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本帖最后由 hcck 于 2011-5-5 08:50 编辑
关于文件的使用方法,还是有些人不理解,我详细说明一下
在游戏目录里有个gamecrysis2的目录,这个目录下是一些PAK文件,在没有用过我的修改文件之前是不可能存在script目录的
所以,请打开我的压缩包,里面有个script的目录,拖到gamecrysis2目录下,现在gamecrysis2目录下就出现了一个script目录
可以玩了,最好重开一关。
不明白的去撞墙
补充,我使用的是繁体中文破解版,1.0的,正常使用,关于升级版能不能用我就不知道了,自己试吧,我没发现1.0多少BUG,就不去多此一举升级了。听说1.1要重开一关或者重新获得武器才有效,1.2似乎没用???没事升级它干嘛呢[害怕]
110504修改内容------ http://u.115.com/file/dna0pxcz#Download
Scripts110504.rar放上最新自己玩的修改版本,纳米能量2000,同样1秒恢复,比上一版本降低了一些枪的伤害,AY69子弹换成微波弹,同时微波弹有效距离加长很多,对微波枪也有效的。HMG子弹是外星船红色爆破效果,降低了在掩体上上HMG的威力,免得士兵用HMG威力过强,所有外挂子弹无限,开出了全息影像外挂(锁着的,可能多人模式才能解锁),枪榴弹一律换成LTAG的粘滞榴弹(LTAG彻底没吸引力了),几乎所有子弹重量修改过,有打飞效果。手榴弹,榴弹,C4重量为200000,扔过去可想而知…………(一种玩法,前面有车子或者能打飞的其他物体,物体前有敌人,用粘性榴弹连发N颗可以把物体推飞到敌人上空,榴弹到一定距离就会引爆),C4,手榴弹无限,速度同样是快的,反正我没觉得不适应,要改慢看下面的说明。跳跃高度适当增加。Grendel现在能用消音器,但是单发消音的效果音还是很大的,没试过到底有没有消音效果,点射3连发改成5连发(上一个版本应该也是的)
狙击枪放大倍率调整,可以调整4级,按V,面甲放大倍率应该在上一个版本里就增加了,同时SCARAB的反射瞄具的放大倍率也加大。
第一版修改内容
修改详细,生命值从1000加到2000,增加了纳米装的能量1400(能量在100以上时候显示100)关闭能力后即刻在1秒内回复能量,没有延迟,同时减少了能量消耗,加快了移动速度和跳跃高度,拎着HMG跳不上去的地方大都可以跳上去。
武器方面增加了伤害和弹夹容量以及最大载弹量,所有附挂以及LTAG弹药无限,手提HMG的弹药无限而且散弹榴弹都可以连续发射不必等。伤害加强还好不算BT,除了狙击和GAUSS都不会一枪一个。
修改了子弹属性,HMG,狙击,HAMMER等的重型子弹可以轰飞小汽车,压死在车后的敌人,LTAG的榴弹发射的更远,粘性榴弹会即刻部署,不会有延迟,榴弹自爆时间加长,可以玩迫击炮了。
有这些设定可以相当无敌了
如果不想改变武器属性和子弹属性,在script目录里删除entities/items/crysis2里面的ammo和weapons文件夹就可以
http://u.115.com/file/t88ac6f990 下载更新了现在修改的scripts
http://u.115.com/file/t813cdcaeb 下载原版scripts,注意,正式版的文件夹内最好只放修改过的,没修改过的都删除,免得用到有BUG的泄露版的东西。
修改步行速度 entites/actor/player.lua 里面,我现在给出的是原版的速度,不需要的自己改回来吧,原来比较吃不消的是拿着重武器跑也跑不动
--------------------------------------------------------------------------
stanceId = STANCE_STAND,
maxSpeed = 4.0 步行速度
stanceId = STANCE_CROUCH,
maxSpeed = 1.5, 蹲下移动速度
stanceId = STANCE_SWIM,
maxSpeed = 2.1, 游泳的速度
----------------------------------------------------------------------
纳米服在entities/nanosuit/nanosuit.xml
<param name="meleeStrengthScale" value="5.0" GAME="SP"/> <!-- Boosted melee (SP) -->这个是肉搏力量提升率,这个是5倍
<param name="meleeStrengthVehicleScale" value="1.0" /> 我没测试过这个参数,可能就是踢汽车的力量,试过修改了,似乎没用
-------------------------------------------------------------------------------------
武器修改方法举例 武器文件在entities/items/crysis2/weapons/humans 另外子弹属性在entities/items/crysis2/ammo/humans 下面
这里拿出的是SCARAB,有战术副挂,可以上消音。比较有代表性
<ammos>这里是使用的子弹类型,最大弹量,我是把此处的数值和后面还会提到的数量统一,不过似乎不统一也不会出错,以后面的为准了
<ammo name="ScarBullet" extra="40" amount="40" minAmmo="25" capacity="160" GAME="SP"/>身上的最大载弹量是capacity
<ammo name="ScarBullet" extra="120" amount="40" capacity="120" GAME="MP"/>
</ammos>
接下来的代码都无视,直到
<firemodes>
<firemode type="default">多数武器都有一个默认参数,后面开火模式里没提到的参数就从这里调取
<fire>
<param name="ammo_type" value="ScarBullet" />这个前面有了,用的什么子弹
<param name="rate" value="900" />开火速率,每分钟的发射数量
<param name="damage" value="75" GAME="SP"/>单人游戏里的伤害值
<param name="damage" value="24" GAME="MP"/>MP就是多人游戏的伤害值,后面碰上MP的一律不去改,没意思。
<param name="secondary_damage" value="1" />
<param name="ai_vs_player_damage" value="180"/>这个没搞清楚,难道是敌人打玩家的伤害么,那么大……
<param name="reload_time" value="2.75" />上弹速度,由于有上弹动画文件控制最大时间,所以这里改了没多少意义
<param name="bullet_chamber" value="1" />弹仓数量,就是有些武器在没打光弹药之前上弹,可以加上弹仓里的一发,实现N+1发最大弹量
<param name="clip_size" value="40" GAME="SP" />每弹夹弹数,如果改成-1 ,那么就是∞的,哈哈哈哈
<param name="clip_size" value="40" GAME="MP" />
