost_"..iPlayer, 1)
Volume_Delete("Volume_zaft_gundam_platform_freedom"..iPlayer)
SobGroup_GuardSobGroup(GundamType.."_boost_"..iPlayer, GundamType.."_"..iPlayer)
else
if(SobGroup_Count(GundamType.."_boost_"..iPlayer) > 0)then
if(SobGroup_AreAllInRealSpace(GundamType.."_boost_"..iPlayer) == 1)then
if(Universe_GameTime() >= Zaft_MSAdv_Corvette_Ginn_Mikael_HelpFleet[iPlayer + 1])then(这里我不知道该怎么改。。)
SobGroup_Despawn(GundamType.."_boost_"..iPlayer)
end
end
end
end
else
if(SobGroup_CanDoAbility(GundamType.."_"..iPlayer, AB_DefenseFieldShield) == 1)then
SobGroup_AbilityActivate(GundamType.."_"..iPlayer, AB_DefenseFieldShield, 0)
end
if(SobGroup_Count(GundamType.."_boost_"..iPlayer) > 0)then
if(SobGroup_AreAllInRealSpace(GundamType.."_boost_"..iPlayer) == 1)then
if(Universe_GameTime() >= Zaft_MSAdv_Corvette_Ginn_Mikael_HelpFleet[iPlayer + 1])then(这里也不知道该怎么改。。)
SobGroup_Despawn(GundamType.."_boost_"..iPlayer)
end
end
end
end
end
else
SobGroup_SetHealth(GundamType.."_"..iPlayer,0)
SobGroup_Clear(GundamType.."_"..iPlayer)
end
end
end
iPlayer = iPlayer + 1
end
end
如果把上面加括号的删去的话,进游戏会跳出,不删的话也跳出,请大大指教我应该怎么改。。。而且我总觉得漏了东西,但又不知道漏在哪里了,不应该仅仅在脚本里定义吧。。 |
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