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[教程]如何修改一把武器[后面还有人物]

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我要开一贴如何关于如何修改人物和武器的基础教程


IP属地:河北1楼2021-03-29 15:49回复
    第二次开[第一次开的是如何修改武器然后我突然反悔了]


    IP属地:河北2楼2021-03-29 15:50
    收起回复
      首先是武器,我选择一把AK作为基础
      AddEffect = MOPixel
      PresetName = Bullet AK-47
      Mass = 0.079 质量
      AirResistance = 0.02 空气阻力
      AirThreshold = 80 空气承受上限[不大清楚]
      LifeTime = 700 存在时间MS
      Sharpness = 40 锋利度[过低时无法对材质较强的物体造成伤害]
      HitsMOs = 1 是否可以击中物体
      GetsHitByMOs = 0 是否可以被击中
      Color = Color 颜色
      R = 210
      G = 198
      B = 178
      Atom = Atom
      Material = Material 材质
      CopyOf = Bullet Metal
      TrailColor = Color 曳光颜色
      R = 210
      G = 198
      B = 178
      TrailLength = 35 曳光长度
      AddEffect = MOPixel
      CopyOf = Bullet AK-47
      PresetName = Tracer AK-47 曳光弹[可以没有]
      Mass = 0.08
      Sharpness = 40
      Color = Color
      R = 250
      G = 246
      B = 145
      Atom = Atom
      Material = Material
      CopyOf = Bullet Metal
      TrailColor = Color
      R = 250
      G = 246
      B = 145
      TrailLength = 40


      IP属地:河北3楼2021-03-29 15:54
      回复
        第二段
        AddAmmo = Round
        PresetName = Round AK-47
        ParticleCount = 1 投射物数量
        Particle = MOPixel 投射物类型
        CopyOf = Bullet AK-47
        Shell = MOSParticle 弹壳类型
        CopyOf = Casing
        FireVelocity = 240 投射物速度按1米每秒 比如这个240等于240米每秒
        ShellVelocity = 12 弹壳速度
        Separation = 0 分散主要用于霰弹枪
        AddAmmo = Round
        PresetName = Tracer AK-47 曳光弹[可以没有]
        ParticleCount = 1
        Particle = MOPixel
        CopyOf = Tracer AK-47
        Shell = MOSParticle
        CopyOf = Casing
        FireVelocity = 240
        ShellVelocity = 12
        Separation = 0
        AddAmmo = Magazine
        PresetName = Magazine AK-47 弹匣
        Mass = 0.6 质量同时是重量[废话]
        HitsMOs = 0
        GetsHitByMOs = 0
        SpriteFile = ContentFile 图片
        FilePath = Ronin.rte/Devices/Sprites/MagazineAK47.bmp 图片路径
        FrameCount = 1 图片数量
        SpriteOffset = Vector 图片位置
        X = -4
        Y = -3
        AtomGroup = AtomGroup
        AutoGenerate = 1
        Material = Material 材料
        CopyOf = Military Stuff
        Resolution = 2
        Depth = 0
        DeepGroup = AtomGroup
        AutoGenerate = 1
        Material = Material
        CopyOf = Military Stuff
        Resolution = 3
        Depth = 1
        DeepCheck = 0
        JointStrength = 200 关节强度
        JointStiffness = 1 和关节强度有关但我不清楚
        JointOffset = Vector 关节连接位置
        X = 0
        Y = 0
        ParentOffset = Vector 弹匣位置
        X = 1
        Y = 3
        DrawAfterParent = 0 是否覆盖其他图层[如果为1则我的图层在你之上]
        RoundCount = 30 弹容量[如果为-1那么无限]
        RTTRatio = 5 曳光弹如果为5等于每5发子弹有一发曳光弹
        RegularRound = Round 普通子弹
        CopyOf = Round AK-47
        TracerRound = Round 曳光弹[你可以把曳光弹换成其他东西比如霰弹那样就可以每5发有一发霰弹]
        CopyOf = Tracer AK-47