<param name="helper_tp" value="weapon_term" />
<param name="nearmiss_signal" value="OnNearMiss" />
<param name="damage_drop_per_meter" value="0.25" GAME="MP"/>
<param name="damage_drop_per_meter" value="2.0" GAME="SP"/>子弹前进每一米会损失动能,也就是损失伤害值,在消音的时候这个尤其重要,远了打不死人
<param name="damage_drop_min_distance" value="20.0" GAME="MP"/>
<param name="damage_drop_min_distance" value="50" GAME="SP"/>子弹前进多少米开始减少动能,消音时候子弹很早就开始损耗动能了
<param name="damage_drop_min_damage" value="20.0" GAME="MP"/>
<param name="damage_drop_min_damage" value="60" GAME="SP"/>子弹减少动能后最后保留的伤害值
<!-- the minimun bullet damage when damage drop per metre is used, penetration damage reduction is not restricted by this -->
<param name="point_blank_amount" value="3" GAME="SP"/>
<param name="point_blank_distance" value="1" GAME="SP"/>
<param name="point_blank_falloff_distance" value="2" GAME="SP"/>
<param name="fillAmmoReloadFraction" value="0.65" />
<param name="endReloadFraction" value="0.87" />
<param name="knocks_target" value="0"/>
<!--<param name="knockdown_chance_leg" value="33"/>-->打腿把敌人打倒的几率,泄露版这里被注释掉了,也就是无效,可能是100%会倒下
<param name="min_damage_for_knockDown_leg" value="10"/>打中腿倒下的最小伤害值
<param name="holdbreath_fire_anim_damp" value="0.75" GAME="SP"/>
<param name="holdbreath_fire_anim_damp" value="1.0" GAME="MP"/>
<!-- Scales the intensity of the firing anim, lower number reduces anim-->
<param name="holdbreath_ffeedback_damp" value="0.75" GAME="SP"/>
<!-- Scales the intensity of the vibration, less is less -->
<param name="holdbreath_ffeedback_damp" value="1.0" GAME="MP"/>
<param name="ironsight_fire_anim_damp" value="0.75" GAME="SP"/>
<param name="ironsight_fire_anim_damp" value="0.1" GAME="MP"/>
</fire>
<proceduralrecoil>
<param name="duration" value="0.3" />
<param name="strength" value="0.05" />
<param name="kickIn" value="0.3" />
</proceduralrecoil>
<recoil>这里是后坐力调整,如果不想要后坐力,把后面SP的都调到0.1好了,不过这样子就没什么意思了,太没感觉了,所以自己感觉下吧
<param name="max_recoil" value="1" />
<param name="first_attack" value="0.3" GAME="SP"/>
<param name="first_attack" value="0.38" GAME="MP"/>
<param name="attack" value="0.15" GAME="SP"/>
<param name="attack" value="0.28" GAME="MP"/>
<param name="decay" value="0.7" GAME="SP" />
<param name="decay" value="0.26" GAME="MP" />
<param name="end_decay" value="0.2" GAME="SP"/>
<param name="end_decay" value="0.3" GAME="MP"/>
<param name="maxx" value="2.5" GAME="SP"/>枪口左右抖动的最大值
<param name="maxx" value="2.0" GAME="MP"/>
<param name="maxy" value="4.0" GAME="SP"/>枪口上下抖动的最大值,单位应该是度
<param name="maxy" value="3.5" GAME="MP"/>
<param name="randomness" value="0" GAME="SP"/>
<param name="randomness" value="0.07" GAME="MP"/>
<param name="recoil_holdBreathActive_m" value="1.25" GAME="SP"/>
<!-- modifies the amount of decay applied per frame - increasing will decrease the attack per frame -->
<param name="recoil_holdBreathActive_m" value="1.0" GAME="MP"/>
<param name="recoil_crouch_m" value="1.5" GAME="SP" />
<param name="recoil_crouch_m" value="1.0" GAME="MP" />
<param name="recoil_jump_m" value="0.5" />
<hints GAME="SP">这里有可能是弹着点分布模式
<hint x="0.14" y="0.59" />
<hint x="0.10" y="0.45" />
<hint x="0.22" y="0.59" />
<hint x="0.00" y="0.39" />
<hint x="-0.07" y="0.24" />
<hint x="-0.17" y="0.40" />
<hint x="-0.09" y="0.35" />
<hint x="0.04" y="0.12" />
<hint x="0.12" y="0.33" />
