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Freelancer的MOD知识(INI部分)

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很早以前就弄出来了,今天整理了一下,其中的部分有我自己写的也有复制别处的,不过90%都经过我修改,可能有错误和前后矛盾之处,欢迎指出,以免误导新人


IP属地:内蒙古1楼2011-02-25 05:19回复
    文件修改对应:
    data\equipment\weapon_equip.ini   -----武器相关属性
    data\equipment\weapon_good.ini   -----武器的贩卖价格, 图标信息
    data\equipment\st_equip.ini   -----------推进器和护盾的相关属性
    data\equipment\st_good.ini   -----------推进器和护盾的贩卖价格, 图标信息
    data\equipment\engine_equip.ini   ------引擎的相关属性
    data\equipment\engine_good.ini   ------引擎的贩卖价格, 图标信息
    data\equipment\misc_equip.ini   --------护盾电池, nanobot, 反制武器, 扫描仪, 能源发生器和牵引机的相关属性
    data\equipment\misc_good.ini   ---------护盾电池, nanobot, 反制武器, 扫描仪, 能源发生器和牵引机的贩卖价格, 图标信息
    data\equipment\select_equip.ini   -------这个大概是附加货舱, 以及商品在附加货舱中显示的样子(和运输船下边的能打烂的东西应该差不多),还有一些其他的
    data\equipment\goods.ini   -------------飞船以及商品的贩卖价格, 图标等信息(决定商品的最好最坏的买卖价格)
    data\equipment\market_misc.ini   -------决定某个基地出售哪些装备
    data\equipment\market_ships   ---------决定某个基地出售什么飞行器
    data\equipment\light_equip.ini   ---------灯光相关属性
    data\equipment\market_commodities.ini   决定某个基地出售什么商品以及商品是高价买入还是其他
    data\equipment\WeaponModDB.ini   ---决定什么种类的武器克制什么种类的护盾以及克制的程度
    data\equipment\prop_equip.ini   --------可能是类似于附加能源发生器之类的东西, 不过我不确定, 归属商品一类
    data\equipment\commodities_per_faction.ini   什么势力携带什么商品
    data\ships\shiparch.ini-------------------飞行器相关属性
    data\ships\rtc_shiparch.ini---------------过场动画中使用的飞船
    data\ships\loadouts.ini-------------------NPC战机装备组
    data\ships\loadouts_special.ini-----------NPC战舰的装备组
    data\ships\loadouts_utility.ini------------NPC货船的装备组


    IP属地:内蒙古2楼2011-02-25 05:19
    回复
      2025-08-21 15:04:16
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      新增加飞船:
      新增飞船
      [Ship]
      ids_name = 237041 ;名称, 添加请参考相关知识
      ids_info = 66581 ;以下为信息卡(格式必须为XML, 不会可以参照其他飞船的格式)
      ids_info1 = 66582
      ids_info2 = 66608
      ids_info3 = 66583
      ship_class = 1   这里可以自定
      nickname = or_elite, 这里必须改变, 新增不可以和已有的重复
      LODranges = 0, 75, 150, 1000 ;这是我自己从外文资料上翻译的, 大家可以参考:(LOD是以米为单位. 当你的视角离飞船为多少米时飞船会变得看不到. 我认为对于战机比较好的LODranges 应该是0, 2000. 两个数值就足够了. 如果你是用两个间隔较大的数值时不会有问题的,但是如果你把数值设置为0, 25, 50, 75, 100, 等, Freelancer就会认为你设置为在2K以内不会显现出来, 而在2K以外则可以看到)
      msg_id_prefix = gcs_refer_shiparch_Ordhf
      mission_property = can_use_berths ;规定战机(舰)使用什么停靠点, 共有三种, 当前为停靠环等小一点的停靠部位, 这要由solararch.ini, 规定大型舰只使用类似船坞停靠:(mission_property = can_use_large_moors), 使用停靠固定器:(mission_property = can_use_med_moors)
      type = FIGHTER ;类型, 这里是战机可以在游戏中使用的除此之外还有货船(FREIGHTER), 一般战舰都是使用货船
      DA_archetype = ships\order\or_elite\or_elite.cmp ;战机模型, 换为你要使用的模型文件路径
      material_library = Ships\order\or_ships.mat ;这里要替换, 选择你要替换的模型使用的材质文件
      material_library = fx\envmapbasic.mat
      envmap_material = envmapbasic
      cockpit = cockpits\liberty\or_elite.ini ;这里可以不动, 但是关系到炮塔视角和座舱
      pilot_mesh = generic_pilot
      nanobot_limit = 29 ;nanobot数量
      shield_battery_limit = 29 ;护盾电池
      mass = 150.000000 ;质量, 影响加速度, 如果太轻, 在矿区会折腾的你分不清东西南北
      hold_size = 70 ;货舱空间
      linear_drag = 1.000000 ;阻力, 越大滑行减速越快
      fuse = intermed_damage_smallship01, 0.000000, 1050
      fuse = intermed_damage_smallship02, 0.000000, 525
      fuse = intermed_damage_smallship03, 0.000000, 350
      max_bank_angle = 30 ;最大转动角度
      camera_offset = 12, 46 ;飞行时的视角位置
      camera_angular_acceleration = 0.050000
      camera_horizontal_turn_angle = 17
      camera_vertical_turn_up_angle = 5
      camera_vertical_turn_down_angle = 25
      camera_turn_look_ahead_slerp_amount = 1.000000
      hit_pts = 4200 ;装甲