        IP属地:河北4楼2021-03-29 16:02
        回复
          第三段
          AddDevice = HDFirearm
          PresetName = AK-47 名字
          Description = 简介[可以没有]
          AddToGroup = Weapons 分类为了让AI知道这是什么[如果没有分类则无法购买]
          AddToGroup = Primary Weapons
          AddToGroup = Light Weapons
          Mass = 4 质量同时是重量[同时是废话]
          HitsMOs = 0
          GetsHitByMOs = 1
          SpriteFile = ContentFile 图片
          FilePath = Ronin.rte/Devices/Sprites/AK47.bmp 图片路径
          FrameCount = 2 图片数量
          SpriteOffset = Vector 图片位置
          X = -13
          Y = -3
          EntryWound = AEmitter 进入伤[能被击中的物体都有但有这个的不一定能被击中]
          CopyOf = Dent Metal
          ExitWound = AEmitter 退出伤
          CopyOf = Dent Metal
          GoldValue = 40 价格[可以为负]
          AtomGroup = AtomGroup
          AutoGenerate = 1
          Material = Material 材料
          CopyOf = Military Stuff
          Resolution = 4
          Depth = 0
          DeepGroup = AtomGroup
          AutoGenerate = 1
          Material = Material
          CopyOf = Military Stuff
          Resolution = 4
          Depth = 10
          DeepCheck = 0
          JointStrength = 100 关节强度或抓握强度
          JointStiffness = 0.5
          JointOffset = Vector 关节位置或抓握位置
          X = -5
          Y = 3
          DrawAfterParent = 0 [图层是否在其他图层之上]
          StanceOffset = Vector 腰射位置
          X = 4
          Y = 4
          SharpStanceOffset = Vector 瞄准位置
          X = 6
          Y = 1
          SupportOffset = Vector 副手位置
          X = 7
          Y = 3
          SharpLength = 200 瞄准距离
          Magazine = Magazine 弹匣
          CopyOf = Magazine AK-47
          Flash = Attachable 枪口火光
          CopyOf = Muzzle Flash Pistol
          FireSound = Sound 枪声[可以没有]
          AddSample = ContentFile
          FilePath = Base.rte/Devices/Rifles/AK-47000.wav 枪声路径
          AddSample = ContentFile
          FilePath = Base.rte/Devices/Rifles/AK-47001.wav
          AddSample = ContentFile
          FilePath = Base.rte/Devices/Rifles/AK-47002.wav
          AddSample = ContentFile
          FilePath = Base.rte/Devices/Rifles/AK-47003.wav
          AddSample = ContentFile
          FilePath = Base.rte/Devices/Rifles/AK-47004.wav
          AddSample = ContentFile
          FilePath = Base.rte/Devices/Rifles/AK-47005.wav
          EmptySound = Sound 打空枪
          AddSample = ContentFile
          FilePath = Base.rte/Devices/EmptyClick3.wav
          ReloadStartSound = Sound 开始换弹声音
          AddSample = ContentFile
          FilePath = Base.rte/Devices/ReloadStart.wav
          ReloadEndSound = Sound 换弹完毕声音
          AddSample = ContentFile
          FilePath = Base.rte/Devices/ReloadEnd.wav


          IP属地:河北5楼2021-03-29 16:08
          回复
            第四段
            RateOfFire = 600 开火速率按每分钟算[如果是0代表射不出来]
            ReloadTime = 2000 换弹速度按MS算[不能为0否则游戏崩溃]
            FullAuto = 1 是否全自动[和能不能按住鼠标连发有关]
            FireIgnoresThis = 1 不清楚
            ShakeRange = 7.2 腰射扩散
            SharpShakeRange = 3.6 瞄准扩散
            NoSupportFactor = 1.8 脚不踏实地扩散[在腰射和瞄准的扩散上额外添加]
            ParticleSpreadRange = 0 扩散[不论状态]
            ShellSpreadRange = 8 弹壳扩散
            ShellAngVelRange = 2 弹壳角度扩散
            MuzzleOffset = Vector 投射物发射位置
            X = 17
            Y = 0
            EjectionOffset = Vector 弹壳发射位置
            X = -2
            Y = -1
            AddGib = Gib
            GibParticle = MOPixel 被打烂后蹦出的东西[可以没有]
            CopyOf = Spark Yellow 1
            Count = 6
            Spread = 2.25
            MaxVelocity = 20
            MinVelocity = 8
            AddGib = Gib
            GibParticle = MOPixel
            CopyOf = Spark Yellow 2
            Count = 5
            Spread = 2.25
            MaxVelocity = 20
            MinVelocity = 8
            AddGib = Gib
            GibParticle = MOPixel
            CopyOf = Drop Oil
            Count = 4
            Spread = 2.25
            MaxVelocity = 10
            MinVelocity = 1
            AddGib = Gib
            GibParticle = MOSParticle
            CopyOf = Gib Metal Rust Micro A
            Count = 10
            Spread = 2.25
            MaxVelocity = 15
            MinVelocity = 5
            AddGib = Gib
            GibParticle = MOSParticle
            CopyOf = Gib Metal Grey Micro A
            Count = 14
            Spread = 2.25
            MaxVelocity = 15
            MinVelocity = 5
            AddGib = Gib
            GibParticle = MOSRotating
            CopyOf = Gib Device Small J
            Count = 1
            Spread = 2.25
            MaxVelocity = 10
            MinVelocity = 1
            AddGib = Gib
            GibParticle = MOSRotating
            CopyOf = Gib Device Small H
            Count = 1
            Spread = 2.25
            MaxVelocity = 10
            MinVelocity = 1
            GibWoundLimit = 9 伤口承受上限或耐久值


