for (i=0; i<10; i++)
{
print( <CUnit id="Marine">
<DeathRevealRadius value="3"/>
<Race value="Terr"/>
<Mob value="Multiplayer"/>
<LifeStart value="45"/>
<LifeMax value="45"/>
<LifeArmorName value="Unit/LifeArmorName/TerranInfantryArmor"/>
<Speed value="2.25"/>
<Acceleration value="1000"/>
<LateralAcceleration value="46.0625"/>
<StationaryTurningRate value="999.8437"/>
<TurningRate value="999.8437"/>
<Food value="-1"/>
<CostResource index="Minerals" value="50"/>
<RepairTime value="20"/>
<AttackTargetPriority value="20"/>
<DamageDealtXP value="1"/>
<DamageTakenXP value="1"/>
<KillXP value="10"/>
<Radius value="0.375"/>
<SeparationRadius value="0.375"/>
<InnerRadius value="0.375"/>
<CargoSize value="1"/>
<ScoreMake value="50"/>
<ScoreKill value="100"/>
<ScoreResult value="BuildOrder"/>
<SubgroupPriority value="15"/>
<MinimapRadius value="0.375"/>
<FlagArray index="PreventDestroy" value="1"/>
<FlagArray index="UseLineOfSight" value="1"/>
<PlaneArray index="Ground" value="1"/>
<Collide index="Ground" value="1"/>
<Sight value="9"/>
<AbilArray Link="stop"/>
<AbilArray Link="attack"/>
<AbilArray Link="move"/>
<AbilArray Link="StimPack"/>
<BehaviorArray Link="MarineShield"/>
<CardLayouts>
<LayoutButtons Face="Move" Type="AbilCmd" AbilCmd="move,Move" Row="0" Column="0"/>
<LayoutButtons Face="Stop" Type="AbilCmd" AbilCmd="stop,Stop" Row="0" Column="1"/>
<LayoutButtons Face="MoveHoldPosition" Type="AbilCmd" AbilCmd="move,HoldPos" Row="0" Column="2"/>
<LayoutButtons Face="Attack" Type="AbilCmd" AbilCmd="attack,Execute" Row="0" Column="4"/>
<LayoutButtons Face="MovePatrol" Type="AbilCmd" AbilCmd="move,Patrol" Row="0" Column="3"/>
<LayoutButtons Face="Stim" Type="AbilCmd" AbilCmd="StimPack,Execute" Row="2" Column="0"/>
</CardLayouts>
<Attributes index="Light" value="1"/>
<Attributes index="Biological" value="1"/>
<EditorCategories value="ObjectType:Unit,ObjectFamily:Melee"/>
<GlossaryCategory value="Unit/Category/TerranUnits"/>
<GlossaryPriority value="30"/>
<GlossaryStrongArray value="Marauder"/>
<GlossaryStrongArray value="Immortal"/>
<GlossaryStrongArray value="Hydralisk"/>
<GlossaryWeakArray value="SiegeTankSieged"/>
<GlossaryWeakArray value="Colossus"/>
<GlossaryWeakArray value="Lurker"/>
<WeaponArray Link="Marine"/>
<Fidget>
<ChanceArray index="Anim" value="33"/>
<ChanceArray index="Idle" value="33"/>
<ChanceArray index="Turn" value="33"/>
</Fidget>
<TauntDuration index="Cheer" value="5"/>
<TauntDuration index="Dance" value="5"/>
</CUnit>)
}
<CWeaponLegacy id="SCV">
<EditorCategories value="Race:Terran"/>
<Icon value="Assets\Textures\btn-upgrade-terran-infantryweaponslevel1.dds"/>
<TargetFilters value="Ground,Visible;Missile,Stasis,Dead,Hidden,Invulnerable"/>
<Range value="0.1"/>
<Period value="1.5"/>
<Options index="Melee" value="1"/>
</CWeaponLegacy>
<CModel id="MarineDeath" parent="UnitDeath" Race="Terran">
<Occlusion value="Show"/>
<LowQualityModel value="TerranSmallUnitDeathLow"/>
</CModel>
<CModel id="MarineDeathAcid" parent="UnitDeath" Race="Terran">
<LowQualityModel value="TerranSmallUnitDeathLow"/>
<Occlusion value="Show"/>
</CModel>
<CModel id="MarineDeathBlast" parent="UnitDeath" Race="Terran">
<Occlusion value="Show"/>
<LowQualityModel value="TerranSmallUnitDeathLow"/>
</CModel>
<CModel id="MarineDeathFire" parent="UnitDeath" Race="Terran">
<Occlusion value="Show"/>
<LowQualityModel value="TerranSmallUnitDeathLow"/>
</CModel>
首先映入眼帘的并不是马林的主要绘图部分,而是马林的全部四种死亡动画,分别为普通死亡,腐蚀死亡,爆炸死亡以及燃烧死亡,由此可见暴雪在死亡动画上做的还是比较细致的,作为同类游戏的C&C3以及Ra3的步兵死亡动画仅仅是以骨骼动画的扭动来完成。而在SC2中,我们相比已经看到血腥真实的死亡动画 (光电会不会河蟹呢?)
