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[讨论] 《丧尸围城2:绝密档案》新創武器~洛克人手砲改

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发表于 2011-11-4 17:07 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
本帖最后由 gdx951753 于 2011-11-4 17:45 编辑

請教各位資深的大大 我有問題需要你們幫忙解惑
我試著去創造新的武器 洛克人手砲
利用舊的手砲資訊去寫出新的手砲
但是出了點問題
我分別用舊的資料寫出新的三組新資料
cPlayerWeaponItem ProtomanBlasterAndShield2
cFirearmItem ProtomanBlaster2
cExplosiveItem Protoball2


新武器和盾牌組
cPlayerWeaponItem ProtomanBlasterAndShield2
{
        AnimationAttackName0 = "male_attack_samurai_sword_a"
        AnimationChooserValueForHand = "8"
        AnimationChooserValueForIdle = "0"
        AnimationChooserValueForPickup = "0"
        AnimationChooserValueForPutdown = "0"
        AnimationChooserValueForThrow = "43"
        AnimationChooserValueForWalkRun = "230"
        AnimBankName = "Protoman"
        AssetFilename = "protomanshield"
        AttachPropToBoneType = "1"
        AudioActionBits = "256"
        AudioFilename = "fx_protomanblaster"
        AudioItemName = "ProtomanBlaster"
        BenchRestRotation = "0,0,0,1"
        CollidableQuality = "0"
        CollisionAudioDissipationFactor = "0.01"
        CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP"
        CollisionType = "3"
        DisplayName = "50018"
        DR2 = "true"
        Durability = "20"
        Friction = "25"
        HandlingStyle = "0"
        IconFilename = "w_protomanshield"
        InteractDistance = "2"
        InventoryInteractionType = "0"
        Is_Blocking = "true"
        Is_Blunt = "true"
        Is_Cliche = "true"
        Is_Humour = "true"
        IsWeapon = "true"
        MaxDamageDealtPerAttack = "25"
        MaxProjectileDamage = "0"
        MergedFilename = "data/dynamicprops/ProtomanShield"
        PlayerInteractVisionAngle = "0"
        ProjectileFatalHitReaction = "34"
        ProjectileHitImpulse = "1"
        ProjectileHitReaction = "3"
        PropAudioType = "1024"
        PropEffectLocatorIndex0 = "1"
        Restitution = "0.01"
        RestrictedByRegion = "false"
        ShowInCheatMenu = "true"
        Support = "true"
        SurvivorWeapon = "false"
        UniqueItem = "true"
        WeaponType = "15"
        Weight = "15"
        cSecondaryPropInfoItem ProtoShield
        {
                SecondaryPropAssetName = "ProtomanShield"
        }

        cOverridePrimaryPropInfoItem ProtoBlaster
        {
                PrimaryPropAssetName = "ProtomanBlaster2"
        }

}


新武器
cFirearmItem ProtomanBlaster2
{
        AimIKLeftAngleLimit = "50"
        AimIKRightAngleLimit = "30"
        AnimationChooserValueForFirearms = "11"
        AnimationChooserValueForHand = "0"
        AnimationChooserValueForIdle = "0"
        AnimationChooserValueForJump = "1"
        AnimationChooserValueForPickup = "0"
        AnimationChooserValueForPutdown = "0"
        AnimationChooserValueForWalkRun = "230"
        AnimBankName = "Protoman"
        AssetFilename = "protomanblaster"
        AudioActionBits = "264"
        AudioFilename = "fx_protomanblaster"
        AudioItemName = "ProtomanBlaster"
        AudioUnloadDeferralTime = "3"
        BaseBulletDamage = "0"
        BenchRestRotation = "0,0,0,1"
        CollidableQuality = "3"
        CollisionAudioDissipationFactor = "0.01"
        CollisionType = "3"
        DisplayName = "50018"
        DR2 = "true"
        Durability = "5000"
        EffectOnImpact = "0"
        FatalHitReaction = "97"
        FiringRate = "2.5"
        Friction = "25"
        Giftable = "true"
        HandlingStyle = "0"
        HidesFranksCamera = "true"
        HitReaction = "97"
        IconFilename = "w_protomanblaster"
        InteractDistance = "1.5"
        InventoryInteractionType = "0"
        Is_Cliche = "false"
        Is_Humour = "true"
        IsAutomatic = "true"
        IsBurstGun = "true"
        IsWeapon = "true"
        LoadDistance = "25"
        MaxBulletDistance = "0"
        MaxBulletsPerClip = "50"
        MaxBurstBulletCount = "1"
        MaxDamageDealtPerAttack = "0"
        MaxProjectileDamage = "0"
        MergedFilename = "data/dynamicprops/ProtomanBlaster"
        NumPelletsPerShot = "1"
        PropAudioType = "1024"
        PropEffectsOnCondition0 = "7"
        PyroEffect0 = "407"
        RequiresReload = "false"
        Restitution = "0.05"
        RestrictedByRegion = "false"
        Reticle_AccuracyDecreasePerShot = "0"
        Reticle_ActiveInRangeMode = "true"
        Reticle_ActiveInThirdPerson = "false"
        Reticle_BestAccuracy = "0"
        Reticle_EnableAutoTargeting = "false"
        Reticle_MinMovementRateBeforeAccuracyDecrease = "0"
        Reticle_ReturnToNormalAccuracyRate = "0"
        Reticle_Type = "0"
        Reticle_WorstAccuracy = "0"
        ShowInCheatMenu = "false"
        SkillRequired = "0"
        SurvivorHandlingTwoHands = "true"
        SurvivorWeapon = "false"
        VertOffsetFromHandToMuzzle = "0.11"
        VibrationPattern = "0"
        VomitCoolDown = "4"
        WeaponType = "15"
        Weight = "5"
        cPropHitZombieInfoItem Freeze
        {
                PropHitZombieEffect = "1"
        }