<hint x="-0.05" y="0.5" />
<hint x="-0.14" y="0.42" />
<hint x="-0.05" y="0.37" />
<hint x="0.03" y="0.6" />
<hint x="-0.08" y="0.45" />
<hint x="0.03" y="0.5" />
<hint x="0.14" y="0.37" />
<hint x="0.08" y="0.47" />
<hint x="0.18" y="0.29" />
<hint x="0.05" y="0.40" />
<hint x="-0.12" y="0.55" />
<hint x="-0.13" y="0.3" />
<hint x="-0.08" y="0.15" />
<hint x="0.05" y="0.4" />
<hint x="-0.12" y="0.21" />
<hint x="0.03" y="0.34" />
<hint x="0.15" y="0.43" />
</hints>
<hints GAME="MP">
....... </hints>
</recoil>
<spread>这里是弹着点分布程度,我也没改,改了太假没意思
<param name="min" value="2.0" GAME="SP"/>
<param name="min" value="5.0" GAME="MP"/>
<param name="max" value="6.0" GAME="SP"/>
<param name="max" value="12.5" GAME="MP"/>
<param name="attack" value="8.0" GAME="SP"/>
<param name="attack" value="2.6" GAME="MP"/>
<param name="decay" value="0.6" GAME="SP"/>
<param name="decay" value="2.0" GAME="MP"/>
<param name="end_decay" value="0.3" GAME="SP" />
<param name="end_decay" value="0.2" GAME="MP" />
<param name="speed_m" value="1.25" GAME="SP"/>
<param name="speed_m" value="0.7" GAME="MP"/>
<!-- this multuplies the current vel<param name="attack_mod" value="0.5" GAME="SP"/>ocity then adds it to the attack (or min?)- can go above the max spread -->
<param name="rotation_m" value="0.0" />
<param name="spread_jump_m" value="1.0" />
<param name="spread_crouch_m" value="0.75" GAME="SP"/>
<param name="spread_crouch_m" value="0.8" GAME="MP"/>
<param name="speed_holdBreathActive_m" value="0.25" GAME="SP"/>
<param name="spread_holdBreathActive_m" value="0.5" GAME="SP"/>
<param name="speed_holdBreathActive_m" value="1.0" GAME="MP"/>
<param name="spread_holdBreathActive_m" value="1.0" GAME="MP"/>
</spread>
<muzzleflash aiVisibilityRadius="2.0" >枪口烟火文件,无视
<firstperson effect="Crysis2_weapon_scarab.muzzle_flash_fp" helper="muzzleflash_effect" />
<thirdperson effect="Crysis2_weapon_scarab.muzzle_flash_tp" helper="muzzleflash_effect" />
</muzzleflash>
<reject>跳出的蛋壳,无视
<firstperson effect="Crysis2_weapon_scarab.shell_eject_fp" helper="shells" />
<thirdperson effect="Crysis2_weapon_scarab.shell_eject" helper="shells" GAME="SP" />
</reject>
<animation>
<param name="useBaseModifier" value="1" />
</animation>
</firemode>默认开火数据结束
-------------------------------------------------
<firemode name="Rapid" type="Rapid">这里是具体开火模式,连发模式,只写重点了
</firemode>连发里没什么可以调整的参数,跳过
----------------------------
<firemode name="Single" type="Single" enabled="0" >单发模式
<fire>
<param name="ooatracer_treshold" value="0" />
<param name="auto_fire" value="0" GAME="SP"/>把连发模式屏蔽掉
<param name="auto_fire" value="0" GAME="MP"/>
<param name="damage" value="100" GAME="SP"/>单发的伤害值,果然比连发要高,可以调再高点,否则没多少区别
<param name="damage" value="30" GAME="MP"/>
<param name="rate" value="400" GAME="SP"/>单发的速度,尽量改到你点鼠标的速度
<param name="rate" value="500" GAME="MP"/>
<param name="damage_drop_per_meter" value="0.25" GAME="MP"/>
<param name="damage_drop_min_distance" value="100" GAME="SP"/>子弹动能减少数据
<param name="damage_drop_min_distance" value="30.0" GAME="MP"/>
<param name="damage_drop_min_damage" value="25.0" GAME="MP"/>
<!--<param name="knockdown_chance_leg" value="66" GAME="SP"/>-->
<param name="ironsight_fire_anim_damp" value="0.05" GAME="MP"/>
<param name="changeFMFireDelayFraction" value="1.0" GAME="MP"/>