<CModel id="MarineDeathEat" parent="UnitDeath" Race="Terran">
<Occlusion value="Show"/>
<LowQualityModel value="TerranSmallUnitDeathLow"/>
</CModel>
<CModel id="MarineDeathEviscerate" parent="UnitDeath" Race="Terran">
<Occlusion value="Show"/>
<Variations Number="0" Probability="9"/>
<Variations Number="1"/>
<LowQualityModel value="TerranSmallUnitDeathLow"/>
<VariationCount value="2"/>
</CModel>
for (i=0; i<10; i++)
{
print( <CModel id="BattleCruiserDeath" parent="UnitDeath" Race="Terran">
<LowQualityModel value="BattleCruiserDeathLow"/>
<Occlusion value="Show"/>
<VariationCount value="2"/>
<Events>
<Variation value="0"/>
<Anim value="Death,00"/>
<Name value="TerranPreExplosionSmall"/>
<Type value="Sound"/>
<Time value="0.010000"/>
</Events>
<Events>
<Variation value="0"/>
<Anim value="Death,00"/>
<Name value="TerranPreExplosionSmall"/>
<Type value="Sound"/>
<Time value="0.233300"/>
</Events>
<Events>
<Variation value="0"/>
<Anim value="Death,00"/>
<Name value="TerranPreExplosionSmall"/>
<Type value="Sound"/>
<Time value="0.500000"/>
</Events>
<Events>
<Variation value="0"/>
<Anim value="Death,00"/>
<Name value="TerranPreExplosionSmall"/>
<Type value="Sound"/>
<Time value="0.833300"/>
</Events>
<Events>
<Variation value="0"/>
<Anim value="Death,00"/>
<Name value="TerranExplosionLarge"/>
<Type value="Sound"/>
<Time value="1.500000"/>
</Events>
<Events>
<Variation value="0"/>
<Anim value="Death,01"/>
<Name value="TerranPreExplosionSmall"/>
<Type value="Sound"/>
<Time value="0.066600"/>
</Events>
<Events>
<Variation value="0"/>
<Anim value="Death,01"/>
<Name value="TerranExplosionLarge"/>
<Type value="Sound"/>
<Time value="0.666600"/>
</Events>
<Events>
<Variation value="0"/>
<Anim value="Death,02"/>
<Name value="TerranPreExplosionSmall"/>
<Type value="Sound"/>
<Time value="0.066600"/>
</Events>
<Events>
<Variation value="0"/>
<Anim value="Death,02"/>
<Name value="TerranExplosionLarge"/>
<Type value="Sound"/>
<Time value="0.666600"/>
</Events>
<Events>
<Variation value="1"/>
<Anim value="Death,00"/>
<Name value="TerranPreExplosionSmall"/>
<Type value="Sound"/>
<Time value="0.010000"/>
</Events>
<Events>
<Variation value="1"/>
<Anim value="Death,00"/>
<Name value="TerranPreExplosionSmall"/>
<Type value="Sound"/>
<Time value="0.233300"/>
</Events>
<Events>
<Variation value="1"/>
<Anim value="Death,00"/>
<Name value="TerranPreExplosionSmall"/>
<Type value="Sound"/>
<Time value="0.500000"/>
</Events>
<Events>
<Variation value="1"/>
<Anim value="Death,00"/>
<Name value="TerranPreExplosionSmall"/>
<Type value="Sound"/>
<Time value="0.833300"/>
</Events>
<Events>
<Variation value="1"/>
<Anim value="Death,00"/>
<Name value="TerranExplosionLarge"/>
<Type value="Sound"/>
<Time value="1.500000"/>
</Events>
<Events>
<Variation value="1"/>
<Anim value="Death,01"/>
<Name value="TerranPreExplosionSmall"/>
<Type value="Sound"/>
<Time value="0.066600"/>
</Events>
<Events>
<Variation value="1"/>
<Anim value="Death,01"/>
<Name value="TerranExplosionLarge"/>
<Type value="Sound"/>
<Time value="0.666600"/>
</Events>
<Events>
<Variation value="1"/>
<Anim value="Death,02"/>
<Name value="TerranPreExplosionSmall"/>
<Type value="Sound"/>
<Time value="0.066600"/>
</Events>
<Events>
<Variation value="1"/>
<Anim value="Death,02"/>
<Name value="TerranExplosionLarge"/>