            IP属地:河北6楼2021-03-29 16:13
            回复
              然后是人物我将用联盟的轻步兵示范[跳过不必要的部分]
              第一段
              这是一顶头盔
              AddEffect = Attachable 添加附加物
              PresetName = Soldier Helmet A 头盔
              Mass = 4 质量同时是重量[还是废话]
              Sharpness = 1 锋利度[对头盔没有用][可以没有]
              HitsMOs = 0 是否能击中物体
              GetsHitByMOs = 1 是否能被击中
              SpriteFile = ContentFile 图片
              FilePath = Coalition.rte/Actors/Soldier/HelmetA.bmp 图片路径
              FrameCount = 1 图片数量
              SpriteOffset = Vector 图片位置
              X = -7
              Y = -4
              AngularVel = 6 不清楚
              EntryWound = AEmitter 进入伤[关于伤口这个比较繁琐后面单独讲]
              CopyOf = Dent Metal Light
              ExitWound = AEmitter 退出伤
              CopyOf = Dent Metal Light
              AtomGroup = AtomGroup
              AutoGenerate = 1
              Material = Material 材料[如果材料够好同时投射物的速度或锋利度不行那么投射物将被弹开]
              CopyOf = Military Stuff
              Resolution = 4
              Depth = 0
              DeepCheck = 0
              JointStrength = 120 关节强度或连接强度
              JointStiffness = 0.6 和关节强度有关系但我不清楚
              JointOffset = Vector 关节连接位置
              X = 0
              Y = 0
              DrawAfterParent = 1
              GibImpulseLimit = 1200 冲击承受上限
              GibWoundLimit = 6 伤口承受上限或耐久值
              AddGib = Gib 被破坏后掉落的碎片[如果你想整活那么我觉得你可以让物体被破坏后掉落一个人]
              GibParticle = MOSParticle
              CopyOf = Gib Military Micro A
              Offset = Vector
              X = 4.5
              Y = 1.5
              AddGib = Gib
              GibParticle = MOSParticle
              CopyOf = Gib Military Micro A
              Offset = Vector
              X = -4.5
              Y = -1.5
              AddGib = Gib
              GibParticle = MOSParticle
              CopyOf = Gib Military Tiny A
              Offset = Vector
              X = 0.5
              Y = 0.5
              AddGib = Gib
              GibParticle = MOSParticle
              CopyOf = Gib Military Tiny A
              Offset = Vector
              X = -6.5
              Y = 2.5
              AddGib = Gib
              GibParticle = MOSRotating
              CopyOf = Gib Metal Grey Small B
              Offset = Vector
              X = -4.5
              Y = -0.5
              AddGib = Gib
              GibParticle = MOSRotating
              CopyOf = Gib Metal Rusty Small D
              Offset = Vector
              X = 2.5
              Y = -0.5
              AddGib = Gib
              GibParticle = MOSParticle
              CopyOf = Gib Military Tiny A
              Offset = Vector
              X = -0.5
              Y = -3.5
              AddGib = Gib
              GibParticle = MOSParticle
              CopyOf = Gib Military Tiny A
              Offset = Vector
              X = -2.5
              Y = -1.5
              AddGib = Gib
              GibParticle = MOSParticle
              CopyOf = Gib Military Tiny A
              Offset = Vector
              X = 1.5
              Y = -3.5


