|
ship_sizes里添加新船:battlecruiser section_templates里添加分段,调用 entity = "battlecruiser_hull_entity" gfx\models\ships里新建_battlecruiser.asset然后问题来了 第一种写法:主体不用模型,分段用实体模型 ### FRAME ### battlecruiser entity = {
name = "battlecruiser_entity" pdxmesh = "molluscoid_01_corvette_frame_mesh" scale = 0.3 locator = { name = "part1" position = { 0 0 0 } rotation = { 0 0 0 } } locator = { name = "part2" position = { 0 0 0 } rotation = { 0 0 0 } } locator = { name = "part3" position = { 0 0 0 } rotation = { 0 0 0 } }
# pdxmesh = "molluscoid_01_corvette_frame_mesh"
default_state = "idle" state = { name = "idle" animation = "idle" animation_blend_time = 4 start_event = { trigger_once = yes sound = { soundeffect = "amb_corvette_hum" } } } state = { name = "moving" animation = "idle" animation_blend_time = 2 event = { trigger_once = yes sound = { soundeffect = moving_out_corvette } } } state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no event = { time = 4.63 node = "ship_main" particle = "large_ship_explosion_particle" }
event = { time = 0.0 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 1.6 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 2.83 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 3.26 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 3.9 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 4.1 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } } } ### hull ### battlecruiser hull entity = { name = "battlecruiser_hull_entity" pdxmesh = "fallen_empire_03_warship_large_mesh" scale = 0.3
default_state = "idle" state = { name = "idle" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "engine_large_01" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_large_02" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_05" particle = "mammalian_01_2_35_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_06" particle = "mammalian_01_2_35_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
start_event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_warship_01" } } } state = { name = "moving" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "engine_large_01" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_large_02" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_05" particle = "mammalian_01_2_35_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_06" particle = "mammalian_01_2_35_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } } state = { name = "death" chance = 1 looping = no state_time = 10 event = { time = 0.0 node = "explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 1.4 node = "explosion_locator7" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 1.0 node = "explosion_locator10" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 1.6 node = "explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 1.9 node = "explosion_locator9" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 2.1 node = "explosion_locator8" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 2.83 node = "explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 3.26 node = "explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 3.9 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 4.1 node = "explosion_locator6" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } } } 这样模型能显示,但是模型上带坐标系方块
第二种写法:主体用实体模型,分段不用模型 ### FRAME ### battlecruiser entity = {
name = "battlecruiser_entity" pdxmesh = "fallen_empire_03_warship_large_mesh" scale = 0.3 locator = { name = "part1" position = { 0 0 0 } rotation = { 0 0 0 } } locator = { name = "part2" position = { 0 0 0 } rotation = { 0 0 0 } } locator = { name = "part3" position = { 0 0 0 } rotation = { 0 0 0 } }
# pdxmesh = "molluscoid_01_corvette_frame_mesh"
default_state = "idle" state = { name = "idle" animation = "idle" animation_blend_time = 4 start_event = { trigger_once = yes sound = { soundeffect = "amb_corvette_hum" } } } state = { name = "moving" animation = "idle" animation_blend_time = 2 event = { trigger_once = yes sound = { soundeffect = moving_out_corvette } } } state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no event = { time = 4.63 node = "ship_main" particle = "large_ship_explosion_particle" }
event = { time = 0.0 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 1.6 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 2.83 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 3.26 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 3.9 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 4.1 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } } } ### hull ### battlecruiser hull entity = { name = "battlecruiser_hull_entity" pdxmesh = "" scale = 0.3
default_state = "idle" state = { name = "idle" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "engine_large_01" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_large_02" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_05" particle = "mammalian_01_2_35_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_06" particle = "mammalian_01_2_35_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
start_event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_warship_01" } } } state = { name = "moving" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "engine_large_01" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_large_02" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_05" particle = "mammalian_01_2_35_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_06" particle = "mammalian_01_2_35_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } } state = { name = "death" chance = 1 looping = no state_time = 10 event = { time = 0.0 node = "explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 1.4 node = "explosion_locator7" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 1.0 node = "explosion_locator10" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 1.6 node = "explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 1.9 node = "explosion_locator9" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 2.1 node = "explosion_locator8" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 2.83 node = "explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 3.26 node = "explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 3.9 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 4.1 node = "explosion_locator6" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } } } 模型直接不显示,只剩下坐标系方块了
推测是主体段语句根本就没起过效果,但是到底哪里不对呢?
|