動態(tài)物品然后是Inventory_Gen.scr中的火器(近戰(zhàn)、子彈、手雷什么的我就不說了,這些東西的價格、數(shù)量、威力都是可改的),我們以祖國防御者沖鋒槍為例:Item("Firearm_leg_DefenderOfTheMotherland", CategoryType_Firearm){Name("&Firearm_leg_DefenderOfTheMotherland_N&");Description("&Firearm_leg_DefenderOfTheMotherland_D&");CategoryType(CategoryType_Firearm);Visibility(true);ItemType(ItemType_Rifle);PhysicsScript("DroppedInventory.scr");UpgradeLevel(0);Condition(-1); \\物品無需修理(之前說過的我就不再說了)DamageRangeMelee(110.0); \\(無效)HeadSmashProb(0.8);HeadCutProb(0.0);ArmsCutProb(0.0);LegsCutProb(0.0);DamageType(DamageType_Bullet);Mesh("weapon_machine_gun_b.msh");Skin("super");SkinTag("weapon_epic1");AnimPrefix("AK47");HudIcon("akms");ShotTime(0.07); \\射擊時間,越小越快ShotSound("AkOneShotSt_XX.wav");BaseSoundPrefix("ak47");AmmoType(AmmoType_Rifle);AmmoCount(90); \\彈夾大小ReloadTime(1.25); \\換彈夾時間EmptySound("istol_Empty.wav");RagdollBehavior(RagdollBehavior_None);TwoHanded(true);HolderElement("bip01 r thigh");HolderOffset([0.0,10.0,0.0]);HolderAngle([0.0,90.0,-90.0]);use HitEffects_Firearm();use PickupSounds_Default();ClipReload(true);FxNameShell("MGGunfireShell");ShootFx("MGGunfireSingle_sequence.fx");AimBlurStart(25.0);AimBlurEnd(35.0);ShootMinAngle(0.001); \\準(zhǔn)星最小大小(這里開始是準(zhǔn)星和準(zhǔn)確度修改,我以下的參數(shù)的效果和普通fps的ak類似)ShootMaxAngle(0.004); \\準(zhǔn)星最大大小ShootAngleVel(0.0003); \\每次射擊準(zhǔn)星和散布的增量ShootAngleCooldown(0.14); \\準(zhǔn)星回縮效果,越大越快ShootVertRecoil(0.001); \\后座水平跳動大小ShootVertRecoilSpread(0.001); \\后座水平散布大小ShootHorzRecoil(0.0); \\后座垂直跳動大小ShootHorzRecoilSpread(0.001); \\后座垂直散布大小ShootRecoilTime(0.005); \\后座作用效果時間ShootMode(ShotMode_Automatic); \\全自動射擊BulletsPerShot(1); \\每次打出幾個子彈,似乎散彈槍就可以不止一個AimFov(3.5); \\瞄準(zhǔn)時候的縮放倍數(shù),調(diào)大就是狙擊搶了DamageSize(5.0); AiHitSound("firearm");StatsType(StatsType_Rifle);Price(5000); \\價格,修改無效LootLevel(5); LootType(LootType_Firearm_Auto);FF_Left(0.3);FF_Right(0.4);FF_Duration(0.1);FF_FadeOut(0.0);CriticalProb(0.05);CriticalDamage(100.0);FirePointRange(0,2000.0);FirePointDamage(0,100.0);FirePointPhysicsDamage(0,40.0);FirePointForce(0,100.0);FirePointRange(1,10000.0);FirePointDamage(1,20.0);FirePointPhysicsDamage(1,40.0);FirePointForce(1,20.0);Color(Color_Orange);GenType(GenType_AUTORIFLE);GenLevelMin(0); \\這個很重要,表示槍械生成的最低等級,2級人物想用槍,這里必須要調(diào)低ShotTailDelay(0.1);AchType(AchType_Rifle);NameGender(0);PriceMult(1.1);}Item("Firearm_leg_DefenderOfTheMotherland", CategoryType_Firearm) \\一下是瞄準(zhǔn)狀態(tài)下的參數(shù),和上面類似,不再解釋{CategoryType(CategoryType_Firearm);UsageType(UsageType_Aim);UpgradeLevel(0);HandOffset(HandModification_Normal, [-0.812,0.0,7.0]);HandRot(HandModification_Normal, [0.0625,0.1875,0.0]);SwayMaxAngle(0.02);ShootMinAngle(0.0005);ShootMaxAngle(0.001);ShootAngleVel(0.0001);ShootAngleCooldown(0.28);ShootVertRecoil(0.001);ShootHorzRecoil(0.0);ShootHorzRecoilSpread(0.0);}后面的部分是升級后的變化,可以不用太關(guān)注有人在問如何修改才能提升隨級別浮動武器的傷害,這個可以從skill中解決,直接用技能效果提升鈍器、火器、刀具的傷害。我個人建議這么做,但是你也可以從Inventory_Gen.scr文件下手。在Inventory_Gen.scr文件后部定義了1-50隨級別浮動的傷害、耐久、速度、推力,以下選取一點:GeneratorLevel(0, 45)\\表示是45級的武器規(guī)則{GenParam(Gen_Damage, 9940, 6620.6288, 4970, 3970.6, 3310.3712); \\生成的各類武器傷害,這里我提高了10倍,以下類似,我將耐久也提升了10倍GenParam(Gen_Force, 994, 662.6288, 497, 397.6, 331.3712);GenParam(Gen_Speed, 0.05, 0.08, 0.1, 0.20, 0.50);GenParam(Gen_Durability, 690, 460, 310, 230, 150);
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