        cGunProjectileInfoItem ProtoProj
        {
                PropToShoot = "Protoball2"
        }

}

新子彈(問題來源)
cExplosiveItem Protoball2
{
        AchievementCategory = "1"
        AssetFilename = "baseball"
        AttachPropToBoneType = "1"
        AttackDamage6 = "50"
        AudioActionBits = "16"
        AudioFilename = "fx_protomanblaster"
        AudioItemName = "Protoball"
        BenchRestRotation = "0,0,0,1"
        CanExplodeOnCollision = "false"
        CollidableQuality = "3"
        CollisionType = "11"
        DestroyOnThrownImpact = "true"
        DR2 = "true"
        ExplodeRadius = "300"
        ExplosionCausesImpulse = "true"
        Friction = "1"
        HeavyDamageRadius = "1"
        InteractDistance = "0"
        InventoryInteractionType = "2"
        IsNotInteractable = "true"
        IsWeapon = "true"
        MaxDamageDealtPerAttack = "25"
        MaxProjectileDamage = "120"
        MediumDamageRadius = "2"
        MergedFilename = "data/dynamicprops/Baseball"
        PlayerInteractVisionAngle = "0"
        ProjectileFatalHitReaction = "38"
        ProjectileHitImpulse = "400"
        ProjectileHitReaction = "38"
        PropAudioType = "1024"
        PropEffectsOnCondition0 = "0"
        PropEffectsOnCondition1 = "0"
        PropEffectsOnCondition2 = "13"
        PyroEffect0 = "406"
        PyroEffect1 = "202"
        PyroEffect2 = "480"
        Restitution = "0.1"
        RestrictedByRegion = "false"
        SecondsBeforeDeadPropVanishes = ".00001"
        Support = "true"
        ThrowAngleDegrees = "0"
        ThrowEffectAudio = "0"
        ThrowEffectOnImpact = "280"
        ThrowEffectOnVictim = "190"
        ThrowEffectOnWeapon = "0"
        ThrowForce = "40"
        ThrowSpin = "0,0,0"
        Weight = "1"
}


大致應該都沒問題
但是子彈套用新的Protoball2一點效果也沒有
子彈像是網球搬拋物線 不會爆炸
用舊的Protoball子彈就不會有問題
但是不想變動到舊的武器資訊
請問大大們 哪邊有問題呢~?



同樣問題的延伸
以前我改了LaserGun 爆炸範圍100 不會傷自己
但是也多了三個問題

1.爆炸好像不會把東西炸飛~炸壞~
把物品炸飛炸壞(提款機~販賣機~拉霸)的屬性是哪個~?
是 CanExplodeOnCollision ???

2.LaserGun的子彈是如何跟LaserGunExplosion串連再一起的?
如果我要在不影響舊的武器情況下
創造了一把新的LaserGun2
數據完整的COPY舊的LaserGun (只改子彈數量)
然後再創造LaserGunExplosion2 這樣似乎沒辦法連結
新的LaserGun2依然是用舊的子彈發射
就和創造新洛克手砲的子彈一樣出現了問題

3.武器增加經驗PP
是不是這段

cPrestigePointInfoItem lasergun_pp


{


PrestigePointsAwarded0 = "150"


PrestigePointsAwarded1 = "150"


PrestigePointsAwarded2 = "150"


RewardCondition0 = "6"


RewardCondition1 = "9"


RewardCondition2 = "11"


}

如果改名套用在沒PP武器上有用嗎~?