<param name="autoSwitch" value="0" />
</fire>
<recoil>后坐力数据
<param name="angular_impulse" value="0.3" GAME="SP"/>
<param name="back_impulse" value="0.3" GAME="SP"/>
<param name="max_recoil" value="1" GAME="MP"/>
<param name="first_attack" value="0.4" GAME="SP"/>
<param name="first_attack" value="1.7" GAME="MP"/>
<param name="attack" value="0.4" GAME="SP"/>
<param name="attack" value="1.5" GAME="MP"/>
<param name="decay" value="2.5" GAME="SP"/>
<param name="decay" value="0.4" GAME="MP"/>
<param name="maxx" value="3" GAME="SP"/>
<param name="maxx" value="1.25" GAME="MP"/>
<!--1.5-->
<param name="maxy" value="2" GAME="SP"/>
<param name="maxy" value="4.0" GAME="MP"/>
<!--3.5-->
<param name="end_decay" value="0.2" GAME="SP"/>
<param name="end_decay" value="0.4" GAME="MP"/>
<param name="randomness" value="0.4" GAME="SP"/>
<param name="randomness" value="0.10" GAME="MP"/>
<param name="recoil_crouch_m" value="1.0" GAME="MP"/>
<param name="recoil_holdBreathActive_m" value="1.0" GAME="MP"/>
<param name="recoil_crouch_m" value="1.0" GAME="MP"/>
<param name="recoil_jump_m" value="0.5" GAME="MP"/>
</firemode>
------------------------------------------------------------------------------
<firemode name="Shotgun" type="Shotgun" enabled="0" >战术副挂数据,散弹枪
<fire>
<param name="suffix" value="shotgun" />
<param name="ammo_type" value="shotgunshell" />
<param name="hit_type" value="heavyBullet" />
<param name="clip_size" value="4" GAME="SP"/>才4发,直接改-1了
<param name="max_clips" value="12" GAME="SP"/>前面改了-1这里就无视了
<param name="clip_size" value="2" GAME="MP"/>
<param name="max_clips" value="4" GAME="MP"/>
<param name="rate" value="40" GAME="SP"/>
<param name="rate" value="90" GAME="MP"/>
<param name="damage" value="400" GAME="SP"/>散弹伤害,这里是采取总伤害值的表示,在非副挂武器里是定义发出的子弹数量和每个子弹的伤害
<param name="damage" value="0" GAME="MP"/>
<param name="bullet_chamber" value="0" />
<param name="helper_tp" value="weapon_term" />
<param name="nearmiss_signal" value="OnNearMiss" />
<param name="damage_drop_per_meter" value="10" GAME="SP"/>散弹动能减少非常厉害,不改下不太实用
<param name="damage_drop_min_distance" value="15" GAME="SP"/>
<param name="damage_drop_per_meter" value="8.0" GAME="MP"/>
<param name="damage_drop_min_distance" value="6.0" GAME="MP"/>
<param name="damage_drop_min_damage" value="0" GAME="SP"/>
<param name="damage_drop_min_damage" value="2" GAME="MP" />
<param name="min_damage_for_knockDown" value="150"/>
<param name="min_damage_for_knockDown_leg" value="125"/>
<param name="holdbreath_fire_anim_damp" value="0.9" GAME="SP" />
<param name="holdbreath_fire_anim_damp" value="1.0" GAME="MP" />
<param name="holdbreath_ffeedback_damp" value="0.5" GAME="SP" />
<param name="holdbreath_ffeedback_damp" value="1.0" GAME="MP" />
<param name="fillAmmoReloadFraction" value="0.55" />
<param name="endReloadFraction" value="0.60" />
<param name="crosshair" value="3" />
<param name="changeFMFireDelayFraction" value="1.0" GAME="MP"/>
</fire>
--------------------------------------------------------------------------
<accessory name="Silencer" category="barrel" exclusive="1" >消音模式下的数据,别忘记修改
<attach helper="silencer_attach" />
<detach />
<params>
<firemodes>
<firemode type="Single">
<fire>
<param name="bullet_pierceability_modifier" value="2" />
