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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