《孤岛危机:弹头》打造属于自己的武器(武器修改教程)
- 作者:不死鸟
- 编辑:ChunTian
- <action name="reload_chamber_full">
<animation target="firstperson" name="reload_chamberfull_01" speed="1.25" />
<animation target="owner" name="reload_chamber_full" />
- <!-- <sound target="thirdperson" name="sounds/weapons:scar:reload_chamberfull" radius="2" />
-->
</action>
- <action name="empty_clip">
<sound target="firstperson" name="Sounds/weapons:scar:dryfire_fp" radius="2" />
<sound target="thirdperson" name="Sounds/weapons:scar:dryfire" radius="2" />
</action>
- <action name="null_fire">
<sound target="firstperson" name="Sounds/interface:hud:null_fire" radius="2" />
</action>
- <action name="enter_modify">
<animation target="firstperson" name="enter_modify_%hand%_01" speed="2.05" />
<animation target="ownerloop" name="modify_weapon" />
</action>
- <action name="leave_modify">
<animation target="firstperson" name="leave_modify_%hand%_01" speed="2.25" />
<animation target="ownerloop" name="idle" />
</action>
- <action name="zoom_in">
<animation target="firstperson" name="zoom_in_%suffix%01" speed="2.0" />
</action>
- <action name="zoom_out">
<animation target="firstperson" name="zoom_out_%suffix%01" speed="2.0" />
</action>
- <action name="reload_gl" children="1">
<animation target="firstperson" name="reload_grenade_%hand%_%suffix%01" />
<animation target="owner" name="reload_gl" />
- <!-- <sound target="thirdperson" name="sounds/weapons:scar:reload_grenademode" radius="5" />
-->
</action>
- <action name="melee">
<animation target="firstperson" name="melee_%suffix%01" />
<animation target="owner" name="melee" />
- <!-- <sound target="thirdperson" name="sounds/weapons:melee:fire" radius="5" />
-->
</action>
- <action name="hit">
<sound target="firstperson" name="sounds/physics:bullet_impact:melee_impact_mw" radius="5" />
<sound target="thirdperson" name="sounds/physics:bullet_impact:melee_impact_mw" radius="5" />
</action>
- <action name="offhand_on">
<animation target="firstperson" name="remove_arm_%offhand%_01" speed="2.5" />
</action>
- <action name="offhand_off">
<animation target="firstperson" name="grab_weapon_%offhand%_01" />
</action>
- <action name="fire_tac" children="1">
<animation target="firstperson" name="fire_tactical_%hand%_%suffix%01" />
<animation target="owner" name="shoot" />
<sound target="firstperson" name="sounds/weapons:scar:fire_tac_fp" radius="2" static="1" />
<sound target="thirdperson" name="sounds/weapons:scar:fire_tac" radius="2" static="1" />
</action>
- <action name="raise">
<animation target="firstperson" name="raise_%hand%_%suffix%01" />
</action>
- <action name="idle_raised">
<animation target="firstperson" name="idle_raised_%hand%_%suffix%01" />
</action>
- <action name="lower">
<animation target="firstperson" name="lower_%hand%_%suffix%01" />
</action>
</actions>
+ <layers>图层,决定谁遮盖谁,比如消音器遮盖枪管,消音器肯定要在上层
- <layer name="silencer">
<animation target="firstperson" name="silencer_on_layer_01" layerId="1" />
</layer>
- <layer name="scope">
<animation target="firstperson" name="scope_on_layer_01" layerId="2" />
</layer>
- <layer name="gl">
<animation target="firstperson" name="launcher_on_layer_01" layerId="3" />
</layer>
- <layer name="modify_layer">
<animation target="firstperson" name="modify_layer_%hand%_01" layerId="4" />
</layer>
- <layer name="flashlight">
<animation target="firstperson" name="flashlight_on_layer_01" layerId="5" />
</layer>
- <layer name="lever_layer_01">
<animation target="firstperson" name="firemode_single_layer_01" layerId="6" />
</layer>
- <layer name="lever_layer_02">
<animation target="firstperson" name="firemode_rapid_layer_01" layerId="7" />
</layer>
</layers>
+ <firemodes>开火模式,修改最多的一类!
- <firemode type="default"> 默认开火模式
- <fire>
<param name="ammo_type" value="bullet" /> 子弹类型,如火箭发射器的Value=rocket,一般不改
<param name="rate" value="700" /> 开火速率,数值越大越快
<param name="damage" value="120" /> 武器伤害值,越大越猛
<param name="reload_time" value="2.75" /> 换弹夹的时间(crysis换弹夹已经很快了,米必要改,又不是CS)
<param name="bullet_chamber" value="1" /> 枪膛容弹量,一般不改
<param name="clip_size" value="50" /> 弹夹容量
<param name="helper_tp" value="weapon_term" />
<param name="nearmiss_signal" value="OnNearMiss" />
<param name="damage_drop_per_meter" value="0.1" /> 子弹的伤害下降值/m(就是子弹飞过一米伤害下降多少,现在知道为什么远距离打人半天打不死了吧?)
<param name="damage_drop_min_distance" value="50" /> 伤害下降最短距离(就是子弹飞出这个距离后开始伤害下降,这个距离之内完全伤害)
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