<param name="is_silenced" value="1" />
<param name="damage" value="90" GAME="SP" />单发减少了10了
<param name="damage" value="30" GAME="MP" />
<param name="damage_drop_per_meter" value="1.0" GAME="SP" />
<param name="damage_drop_per_meter" value="0.3" GAME="MP" />
<param name="damage_drop_min_distance" value="20" GAME="SP" />20米外就不行了,改大
<param name="damage_drop_min_distance" value="25" GAME="MP" />
<param name="damage_drop_min_damage" value="40" GAME="SP"/>
<param name="damage_drop_min_damage" value="23" GAME="MP"/>
<param name="stealthEnergyDrainMultiplier" value="0.3" GAME="SP" />
</fire>
<actions>
<param name="fire" value="fire_silenced" />
<param name="fire_cock" value="fire_silenced" />
</actions>
</firemode>
<firemode type="Rapid">
<fire>
<param name="bullet_pierceability_modifier" value="2" />
<param name="is_silenced" value="1" />
<param name="damage" value="70" GAME="SP" />
<param name="damage" value="24" GAME="MP" />
<param name="damage_drop_per_meter" value="1.0" GAME="SP" />
<param name="damage_drop_per_meter" value="0.3" GAME="MP" />
<param name="damage_drop_min_distance" value="20" GAME="SP" />
<param name="damage_drop_min_distance" value="15" GAME="MP" />
<param name="damage_drop_min_damage" value="30" GAME="SP"/>
<param name="damage_drop_min_damage" value="18" GAME="MP"/>
<param name="stealthEnergyDrainMultiplier" value="0.4" GAME="SP" />
</fire>
<actions>
<param name="rapid_fire" value="rapid_fire_silenced" />
<param name="spin_down" value="spin_down_silenced" />
</actions>
</firemode>
</firemodes>
</params>
<stats_changes stat_damage="-2" GAME="SP"/>
</accessory>
武器修改写到这里
-----------------------------------------------------------------------------
-----------------------------------------------------------------------------
下面是子弹修改,以sniperBullet举例
<physics type="particle">
<param name="mass" value="0.4" GAME="SP" />好玩的关键数据,子弹重量,改到300以上打会动的东西就有效果了,不过游戏还是做的比较傻,重量再大的子弹打在敌人身上一样没击退效果
<param name="mass" value="0.04" GAME="MP" />
<param name="speed" value="850" GAME="SP"/>子弹速度,估计是每秒飞行举例
<param name="speed" value="8000" GAME="MP"/>
<param name="air_resistance" value="0" />空气阻力数据,榴弹会用到
<param name="water_resistance" value="0" />
<param name="gravity" value="0, 0, -1" />重力数据,这里应该是直飞
<param name="water_gravity" value="0, 0, -1" />
<param name="material" value="mat_metal_thin" />
<param name="pierceability" value="7" />子弹穿透能力类型
<param name="single_contact" value="1" />
<pierceabilityLevels GAME="SP">子弹穿透行为,没搞很懂
<param name="level3" value="0" />三个level的数据有可能是子弹反弹能量百分比,
<param name="level2" value="15" />
<param name="level1" value="25" />
<param name="maxPenetrationThickness" value="0.75" />可以穿透的厚度,GAUSS会多一点,不过实际修改下没什么效果
<param name="pierceability" value="1" />没效果的可能就是因为穿透类型的定义不对
</pierceabilityLevels>
<pierceabilityLevels GAME="MP">
<param name="level3" value="0" />
<param name="level2" value="40" />
<param name="level1" value="60" />
<param name="maxPenetrationThickness" value="0.4" />
<param name="pierceability" value="2" />
</pierceabilityLevels>
</physics>
-----------------------------------------------------------------------------------------------
榴弹发射器榴弹程序的修改
<physics type="particle">物理数据
<param name="mass" value="1.0" GAME="SP" />重量,这个大了似乎用处不明显
<param name="mass" value="5.0" GAME="MP" />