-------------------------------------------------------
以下是我改的大範圍雷射砲
最終希望能創出新武器 不影響舊有武器的方式去遊戲.....

cFirearmItem LaserGun
{

AchievementCategory = "2"

ActionButton0 = "PLAYERBUTTON_WEAPON_ATTACK_RESERVED_FOR_SURVIVOR"

ActionDesiredAnimState0 = "ANIMSTATE_SIDLEAIMGUN"

ActionTargetCrawlerOnly6 = "false"

AimIKLeftAngleLimit = "50"

AimIKRightAngleLimit = "30"

AnimationChooserValueForEnhancedAnims = "1"

AnimationChooserValueForFirearms = "4"

AnimationChooserValueForHand = "11"

AnimationChooserValueForIdle = "1"

AnimationChooserValueForJump = "1"

AnimationChooserValueForPickup = "1"

AnimationChooserValueForPutdown = "4"

AnimationChooserValueForWalkRun = "1"

AnimBankName = "SmallBox_bank2"

AssetFilename = "lasergun"

AttachmentItemName = "default_right_hand"

AttackAudioAssetName0 = "PowerBlasterHitBody"

AudioActionBits = "264"

AudioFilename = "fx_powerblaster"

AudioItemName = "PowerBlaster"

AudioUnloadDeferralTime = "3"

BaseBulletDamage = "1"

BenchRestRotation = "0,0,0,1"

BulletEffectType = "373"

BulletTracerType = "373"

CanBePlacedOnZombie = "false"

CollidableQuality = "0"

CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP"

CollisionType = "3"

DisplayName = "55156"

DR2 = "true"

DR2PRO = "true"

Durability = "20"

EffectOnVictim = "492"

FatalHitReaction = "29"

FiringRate = "2"

Friction = "25"

HandlingStyle = "3"

HidesFranksCamera = "true"

HitReaction = "29"

HitReaction0 = "HITREACTION_WEAPON_MEDIUM"

IconFilename = "laser_gun"

Impulse = "1"

InteractDistance = "1.3"

InventoryInteractionType = "0"

IsAutomatic = "false"

IsBurstGun = "false"

IsWeapon = "true"

LoadDistance = "25"

MaxBulletDistance = "50"

MaxBulletsPerClip = "30"

MaxDamageDealtPerAttack = "100"

MergedFilename = "data/dynamicprops/LaserGun"

MergedFileNotUsed = "false"

NumPelletsPerShot = "1"

OverrideDefaultBulletTracerEffects = "true"

PropAudioType = "1024"

PropEffectLocator0 = "16"

PropEffectLocator1 = "16"

PropEffectLocator2 = "16"

PropEffectLocator3 = "16"

PropEffectLocatorIndex0 = "0"

PropEffectLocatorIndex1 = "2"

PropEffectLocatorIndex2 = "1"

PropEffectLocatorIndex3 = "1"

PropEffectsOnCondition0 = "9"

PropEffectsOnCondition1 = "2"

PropEffectsOnCondition2 = "25"

PropEffectsOnCondition3 = "25"

PyroEffect0 = "404"

PyroEffect1 = "402"

PyroEffect2 = "491"

PyroEffect3 = "403"

RequiresReload = "false"

Restitution = "0.08"

RestrictedByRegion = "false"

Reticle_AccuracyDecreasePerShot = "0.175"

Reticle_ActiveInRangeMode = "true"

Reticle_ActiveInThirdPerson = "false"

Reticle_BestAccuracy = "1"

Reticle_MinMovementRateBeforeAccuracyDecrease = "0"

Reticle_ReturnToNormalAccuracyRate = "0.04"

Reticle_Type = "1"

Reticle_WorstAccuracy = "1"

ShowInCheatMenu = "true"

SurvivorHandlingTwoHands = "true"

SurvivorWeapon = "true"

UseNewMergedDynamicPropFunctionality = "true"

VertOffsetFromHandToMuzzle = "0.1"

VibrationPattern = "10"

VibrationPattern0 = "10"

VomitCoolDown = "4"

WeaponType = "15"