              IP属地:河北7楼2021-03-29 16:22
              回复
                第二段
                这是一个头
                AddEffect = Attachable
                PresetName = Soldier Head A 脑袋
                Mass = 32 质量同时是重量[没有废话]
                Sharpness = 1 锋利度
                HitsMOs = 1 能否击中物体
                GetsHitByMOs = 1 能否被击中
                SpriteFile = ContentFile 图片
                FilePath = Coalition.rte/Actors/Soldier/HeadA.bmp 图片路径
                FrameCount = 1 图片数量
                SpriteOffset = Vector 图片位置
                X = -7
                Y = -7
                AngularVel = 6 不清楚
                EntryWound = AEmitter 进入伤
                CopyOf = Wound Flesh Entry
                ExitWound = AEmitter 退出伤
                CopyOf = Wound Flesh Exit
                AtomGroup = AtomGroup
                AutoGenerate = 1
                Material = Material 材料
                CopyOf = Armoured Flesh
                Resolution = 4
                Depth = 0
                DeepCheck = 0
                JointStrength = 130 关节强度如果太低在被击中时可能脱落[如果超级低那么在走路时有可能脱落]
                JointStiffness = 0.1 和关节强度有关
                BreakWound = AEmitter 破坏伤
                CopyOf = Wound Flesh Body
                JointOffset = Vector 关节连接位置
                X = 0
                Y = 5
                GibImpulseLimit = 260 冲击承受上限
                GibWoundLimit = 7 伤口承受上限或耐久值
                GibSound = Sound 破坏时发出的声音
                CopyOf = Flesh Body Blunt Hit
                AddAttachable = Attachable 添加附加物
                CopyOf = Soldier Helmet A 头盔
                ParentOffset = Vector 头盔位置
                X = -1
                Y = -4
                AddGib = Gib 被破坏时掉落的碎片
                GibParticle = MOPixel
                CopyOf = Drop Blood 血
                Count = 100 血的数量
                sSpread = 2.25
                MaxVelocity = 10 速度最大[在最大和最小之间随机]
                MinVelocity = 1 速度最小
                AddGib = Gib
                GibParticle = MOSRotating
                CopyOf = Gib Flesh Small A
                Offset = Vector
                X = -5
                Y = -1.5
                AddGib = Gib
                GibParticle = MOSRotating
                CopyOf = Gib Flesh Small B
                Offset = Vector
                X = -4
                Y = -4.5
                AddGib = Gib
                GibParticle = MOSRotating
                CopyOf = Gib Bone Small D
                Offset = Vector
                X = 1
                Y = 4.5
                AddGib = Gib
                GibParticle = MOSParticle
                CopyOf = Gib Flesh Tiny A
                Offset = Vector
                X = 1.5
                Y = 3.5
                AddGib = Gib
                GibParticle = MOSRotating
                CopyOf = Gib Bone Small D
                Offset = Vector
                X = 1
                Y = -4.5
                AddGib = Gib
                GibParticle = MOSRotating
                CopyOf = Gib Flesh Small D
                Offset = Vector
                X = 0
                Y = -1
                AddGib = Gib
                GibParticle = MOSParticle
                CopyOf = Gib Flesh Micro A
                Offset = Vector
                X = -4
                Y = 3.5
                AddGib = Gib
                GibParticle = MOSParticle
                CopyOf = Gib Flesh Micro A
                Offset = Vector
                X = -6
                Y = -5.5
                AddGib = Gib
                GibParticle = MOSRotating
                CopyOf = Gib Flesh Small D
                Offset = Vector
                X = -3.5
                Y = -5.5
                AddGib = Gib
                GibParticle = MOSParticle
                CopyOf = Gib Flesh Tiny A
                Offset = Vector
                X = -1
                Y = -7.5
                AddGib = Gib
                GibParticle = MOSParticle
                CopyOf = Gib Flesh Micro A
                Offset = Vector
                X = 3.5
                Y = -3
                AddGib = Gib
                GibParticle = MOSParticle
                CopyOf = Gib Flesh Micro A
                Offset = Vector
                X = 0.5
                Y = -8
                AddGib = Gib
                GibParticle = MOSParticle
                CopyOf = Gib Flesh Micro A
                Offset = Vector
                X = 1.5
                Y = -1


                IP属地:河北8楼2021-03-29 16:28
                回复
                  第三段
                  这是手臂
                  AddActor = Arm
                  PresetName = Soldier Arm FG A 手臂[当没有手臂时无法拾取物品]
                  Mass = 7 质量重量
                  Sharpness = 1 锋利度
                  HitsMOs = 1 击中物体
                  GetsHitByMOs = 1 被击中
                  SpriteFile = ContentFile 图片
                  FilePath = Coalition.rte/Actors/Soldier/ArmFGA.bmp 路径
                  FrameCount = 5 数量
                  SpriteOffset = Vector 位置
                  X = -6
                  Y = -3
                  AngularVel = 6 不清楚
                  EntryWound = AEmitter 进伤
                  CopyOf = Wound Flesh Entry
                  ExitWound = AEmitter 出伤
                  CopyOf = Wound Flesh Exit
                  AtomGroup = AtomGroup
                  AutoGenerate = 1
                  Material = Material 材料
                  CopyOf = Flesh
                  Resolution = 4
                  Depth = 0
                  DeepCheck = 0
                  ParentOffset = Vector 整体连接位置
                  X = -1
                  Y = -4
                  JointStrength = 150 关节强度
                  JointStiffness = 0.5 和关节强度有关
                  BreakWound = AEmitter 破坏伤
                  CopyOf = Wound Flesh Body
                  JointOffset = Vector 关节连接位置
                  X = -3.5
                  Y = -1
                  DrawAfterParent = 1 [图层是否在其他图层之上]
                  HeldDevice = None 手持设备
                  Hand = ContentFile 手
                  FilePath = Coalition.rte/Actors/Soldier/HandFGA.bmp 手的图片
                  MaxLength = 14 手能够到的最大距离
                  IdleOffset = Vector 闲置时手的位置
                  X = 5
                  Y = 8
                  MoveSpeed = 0.2 移动速度
                  AddGib = Gib 破坏后掉落的碎片
                  GibParticle = MOPixel
                  CopyOf = Drop Blood 血
                  Count = 25 血的数量
                  Spread = 2.25 血喷射的扩散
                  MaxVelocity = 10
                  MinVelocity = 1
                  AddGib = Gib
                  GibParticle = MOSRotating
                  CopyOf = Soldier Misc Gib C
                  Offset = Vector
                  X = 3
                  Y = 0
                  Count = 1
                  Spread = 0
                  AddGib = Gib
                  GibParticle = MOSRotating
                  CopyOf = Gib Bone Small A
                  Offset = Vector
                  X = -4
                  Y = 1
                  Count = 1
                  Spread = 0
                  AddGib = Gib
                  GibParticle = MOSRotating
                  CopyOf = Gib Bone Small E
                  Offset = Vector
                  X = 0
                  Y = 1
                  Count = 1
                  Spread = 0
                  AddGib = Gib
                  GibParticle = MOSParticle
                  CopyOf = Gib Flesh Micro A
                  Offset = Vector
                  X = -2
                  Y = 4
                  Count = 1
                  Spread = 0
                  AddGib = Gib
                  GibParticle = MOSParticle
                  CopyOf = Gib Bone Micro A
                  Offset = Vector
                  X = -4
                  Y = -1
                  Count = 1
                  Spread = 0
                  AddGib = Gib
                  GibParticle = MOSParticle
                  CopyOf = Gib Metal Grey Micro A
                  Offset = Vector
                  X = -4
                  Y = -2
                  Count = 1
                  Spread = 0
                  AddGib = Gib
                  GibParticle = MOSParticle
                  CopyOf = Gib Metal Grey Tiny A
                  Offset = Vector
                  X = -5
                  Y = -4
                  Count = 1
                  Spread = 0
                  AddGib = Gib
                  GibParticle = MOSParticle
                  CopyOf = Gib Panel White Tiny A
                  Offset = Vector
                  X = -3
                  Y = -2
                  Count = 1
                  Spread = 0
                  AddGib = Gib
                  GibParticle = MOSParticle
                  CopyOf = Gib Military Tiny A
                  Offset = Vector
                  X = -3
                  Y = 1
                  Count = 1
                  Spread = 0
                  AddGib = Gib
                  GibParticle = MOSParticle
                  CopyOf = Gib Military Tiny A
                  Offset = Vector
                  X = 1
                  Y = -2
                  Count = 1
                  Spread = 0
                  AddGib = Gib
                  GibParticle = MOSParticle
                  CopyOf = Gib Military Tiny A
                  Offset = Vector
                  X = 0
                  Y = 1
                  Count = 1
                  Spread = 0
                  GibImpulseLimit = 80 冲击承受上限
                  GibWoundLimit = 5 伤口承受上限或耐久值
                  GibSound = Sound
                  CopyOf = Flesh Body Blunt Hit
                  AddActor = Arm
                  CopyOf = Soldier Arm FG A
                  PresetName = Soldier Arm BG A 副手[为了区分副手一般比主手更黑]
                  SpriteFile = ContentFile
                  FilePath = Coalition.rte/Actors/Soldier/ArmBGA.bmp
                  Hand = ContentFile
                  FilePath = Coalition.rte/Actors/Soldier/HandFGA.bmp