<Type value="Sound"/>
<Time value="0.666600"/>
</Events>
</CModel>)
}
for (i=0; i<10; i++)
{
print( <CModel id="BattleCruiserDeath" parent="UnitDeath" Race="Terran">
<LowQualityModel value="BattleCruiserDeathLow"/>
<Occlusion value="Show"/>
<VariationCount value="2"/>
<Events>
<Variation value="0"/>
<Anim value="Death,00"/>
<Name value="TerranPreExplosionSmall"/>
<Type value="Sound"/>
<Time value="0.010000"/>
</Events>
<Events>
<Variation value="0"/>
<Anim value="Death,00"/>
<Name value="TerranPreExplosionSmall"/>
<Type value="Sound"/>
<Time value="0.233300"/>
</Events>
<Events>
<Variation value="0"/>
<Anim value="Death,00"/>
<Name value="TerranPreExplosionSmall"/>
<Type value="Sound"/>
<Time value="0.500000"/>
</Events>
<Events>
<Variation value="0"/>
<Anim value="Death,00"/>
<Name value="TerranPreExplosionSmall"/>
<Type value="Sound"/>
<Time value="0.833300"/>
</Events>
<Events>
<Variation value="0"/>
<Anim value="Death,00"/>
<Name value="TerranExplosionLarge"/>
<Type value="Sound"/>
<Time value="1.500000"/>
</Events>
<Events>
<Variation value="0"/>
<Anim value="Death,01"/>
<Name value="TerranPreExplosionSmall"/>
<Type value="Sound"/>
<Time value="0.066600"/>
</Events>
<Events>
<Variation value="0"/>
<Anim value="Death,01"/>
<Name value="TerranExplosionLarge"/>
<Type value="Sound"/>
<Time value="0.666600"/>
</Events>
<Events>
<Variation value="0"/>
<Anim value="Death,02"/>
<Name value="TerranPreExplosionSmall"/>
<Type value="Sound"/>
<Time value="0.066600"/>
</Events>
<Events>
<Variation value="0"/>
<Anim value="Death,02"/>
<Name value="TerranExplosionLarge"/>
<Type value="Sound"/>
<Time value="0.666600"/>
</Events>
<Events>
<Variation value="1"/>
<Anim value="Death,00"/>
<Name value="TerranPreExplosionSmall"/>
<Type value="Sound"/>
<Time value="0.010000"/>
</Events>
<Events>
<Variation value="1"/>
<Anim value="Death,00"/>
<Name value="TerranPreExplosionSmall"/>
<Type value="Sound"/>
<Time value="0.233300"/>
</Events>
<Events>
<Variation value="1"/>
<Anim value="Death,00"/>
<Name value="TerranPreExplosionSmall"/>
<Type value="Sound"/>
<Time value="0.500000"/>
</Events>
<Events>
<Variation value="1"/>
<Anim value="Death,00"/>
<Name value="TerranPreExplosionSmall"/>
<Type value="Sound"/>
<Time value="0.833300"/>
</Events>
<Events>
<Variation value="1"/>
<Anim value="Death,00"/>
<Name value="TerranExplosionLarge"/>
<Type value="Sound"/>
<Time value="1.500000"/>
</Events>
<Events>
<Variation value="1"/>
<Anim value="Death,01"/>
<Name value="TerranPreExplosionSmall"/>
<Type value="Sound"/>
<Time value="0.066600"/>
</Events>
<Events>
<Variation value="1"/>
<Anim value="Death,01"/>
<Name value="TerranExplosionLarge"/>
<Type value="Sound"/>
<Time value="0.666600"/>
</Events>
<Events>
<Variation value="1"/>
<Anim value="Death,02"/>
<Name value="TerranPreExplosionSmall"/>
<Type value="Sound"/>
<Time value="0.066600"/>
</Events>
<Events>
<Variation value="1"/>
<Anim value="Death,02"/>
<Name value="TerranExplosionLarge"/>
<Type value="Sound"/>
<Time value="0.666600"/>
</Events>
</CModel>)
}
原帖由 528921 于 2010-2-23 00:01 发表
P.S.
目前就理论上来说,提取-修改-打包,依靠这三部我们甚至现在就能制作星际争霸2的模组,但是笔者还没试过,所以请保留此贴,我将在一周之内测试报告。谢谢!
另:我求一个Beta Key = =|||,万谢了!邮箱: RTScritic@163.com QQ:MOD@r ...
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