Weight = "15"

cExternalLocatorItem lasergun_loc_laser

{

ID = "1"

ParentBone = "-1"

Position = "0,0.1,0"

Rotation = "0,0,0,1"

Type = "16"

}


cExternalLocatorItem lasergun_loc_tip

{

ID = "2"

ParentBone = "-1"

Position = "0,0,0.5"

Rotation = "0,0,0,1"

Type = "16"

}


cComboCardItem LaserGun_Card

{

AchievementCategory = "12"

Attack1 = "2700"

Card_Label = "2707"

CardIndexNumber = "34"

ChuckOnlyComboCard = "false"

DR2 = "true"

IconAsset = "comboc_lasergun"

PP_Multiplier = "2"

Ticker_Description = "2555"

Weapon_1 = "LaserLightSword"

Weapon_2 = "LightningGun"

Weapon_Description = "2656"

}


cLimbDestroyInfoItem lasergun_gore

{

Limb0 = "7"

ProbabilityOfExploding0 = "0"

}


cPrestigePointInfoItem lasergun_pp

{

PrestigePointsAwarded0 = "150"

PrestigePointsAwarded1 = "150"

PrestigePointsAwarded2 = "150"

RewardCondition0 = "6"

RewardCondition1 = "9"

RewardCondition2 = "11"

}

}





cExplosiveItem LaserGunExplosion
{

AnimationAttackName0 = "male_attack_samurai_sword_a"

AnimationChooserValueForThrow = "26"

AssetFilename = "data/models/weapons/rocket"

AttachPropToBoneType = "1"

AttackType = "15"

AudioFilename = "fx_powerblaster"

AudioItemName = "PowerBlaster"

AudioLoadDistanceType = "3"

AudioUnloadDeferralTime = "6"

BenchRestRotation = "0,0,0,1"

CanExplodeInExplosion = "false"

CanExplodeOnCollision = "false"

CannotHitActors = "true"

CollidableQuality = "3"

CollisionAudioDissipationFactor = "0.01"

CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP"

CollisionType = "3"

DestroyOnThrownImpact = "false"

DetonateOnThrow = "true"

DetonationDelay = "0.6"

DisplayName = "50288"

DR2 = "true"

ExplodeRadius = "100"

ExplosionCausesExplosions = "true"

FatalHitReaction = "38"

Friction = "5"

HeavyDamageRadius = "1"

HitReaction = "79"

ImpulseAtCenter = "350"

ImpulseAtEdge = "200"

InteractDistance = "0"

LoadDistance = "50"

MaxDamage = "200"

MaxDamageDealtPerAttack = "25"

MaxDelayVariation = "0.2"

MaxProjectileDamage = "10"

MediumDamageRadius = "2"

PlayerInteractVisionAngle = "0"

ProjectileFatalHitReaction = "58"

ProjectileHitImpulse = "1"

ProjectileHitReaction = "52"

PropAudioType = "1024"

PropEffectLocatorIndex2 = "0"

PropEffectsOnCondition0 = "13"

PropEffectsOnCondition1 = "16"

PropelledForwardImpulse = "5.0f"

PropelledMaxAngularVelocity = "0.2f"

PropelledMaxLinearVelocity = "30.f"

PropelledSpinImpulse = "1.f"

PyroEffect0 = "496"

PyroEffect1 = "126"

ResetComboSeqCounter0 = "false"

Restitution = "0.05"

RestrictedByRegion = "false"

Reticle_ActiveInRangeMode = "false"

SelfPropelled = "false"

Support = "true"

ThrowAngleDegrees = "0"

ThrowEffectAudio = "3"

ThrowEffectOnImpact = "195"

ThrowEffectOnVictim = "0"

ThrowForce = "0"

ThrowOffset = "0"

ThrowSpin = "0,0,0"

WeaponType = "9"

Weight = "0.25"

cAttachedToZombieInfoItem bzooka_attached_info3

{

AnimSet = "-1"

PhotoPPOffset = "0.0,0.0,0.0"

PhotoRemoveZombieBasePP = "false"

PositionToStickTo = "2"

StickableArea = "1"

StickableAsProjectile = "true"

StickArbitrarily = "true"

}

}
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发表于 2011-11-5 11:12 | 只看该作者
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发表于 2011-11-14 17:38 | 只看该作者
看到这些英文神马的表示很菊紧...........有高手弄下吗
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发表于 2011-11-14 20:21 | 只看该作者
GDX層級已經接近骨灰級
我還在遊戲裡逍遙
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