      explosion_arch = explosion_li_elite ;爆炸效果
      surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
      surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
      surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
      steering_torque = 43000.000000, 43000.000000, 230000.000000; 转向速率
      angular_drag = 41000.000000, 41000.000000, 141000.000000; 转向阻力
      rotation_inertia = 8400.000000, 8400.000000, 8400.000000; 转弯惯性, 设置的小一点可以防止快速左右晃动时的不稳定
      nudge_force = 30000.000000 ; 应该是前后平移的力量, 关系到自动停靠, 如果该值太小在自动停靠时就会无法正常停靠
      strafe_force = 20000 ;平移动力, 关系到在自动飞行时闪避陨石的能力, 如果该值太小在自动停靠时就会无法正常停靠
      strafe_power_usage = 2; 平移能量使用
      bay_door_anim = Sc_open baydoor
      bay_doors_open_snd = cargo_doors_open
      


      IP属地:内蒙古3楼2011-02-25 05:21
      回复
        bay_doors_close_snd = cargo_doors_close
        HP_bay_surface = HpBayDoor01
        HP_bay_external = HpBayDoor02
        HP_tractor_source = HpTractor_Source
        num_exhaust_nozzles = 3; 尾焰数量
        shield_link = or_elite_shield01, HpMount, HpShield01
        ;//武器硬点(最高位是HpWeapon06, 也就是有六个机炮挂载点, 事实上这些可以用HardCMP自定, 同时在HardCMP右边的下拉列表可以看到有效的武器硬点, 然后添加到这里):
        hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
        hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
        hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
        hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
        hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
        hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
        ;//这里如果需要的话可以改为(要删掉上面的叙述):
        hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
        hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
        hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
        hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
        hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
        hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
        ;//这样你就可以使用5~10级的武器了, 仔细观察区别, 应该可以发现其中的不同
        ;//下面是护盾, 可以自己修改, 注意: elite是精锐护盾, fighter是战机护盾, freighter是货船护盾, 如果你在模型上添加了第二个护盾安装点(默认名HpShield02), 在后面加上就可以用
        hp_type = hp_elite_shield_special_6, HpShield01
        hp_type = hp_elite_shield_special_5, HpShield01
        hp_type = hp_elite_shield_special_4, HpShield01
        hp_type = hp_elite_shield_special_3, HpShield01
        hp_type = hp_elite_shield_special_2, HpShield01
        hp_type = hp_elite_shield_special_1, HpShield01
        ;//推进器
        hp_type = hp_thruster, HpThruster01
        ;//地雷装载点
        hp_type = hp_mine_dropper, HpMine01
        ;//反制武器装载点
        hp_type = hp_countermeasure_dropper, HpCM01
        ;//炮塔, 如果要增加的战机没有炮塔的话就无关紧要了, 下面是一个炮塔点
        hp_type = hp_turret_special_6, HpTurret01
        hp_type = hp_turret_special_5, HpTurret01
        hp_type = hp_turret_special_4, HpTurret01
        hp_type = hp_turret_special_3, HpTurret01
        hp_type = hp_turret_special_2, HpTurret01
        hp_type = hp_turret_special_1, HpTurret01
        ;//鱼雷挂载点, 加上hp_torpedo_special_2则是同时可以挂载巡破
        hp_type = hp_torpedo_special_1, HpTorpedo01
        hp_type = hp_torpedo_special_2, HpTorpedo01
        保存
        接下来添加战机的图标文件和价格等信息
        data\equipment\goods.ini
        [Good]
        nickname = my_hull ;下面要用
        category = shiphull
        ship = my_ship ;shiparch.ini中的nickname
        price = 1000 ;价格
        ids_name = 在前边添加的ID_name
        item_icon = Equipment\models\commodities\nn_icons\or_fighter.3db ;图标文件
        ; 以下是你购买时附加的装备等
        [Good]
        nickname = my_package ;这里不要重复, 后面要用
        category = ship
        hull = my_hull ;和上面的相同
        addon = ge_oe_engine_01, internal, 1 ;必须, 引擎