<param name="speed" value="50" GAME="SP" />速度大了之后飞的很远,不过要打近距离障碍后面的就困难了,自己斟酌吧
<param name="speed" value="35" GAME="MP" />
<param name="radius" value="0.125" />
<param name="air_resistance" value="0.5" GAME="SP"/>空气阻力
<param name="air_resistance" value="0.3" GAME="MP"/>
<param name="water_resistance" value="0.5" />
<param name="gravity" value="0, 0, -9.8" />重力,这里应该就是正常抛物线了
<param name="water_gravity" value="0, 0, -9.8" />
<param name="thrust" value="0" />
<param name="lift" value="0" />
<param name="min_bounce_speed" value="0.5" />
<param name="material" value="mat_grenade_LTAG" />
<param name="spin_random" value="720, 720, 720" />
<param name="single_contact" value="0" GAME="SP" />
<param name="single_contact" value="0" GAME="MP" />
<param name="traceable" value="1" />
<param name="pierceability" value="13" />
</physics>
<explosion>爆炸数据
<param name="pressure" value="1000" />爆炸气浪压力
<param name="min_radius" value="2" GAME="SP"/>最小爆炸半径
<param name="max_radius" value="6" GAME="SP"/>最大爆炸半径,记得和后面的安全距离一致,免得自己被炸死
<param name="min_radius" value="1.5" GAME="MP"/>
<param name="max_radius" value="6" GAME="MP"/>
<param name="sound_radius" value="150" GAME="SP"/>
<param name="min_phys_radius" value="2.2" />
<param name="max_phys_radius" value="3" />
<param name="hole_size" value="2" />
<param name="terrain_hole_size" value="3" />
<param name="decal" value="textures/decal/explo_decal.dds" />
<param name="effect_scale" value="1" />
<param name="radialblurdist" value="30" GAME="SP" />
<param name="radialblurdist" value="5" GAME="MP" />
<param name="type" value="frag" />
<param name="friendly_fire" value="team" GAME="SP"/>
<param name="failed_effect" value="Crysis2_weapon_jaw.dud_explosion" GAME="MP"/>
</explosion>
<LTagProgrammableGrenade>
<Ricochet>接触性爆炸的榴弹
<param name="showtime" value="0.4" />
<param name="ltagLifeTime" value="3" GAME="SP" />自爆时间,调大点可以用无限榴弹玩高射炮,免得半空中就爆了
<param name="ltagLifeTime" value="5" GAME="MP" />
<param name="inner_box_dimension" value="0" GAME="SP" />
<param name="inner_box_dimension" value="0.0" GAME="MP" />
<param name="box_dimension" value="0.5" GAME="SP" />
<param name="box_dimension" value="0.0" GAME="MP" />
<param name="armTime" value="0.1" GAME="SP" />
<param name="armTime" value="0.7" GAME="MP" />
<param name="safeexplosion" value="5.0" />安全距离,落在安全距离的榴弹会闪绿光,不爆炸,等到你离开安全距离才爆
<param name="bounceSound" value="Sounds/physics:collisions:grenade_attachment" />
<param name="fireTrail" value="Crysis2_weapon_ltag.rico_fireTrail" />
<param name="bounceTrail" value="Crysis2_weapon_ltag.rico_bounceTrail" />
<param name="armTrail" value="Crysis2_weapon_ltag.rico_armTrail" />
<param name="fireMaterial" value="objects/weapons/shells/l-tag_grenade/l-tag_grenade_rico_fireMaterial" />
<param name="bounceMaterial" value="objects/weapons/shells/l-tag_grenade/l-tag_grenade_rico_bounceMaterial" />
<param name="armMaterial" value="Objects/weapons/shells/l-tag_grenade/l-tag_grenade_rico_armedmaterial" />
<param name="detonateOnImpact" value="0" GAME="MP" />
<param name="detonateOnActorImpact" value="1" GAME="MP" />
<param name="detonateWithProximity" value="0" GAME="MP" />
</Ricochet>
<Sticky>粘性陷阱榴弹程序
<param name="ltagLifeTime" value="10" />自爆时间
<param name="safeexplosion" value="4.0" />安全距离,还是远点好
<param name="box_dimension" value="2" />