                  IP属地:河北9楼2021-03-29 16:36
                  回复
                    第四段
                    这是脚
                    AddActor = Attachable
                    PresetName = Soldier Foot FG A 脚[主脚]
                    Mass = 4 质量重量
                    Sharpness = 1 锋利度
                    HitsMOs = 1 击中物体
                    GetsHitByMOs = 0 被击中
                    SpriteFile = ContentFile 图片
                    FilePath = Coalition.rte/Actors/Soldier/FootFGA.bmp 路径
                    FrameCount = 4 数量
                    SpriteOffset = Vector 位置
                    X = -6
                    Y = -3
                    AngularVel = 6 不清楚
                    EntryWound = AEmitter 进入伤
                    CopyOf = Wound Bone Entry
                    ExitWound = AEmitter 退出伤
                    CopyOf = Wound Bone Exit
                    AtomGroup = AtomGroup
                    AutoGenerate = 1
                    Material = Material 材料
                    CopyOf = Flesh
                    Resolution = 4
                    Depth = 0
                    DeepGroup = AtomGroup
                    AutoGenerate = 1
                    Material = Material
                    CopyOf = Civilian Stuff
                    Resolution = 4
                    Depth = 2
                    DeepCheck = 1
                    JointStrength = 110 关节强度
                    JointStiffness = 0.5 和关节强度有关
                    BreakWound = AEmitter 破坏伤
                    CopyOf = Wound Flesh Body
                    JointOffset = Vector 关节连接位置
                    X = -2
                    Y = -1
                    DrawAfterParent = 0 图层是否在其他图层之上
                    AddActor = Attachable
                    CopyOf = Soldier Foot FG A
                    PresetName = Soldier Foot BG A 副脚
                    SpriteFile = ContentFile
                    FilePath = Coalition.rte/Actors/Soldier/FootBGA.bmp
                    FrameCount = 4