        addon = or_elite_power01, internal, 1 ;必须, 能源发生器
        addon = ge_s_scanner_01, internal, 1 ;必须, 扫描仪
        addon = ge_s_tractor_01, internal, 1 ;非必须, 但是没有的话无法牵引战利品
        还有停靠灯, 头灯等, 不过那些比较多, 现不考虑
        ;接下来我们需要让添加的能在某个基地可以买到
        data\equipment\market_ships.ini
        -|注意: 因为一个基地最多三架战机, 如果你要添加的基地已经有三架卖了, 就需要替换现存的一架, 如果少于三架, 在后边加上一行叙述就可以了
        [BaseGood] ;这里不变
        base = Li01_01_base ;这里是基地, 以manhattan为例
        注意, 这里把:
        marketgood = lf_package, 1, -1, 1, 1, 0, 1, 1
        替换为:
        marketgood = my_package, 1, -1, 1, 1, 0, 1, 1
        ; 这里我们把爱国者换成了新增的飞船
        ; 替换时要注意最后边的五位数字是1, 1, 0, 1, 1才是卖出的飞船, 而0, 0, 1, 1, 1则不是


        IP属地:内蒙古4楼2011-02-25 05:21
        回复
          常出现的一些东西:(除特别说明)
          nickname ;游戏文件使用的名称, 不能重复
          ids_name ;在游戏中看到的名称, 储存在DLL中, 值为编号
          ids_info ;在游戏中看到的一些信息, 储存在DLL中, 值为编号, 在Freelancer中必须为XML格式
          DA_archetype ;目标使用的模型文件
          material_library ;目标使用的模型材质文件
          行星和空间站的声明, 我也不知道该怎么称呼他们, 因为只有这里出现了, 才能在星系的INI文件里使用, 我会尽量去解释他们, 要增加的话尽量复制相同或类似类型的叙述
          打开data\solar\solararch.ini
          行星:
          [Solar] ;这里通常一样
          nickname = planet_earth_3000
          ids_name = 60203
          ids_info = 60204
          type = PLANET
          DA_archetype = solar\planets\planet_earth\planet_earth_3000.sph
          material_library = solar\planets\planet_earth.txm
          material_library = solar\planets\detailmaps\detailmap_rock01.txm
          material_library = solar\planets\detailmaps\detailmap_ocean.txm
          material_library = solar\planets\atmosphere.txm
          material_library = solar\planets\planet_earth\planet_earth.mat
          mass = 1000000
          solar_radius = 3000
          shape_name = NNM_SM_MEDIUM_FOREST_MOON
          1)nickname ;该类型行星的名称, 结尾最好是半径, 非硬性标准, 但是这样意义会更加清晰
          2)id_name
          3)id_info
          4)type ;种类
          这里是行星PLANET   另外空间站是STATION, 武器平台是WEAPONS_PLATFORM, 贸易通道环是TRADELANE_RING, 停靠环是DOCK_RING, 跳跃门是JUMP_GATE, 跳跃洞是JUMP_HOLE, 航标之类的是NON_TARGETABLE, 还有卫星是SATELLITE等, 以MISSION开头表示他们在任务场景中出现
          5)DA_archtype ;使用的模型文件
          6)material_library ;同上, 模型材质文件
          7)mass ;质量
          8)solar_radius ;半径
          9)shape_name ;未知
          停靠环(不可毁坏)
          [Solar]
          nickname = dock_ring
          ids_name = 261158
          ids_info = 66141
          type = DOCKING_RING
          DA_archetype = solar\dockable\docking_ringX2_lod.cmp
          material_library = solar\Solar_mat_ring.mat
          material_library = fx\envmapbasic.mat
          envmap_material = envmapbasic
          LODranges = 0, 2000, 15000
          mass = 10000.000000
          loadout = DOCKING_RING
          open_sound = ring_open_sound
          close_sound = ring_close_sound
          docking_sphere = ring, HpDockMountA, 40, Sc_open dock a
          docking_sphere = ring, HpDockMountB, 40, Sc_open dock b
          solar_radius = 600
          shape_name = NAV_dockingrings
          hit_pts = 999999961690316250000000000000000000.000000
          停靠环(可毁坏):
          [Solar]
          nickname = destructable_dock_ring
          ids_name = 261158
          ids_info = 66141
          type = DOCKING_RING
          DA_archetype = solar\dockable\docking_ringX2_lod.cmp
          material_library = solar\Solar_mat_ring.mat
          material_library = fx\envmapbasic.mat
          envmap_material = envmapbasic
          LODranges = 0, 2000, 20000
          mass = 10000.000000
          loadout = DOCKING_RING
          open_sound = ring_open_sound
          close_sound = ring_close_sound
          docking_sphere = ring, HpDockMountA, 40, Sc_open dock a