<param name="armTime" value="1.0" />榴弹粘上后陷阱激活延迟,改到0.1好了,马上有效
<param name="armSound" value="Sounds/weapons:ltag:ltag_stick_grenade_arm_on" />
<param name="disarmSound" value="Sounds/weapons:ltag:ltag_stick_grenade_arm_off" />
<param name="armedSound" value="Sounds/weapons:ltag:ltag_stick_grenade_armed_loop" />
<param name="fireTrail" value="Crysis2_weapon_ltag.sticky_fireTrail" />
<param name="armTrail" value="Crysis2_weapon_ltag.sticky_armTrail" />
<param name="armedTrail" value="Crysis2_weapon_ltag.sticky_armedTrail" />
<param name="disarmTrail" value="Crysis2_weapon_ltag.sticky_disarmTrail" />
<param name="fireMaterial" value="Objects/weapons/shells/l-tag_grenade/l-tag_grenade_sticky_firematerial" />
<param name="armMaterial" value="Objects/weapons/shells/l-tag_grenade/l-tag_grenade_sticky_armmaterial" />
<param name="armedMaterial" value="Objects/weapons/shells/l-tag_grenade/l-tag_grenade_sticky_armedmaterial" />
<param name="disarmMaterial" value="Objects/weapons/shells/l-tag_grenade/l-tag_grenade_sticky_disarmmaterial" />
</Sticky>
</LTagProgrammableGrenade>
------------------------------------------------------------------------------------------
纳米服内容修改说明 文件在entities/nanosuit/nanosuit.xml
其实纳米服只要把能量改多,其他只要改改力量和速度模式下的提升比例就可以,消耗完全没必要改了
仍然以原始文件为例
<Energy>能量参数方面
<param name="maximumEnergy" value="100" GAME="SP"/>最大能量,可以超过100,不过画面最多显示100
<param name="maximumEnergy" value="100" GAME="MP"/>
<param name="regenerationRate" value="30" GAME="SP" />能量重生率,默认每秒30点
<param name="regenerationRate" value="30" GAME="MP" />
<param name="disableTime" value="3.0" GAME="SP" />这个没具体搞清楚,反正改小是没错的
<param name="disableTime" value="3.0" GAME="MP" />
<param name="minEnergyRecharge" value="25" /> <!-- Min amount of energy to be recharged to be able to use the suit after being disabled -->
<param name="regenerationDelay" value="2.0" GAME="SP" />充能延迟,就是关闭耗能项目后延迟2秒后开始充能
<param name="regenerationDelay" value="1.0" GAME="MP" />
<param name="energyBarAudio" value="Player_NanoSuit_EnergyBar" GAME="SP" />
<param name="energyBarAudio" value="Player_NanoSuit_EnergyBar_MP" GAME="MP" />
<param name="ironsightStabilizationRate" value="10" GAME="SP" />可能是装甲模式后机械准星放大时的稳定性上升参数
<param name="ironsightStabilizationRate" value="10" GAME="MP" />
<param name="nanoVisionRate" value="2.0" GAME="SP" />纳米视觉的能量消耗率,改小
<param name="nanoVisionRate" value="2.0" GAME="MP" />
<param name="collectEnergyAmount" value="10.0" />不清楚,可能是每次捡到催化剂的时候能量自动补充10点
</Energy>
<GameParameters>这里是一些默认值,给后面没提到的参数打个基础
<param name="speedScale" value="1.25" GAME="SP" />不清楚,可能是穿上纳米服后的速度提升
<param name="speedscale" value="1.25" GAME="MP" /> <!-- All modes -->
<param name="rotationSpeedScale" value="1.0" /> <!-- All modes ? -->速度模式下的转身速度,没必要改
<param name="sprintSpeedScale" value="1.8" GAME="SP" /> <!-- All modes -->跑步时候速度提升比例
<param name="sprintSpeedScale" value="1.8" GAME="MP" />
<param name="strafeSpeedScale" value="0.7" GAME="SP" /> <!-- All modes -->没必要改
<param name="strafeSpeedScale" value="0.7" GAME="MP" />
<param name="crouchSpeedScale" value="1.0" GAME="SP" /> <!-- All modes -->蹲下移动速度,应该不需要改
<param name="crouchSpeedScale" value="1.0" GAME="MP" />
<param name="superJumpScale" value="2.3" /> <!-- Power mode --> 超级跳跃的高度提升比例,太大的话没装甲模式或者空中控制容易摔死,调多少看着办吧