                    IP属地:河北10楼2021-03-29 16:39
                    回复
                      第五段
                      这是腿
                      AddActor = Leg
                      PresetName = Soldier Leg FG A 主腿
                      Mass = 12 质量同时是重量
                      Sharpness = 1 锋利度
                      HitsMOs = 1 是否能击中物体
                      GetsHitByMOs = 1 是否能被击中
                      SpriteFile = ContentFile 图片
                      FilePath = Coalition.rte/Actors/Soldier/LegFGA.bmp 图片路径
                      FrameCount = 5 图片数量
                      SpriteOffset = Vector 图片位置
                      X = -6
                      Y = -7
                      AngularVel = 6 不清楚
                      EntryWound = AEmitter 进入伤
                      CopyOf = Wound Flesh Entry
                      ExitWound = AEmitter 退出伤
                      CopyOf = Wound Flesh Exit
                      AtomGroup = AtomGroup
                      AutoGenerate = 1
                      Material = Material 材料
                      CopyOf = Flesh
                      Resolution = 4
                      Depth = 0
                      DeepCheck = 0
                      JointStrength = 190 关节强度如果太低在被击中时可能脱落
                      JointStiffness = 0.5 和关节强度有关
                      BreakWound = AEmitter 破坏伤
                      CopyOf = Wound Flesh Body
                      JointOffset = Vector 关节连接位置
                      X = -5
                      Y = 2
                      DrawAfterParent = 0 图层是否在其他图层之上
                      Foot = Attachable 脚
                      CopyOf = Soldier Foot FG A
                      ParentOffset = Vector 整体位置
                      X = -11
                      Y = -10
                      ExtendedOffset = Vector 延伸位置
                      X = 15
                      Y = 0
                      ContractedOffset = Vector 收缩位置
                      X = 7.5
                      Y = 0
                      IdleOffset = Vector 闲置位置
                      X = 1
                      Y = 3
                      MoveSpeed = 0.4 移动速度[这个不会影响人物移动速度]
                      AddGib = Gib 破坏后掉落的碎片
                      GibParticle = MOPixel
                      CopyOf = Drop Blood 血
                      Count = 35 血的数量
                      Spread = 2.25 血喷射的扩散
                      MaxVelocity = 10 血飞出去的最大速度[在最大和最小之间随机]
                      MinVelocity = 1 血飞出去的最小速度
                      AddGib = Gib
                      GibParticle = MOSRotating
                      CopyOf = Soldier Misc Gib A
                      Offset = Vector
                      X = 0
                      Y = -3
                      Count = 1
                      Spread = 0
                      AddGib = Gib
                      GibParticle = MOSRotating
                      CopyOf = Soldier Misc Gib B
                      Offset = Vector
                      X = -3
                      Y = 0
                      Count = 1
                      Spread = 0
                      AddGib = Gib
                      GibParticle = MOSRotating
                      CopyOf = Soldier Misc Gib C
                      Offset = Vector
                      X = 5
                      Y = -1
                      Count = 1
                      Spread = 0
                      AddGib = Gib
                      GibParticle = MOSParticle
                      CopyOf = Gib Flesh Micro A
                      Offset = Vector
                      X = 1
                      Y = -1
                      Count = 1
                      Spread = 0
                      AddGib = Gib
                      GibParticle = MOSParticle
                      CopyOf = Gib Flesh Micro A
                      Offset = Vector
                      X = -3
                      Y = -4
                      Count = 1
                      Spread = 0
                      AddGib = Gib
                      GibParticle = MOSParticle
                      CopyOf = Gib Panel White Micro A
                      Offset = Vector
                      X = 3
                      Y = -5
                      Count = 1
                      Spread = 0
                      AddGib = Gib
                      GibParticle = MOSParticle
                      CopyOf = Gib Flesh Tiny A
                      Offset = Vector
                      X = 4
                      Y = -4
                      Count = 1
                      Spread = 0
                      GibImpulseLimit = 130 冲击承受上限
                      GibWoundLimit = 6 伤口承受上限
                      GibSound = Sound 破坏时发出的声音
                      CopyOf = Flesh Body Blunt Hit
                      AddActor = Leg
                      CopyOf = Soldier Leg FG A
                      PresetName = Soldier Leg BG A 副腿
                      SpriteFile = ContentFile
                      FilePath = Coalition.rte/Actors/Soldier/LegBGA.bmp
                      FrameCount = 5
                      Foot = Attachable
                      CopyOf = Soldier Foot BG A
                      ParentOffset = Vector
                      X = -11
                      Y = -10


                      IP属地:河北11楼2021-03-29 16:45
                      回复
                        第六段
                        这是整体
                        AddActor = AHuman
                        PresetName = Soldier Light 轻步兵
                        AddToGroup = Actors 分类[让AI知道这是什么如果没有分类则无法购买]
                        AddToGroup = Light Infantry
                        Description = 简介[不能用中文]
                        Mass = 46 质量同时是质量
                        GoldValue = 90 价格[可以为负]
                        Sharpness = 1 锋利度
                        HitsMOs = 1 是否能击中物体
                        GetsHitByMOs = 1 是否能被击中
                        ScriptPath = Base.rte/Actors/AI/HumanAI.lua 脚本[这里用的是默认的人类AI]
                        SpriteFile = ContentFile 躯干图片
                        FilePath = Coalition.rte/Actors/Soldier/TorsoA.bmp 图片路径
                        FrameCount = 1 图片数量
                        SpriteOffset = Vector 图片位置
                        X = -7
                        Y = -12
                        AngularVel = 0 不清楚
                        EntryWound = AEmitter 进入伤
                        CopyOf = Wound Flesh Entry
                        ExitWound = AEmitter 退出伤
                        CopyOf = Wound Flesh Exit
                        AtomGroup = AtomGroup
                        AutoGenerate = 1
                        Material = Material 材料
                        CopyOf = Kevlared Flesh
                        Resolution = 4
                        Depth = 0
                        DeepGroup = AtomGroup
                        AutoGenerate = 1
                        Material = Material
                        CopyOf = Civilian Stuff
                        Resolution = 6
                        Depth = 3
                        DeepCheck = 0
                        BodyHitSound = Sound 被击中的声音
                        CopyOf = Flesh Body Blunt Hit
                        PainSound = Sound 疼痛时发出的声音
                        CopyOf = Human Pain
                        DeathSound = Sound 死亡时发出的声音
                        CopyOf = Human Death
                        DeviceSwitchSound = Sound 切换物品时发出的声音
                        CopyOf = Device Switch
                        Status = 0 状态
                        Health = 100 血量
                        ImpulseDamageThreshold = 2500 冲击伤害承受[意思是如果这次冲击在2500之下则不受到伤害]
                        AimAngle = 0
                        AimDistance = 32 人物视距
                        Perceptiveness = 1 洞察力[如果这个数值低那么会变成看不到人的傻子,如果高那么在看到人的一瞬间发起攻击]
                        CharHeight = 100 状态栏的高度
                        HolsterOffset = Vector 空手时手臂位置
                        X = -6
                        Y = -4
                        Head = Attachable
                        CopyOf = Soldier Head B 头部
                        ParentOffset = Vector 头的位置
                        X = 0
                        Y = -10
                        Jetpack = AEmitter 喷气背包
                        CopyOf = Jetpack Heavy
                        ParentOffset = Vector 喷气背包位置
                        X = -6
                        Y = 3
                        DrawAfterParent = 0 是否在其他图层之上
                        JumpTime = 2 喷气背包喷射时间按秒算
                        FGArm = Arm
                        CopyOf = Soldier Arm FG A 手臂
                        ParentOffset = Vector
                        X = -1
                        Y = -5
                        BGArm = Arm
                        CopyOf = Soldier Arm BG A 副手臂
                        ParentOffset = Vector
                        X = 4
                        Y = -7
                        FGLeg = Leg
                        CopyOf = Soldier Leg FG A 腿
                        ParentOffset = Vector
                        X = 1
                        Y = 1
                        BGLeg = Leg
                        CopyOf = Soldier Leg BG A 副腿
                        ParentOffset = Vector
                        X = 4
                        Y = 1
                        HandGroup = AtomGroup
                        CopyOf = HandGroup 手
                        FGFootGroup = AtomGroup
                        CopyOf = Foot 脚
                        BGFootGroup = AtomGroup
                        CopyOf = Foot 副脚