<param name="meleeStrengthScale" value="4.0" GAME="SP"/> <!-- Boosted melee (SP) -->肉搏打击的冲击力,应该不是伤害
<param name="meleeStrengthScale" value="4.0" GAME="MP" /> <!-- Armor mode (MP) -->
<param name="meleeStrengthVehicleScale" value="1.0" /> <!-- Power mode -->说明是打击汽车的力度,不过我改了似乎没什么效果
<param name="meleeDamageScale" value="6.0" GAME="SP" /> <!-- Boosted melee (SP) -->肉搏打击的伤害比例
<param name="meleeDamageScale" value="1.0" GAME="MP" /> <!-- Armor mode (MP) -->
<param name="throwStrengthScale" value="1.5" /> <!-- Boosted throw -->力量投掷的加成,改大没错的
<param name="camouflage" value="0.0" /> <!-- Stealth mode -->
<param name="noiseSupression" value="0.0" /> <!-- All modes -->
<param name="damageAbsorption" value="0.0" /> <!-- Armor mode -->
<param name="damageAbsorptionMelee" value="0.0" /> <!-- Armor mode -->
<param name="damageAbsorptionDesperateAbsorbMult" value="1.0" /> <!-- Armor mode -->
<param name="damageAbsorptionDesperateDrainMult" value="1.0" /> <!-- Armor mode -->
<param name="damageAbsorptionDesperateAbsorbRate" value="0.0" /> <!-- Armor mode -->
<param name="damageAbsorptionDesperateEnergyCost" value="0.0" /> <!-- Armor mode -->
<param name="damageAbsorptionDesperateEnergyCostMelee" value="0.0" /> <!-- Armor mode -->
<param name="damageAbsorptionDesperateThreshold" value="0.0" /> <!-- Armor mode -->
<param name="hitReactionAbsorption" value="0.0" /> <!-- Armor mode -->
<param name="aiClassThreat" value="1.2" /> <!-- All modes -->
</GameParameters>
<EnergyMod>能量模式,就是一般的常驻模式,只有在跑步时候消耗
<param name="consumptionRateMin" value="0" GAME="SP" />
<param name="consumptionRateMax" value="15" GAME="SP" />
<param name="consumptionRateMin" value="0" GAME="MP" />
<param name="consumptionRateMax" value="7" GAME="MP" />
<param name="regenerationDelay" value="2.0" GAME="SP" />充能延迟,改小
<param name="regenerationDelay" value="1.0" GAME="MP" />
<param name="maxSpeedReferenceForConsumption" value="6.0" GAME="SP"/>速度模式下最大消耗,可以改小
<param name="maxSpeedReferenceForConsumption" value="9.0" GAME="MP"/>
<param name="speedToConsumptionRateCurve" value="1.0" GAME="SP"/>
<param name="speedToConsumptionRateCurve" value="1.0" GAME="MP"/>
</EnergyMod>
..............................
<SuitActions>接下来是比较有用的单个动作消耗量的预设值
<!-- Presets -->
<energyPreset name="energyOverload" cost="100.0" />
<energyPreset name="energyDrain" cost="2.5" />
<energyPreset name="energyStealthAttack" cost="20.0" GAME="SP" />隐身力量攻击
<energyPreset name="energyStealthAttack" cost="100.0" GAME="MP" />
<energyPreset name="energyPowerThrown" cost="100.0" GAME="SP" />力量投掷
<energyPreset name="energyPowerMelee" cost="100.0" GAME="SP" />力量肉搏
<energyPreset name="energyPowerMelee" cost="0" GAME="MP" />
<energyPreset name="kvoltEnergyDrain" cost="34.0" GAME="SP" />kvolt击中后好像会减少能量,就那个值
<energyPreset name="kvoltEnergyDrain" cost="20.0" GAME="MP" />
<energyPreset name="energyPowerJump" cost="10.0" GAME="SP" />超级跳跃
<energyPreset name="energyPowerJump" cost="20.0" GAME="MP" />
<energyPreset name="energyPerkStamp" cost="100.0" GAME="SP" /> 这个可能是纳米服升级里的那个打击地面的消耗
<energyPreset name="energyPerkStamp" cost="0.0" GAME="MP" />
<energyPreset name="perkMobilityEnergyPowerJump" cost="5.0" />
-----------------------------------------------------------------------------------------------
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