                        IP属地:河北12楼2021-03-29 16:59
                        回复
                          第七段
                          动作[主要是你的腿还有手臂在做动作时的位置]
                          StandLimbPath = LimbPath
                          PresetName = Soldier Stand Path 站立动作
                          StartOffset = Vector 动作起始位置
                          X = -2
                          Y = 17
                          StartSegCount = 0
                          SlowTravelSpeed = 0.1 低速度
                          NormalTravelSpeed = 0.5 普通速度
                          FastTravelSpeed = 1.5 快速度
                          PushForce = 8000 推力
                          StandLimbPathBG = LimbPath 副腿的站立动作
                          CopyOf = Soldier Stand Path
                          StartOffset = Vector 起始位置
                          X = 8
                          Y = 17
                          WalkLimbPath = LimbPath
                          PresetName = Soldier Walk Path 行走动作
                          StartOffset = Vector 起始位置
                          X = 10
                          Y = -2
                          StartSegCount = 3
                          AddSegment = Vector 添加片段
                          X = 0
                          Y = 2
                          AddSegment = Vector
                          X = 0
                          Y = 2
                          AddSegment = Vector
                          X = 0
                          Y = 5
                          AddSegment = Vector
                          X = 0
                          Y = 5
                          AddSegment = Vector
                          X = -6
                          Y = 4
                          AddSegment = Vector
                          X = -4
                          Y = 0
                          AddSegment = Vector
                          X = -4
                          Y = 0
                          AddSegment = Vector
                          X = -4
                          Y = 1
                          AddSegment = Vector
                          X = -3
                          Y = 1
                          AddSegment = Vector
                          X = 0
                          Y = -2
                          SlowTravelSpeed = 1.5 慢速度[这三个和行走速度有关]
                          NormalTravelSpeed = 2.6 普通速度
                          FastTravelSpeed = 4.5 快速度
                          PushForce = 8000 推力
                          CrouchLimbPath = LimbPath
                          PresetName = Soldier Crouch Path 下蹲动作
                          StartOffset = Vector 起始位置
                          X = 10
                          Y = 3
                          StartSegCount = 0
                          SlowTravelSpeed = 0.1 慢速度
                          NormalTravelSpeed = 0.5 普通速度
                          FastTravelSpeed = 1.5 快速度
                          PushForce = 8000 推力
                          CrawlLimbPath = LimbPath
                          PresetName = Soldier Crawl Path 爬行动作
                          StartOffset = Vector 起始位置
                          X = -12
                          Y = -8
                          StartSegCount = 2
                          AddSegment = Vector 添加片段
                          X = 12
                          Y = 0
                          AddSegment = Vector
                          X = 8
                          Y = 2
                          AddSegment = Vector
                          X = 0
                          Y = 8
                          AddSegment = Vector
                          X = 0
                          Y = 10
                          SlowTravelSpeed = 1.5 慢速度
                          NormalTravelSpeed = 1.8 普通速度
                          FastTravelSpeed = 4.5 快速度
                          PushForce = 8000 推力
                          ArmCrawlLimbPath = LimbPath
                          PresetName = Soldier Arm Crawl Path 手臂爬行动作
                          StartOffset = Vector 起始位置
                          X = -8
                          Y = -5
                          StartSegCount = 2
                          AddSegment = Vector 添加片段
                          X = 0
                          Y = -4
                          AddSegment = Vector
                          X = 3
                          Y = -3
                          AddSegment = Vector
                          X = 4
                          Y = 0
                          AddSegment = Vector
                          X = 4
                          Y = 4
                          AddSegment = Vector
                          X = 0
                          Y = 10
                          SlowTravelSpeed = 1.5 慢速度
                          NormalTravelSpeed = 1.5 普通速度
                          FastTravelSpeed = 4.5 快速度
                          PushForce = 6000 推力
                          ClimbLimbPath = LimbPath
                          PresetName = Soldier Climb Path 攀爬动作
                          StartOffset = Vector 起始位置
                          X = -8
                          Y = -10
                          StartSegCount = 6
                          AddSegment = Vector 添加片段
                          X = 0
                          Y = -4
                          AddSegment = Vector
                          X = 3
                          Y = -3
                          AddSegment = Vector
                          X = 8
                          Y = 0
                          AddSegment = Vector
                          X = 4
                          Y = 4
                          AddSegment = Vector
                          X = 0
                          Y = 8
                          AddSegment = Vector
                          X = 0
                          Y = 14
                          AddSegment = Vector
                          X = -5
                          Y = 5
                          AddSegment = Vector
                          X = -3
                          Y = 0
                          SlowTravelSpeed = 1.5 慢速度
                          NormalTravelSpeed = 1.5 普通速度
                          FastTravelSpeed = 4.5 快速度
                          PushForce = 8000 推力
                          JumpLimbPath = LimbPath
                          PresetName = Soldier Jump Path 跳跃动作
                          StartOffset = Vector 起始位置
                          X = 0
                          Y = 8
                          StartSegCount = 3
                          AddSegment = Vector 添加片段
                          X = 0
                          Y = -10
                          AddSegment = Vector
                          X = 0
                          Y = 4
                          AddSegment = Vector
                          X = 0
                          Y = 4
                          AddSegment = Vector
                          X = -8
                          Y = 14
                          SlowTravelSpeed = 3 慢速度
                          NormalTravelSpeed = 6 普通速度
                          FastTravelSpeed = 7 快速度
                          PushForce = 5000
                          DislodgeLimbPath = LimbPath
                          PresetName = Soldier Dislodge Path 趴下动作
                          StartOffset = Vector 起始位置
                          X = 2
                          Y = -10
                          StartSegCount = 0
                          AddSegment = Vector 添加片段
                          X = 0
                          Y = 6
                          SlowTravelSpeed = 1.5 慢速度
                          NormalTravelSpeed = 2.5 普通速度
                          FastTravelSpeed = 4.5 快速度
                          PushForce = 10000 推力


                          IP属地:河北13楼2021-03-29 17:08
                          回复
                            漏了一小段
                            GibImpulseLimit = 3300 躯干的冲击承受上限
                            GibWoundLimit = 14 伤口承受上限
                            GibSound = Sound 破坏时发出的声音
                            CopyOf = Flesh Body Blunt Hit
                            好了关于轻步兵的部分结束了


                            IP属地:河北14楼2021-03-29 17:11
                            回复
                              关于分类
                              只要不在同一行那么就可以共存
                              物品
                              AddToGroup = [Weapons武器] [Grenades手榴弹] [Bombs炸弹] [Shields盾牌] [Tools工具]
                              AddToGroup = [Primary Weapons主武器] [Secondary Weapons副武器] [Payloads用于投放的炸弹] [Diggers挖掘器]
                              AddToGroup = [Heavy Weapons重武器] [Light Weapons轻武器]
                              AddToGroup = [Explosive Weapons爆炸武器] [Sniper Weapons狙击武器]
                              可控制单位
                              AddToGroup = [Actors主要是人形单位] [Craft用于运输的载具] [Crates用于投放的箱子]
                              AddToGroup = [Brains主脑] [Heavy Infantry重步兵] [Light Infantry轻步兵] [Mecha能够移动的炮塔] [Turrets炮塔]


                              IP属地:河北15楼2021-03-29 17:35
                              回复