          docking_sphere = ring, HpDockMountB, 40, Sc_open dock b
          docking_sphere = moor_medium, HpDockMountC, 5.000000
          docking_sphere = moor_medium, HpDockMountD, 5.000000
          solar_radius = 600
          shape_name = NAV_dockingrings
          destructible = true
          hit_pts = 100000000
          fuse = fuse_docking_ring, 0.000000, 1
          


          IP属地:内蒙古5楼2011-02-25 05:24
          回复
            explosion_arch = explosion_docking_ring
            这里我只解释前面没有出现的
            1)LODranges ;LOD是以米为单位. 当你的视角离目标为多少米时会看不到目标
            2)loadout ;目标的装备, 可以在data\solar\loadouts.ini中找到
            3)open_sound ;打开的声效
            4)close_sound ;关闭的声效
            5)docking_sphere ;停靠的区域
            值的格式为:使用对象, 停靠Hardpoint, 停靠有效范围
            使用对象由data\ships\shiparch.ini中的mission_property确定, 例如飞船中的
            mission_property = can_use_berths 就是使用ring 就是停靠环或者空间站入口
            mission_property = can_use_large_moors 就是使用moor_large 一般为船坞
            mission_property = can_use_medium_moors   就是使用moor_medium 一般为停靠固定器, 或者空间站的其他位置
            注意不同的泊位, 不同的Hardpoint要分行写
            6)destructible ;能否被毁坏, 值为true和false
            7)hit_pts ;可承受的伤害, 如果上面设为不可毁坏那么这里应该是一个非常大的值
            8)fuse ;和下面的差不多, 在fx文件夹中设定
            9)explosion_arch ;爆炸使用的效果, 在data\fx\explosions.ini中可以找到
            跳跃门
            [Solar]
            nickname = jumpgate
            ids_name = 60209
            ids_info = 66145
            type = JUMP_GATE
            DA_archetype = solar\dockable\jump_gateL.cmp
            material_library = solar\Solar_mat_ring.mat
            material_library = fx\envmapbasic.mat
            envmap_material = envmapbasic
            LODranges = 0, 8000, 12000, 18000, 22000, 50000
            mass = 10000.000000
            loadout = jumpgate
            open_anim = Sc_open dock
            open_sound = gate_open_sound
            close_sound = gate_close_sound
            jump_out_hp = HpFX7
            solar_radius = 600
            shape_name = NAV_jumpgate
            docking_sphere = jump, HpDockMountA, 225
            hit_pts = 999999961690316250000000000000000000.000000
            1)open_anim ;应该是打开跳跃门的动作, 不确定
            2)jump_out_hp ;跳跃出来之后的位置
            除行星外都可以设置为可被毁坏, 需要设置destructible, hit_pts, explosion_arch和fuse
            ;==========================================================
            引擎叙述
            data\equipment\engine_equip.ini
            [Engine]
            nickname = ge_gf1_engine_01
            ids_name = 263671
            ids_info = 264671
            volume = 0.000000 ;占用货仓
            mass = 10 ;质量
            max_force = 48000 ;推力
            linear_drag = 599 ;阻力 //注意: 速度就是推力/阻力 ,但是阻力越小, 从滑行状态恢复正常速度就越困难, 转弯半径也会增加
            power_usage = 0 ;能量持续消耗/秒
            reverse_fraction = 0.200000 ;反转推进速度占前进速度的比例, 比如前进速度是80, 这里是0.2, 那么反转速度就是16
            flame_effect = gf_li_smallengine01_fire ;火焰效果
            trail_effect = gf_li_smallengine01_trail ;烟尘效果
            trail_effect_player = gf_li_smallengine01_playtrail ;
            cruise_charge_time = 5 ;巡航充电时间
            crusing_speed = 350 ;巡航速度, 在data\constants.ini中没有规定的话有效, 否则使用data\constants.ini中的速度
            cruise_power_usage = 20 ;巡航能量消耗
            character_start_sound = engine_ci_fighter_start
            character_loop_sound = engine_ci_fighter_loop
            character_pitch_range = 10, 65 ;未知
            rumble_sound = rumble_ci_fighter ;
            rumble_atten_range = -5, 0
            rumble_pitch_range = -25, 25
            engine_kill_sound = engine_ci_fighter_kill ;引擎急停声效
            cruise_start_sound = engine_ci_cruise_start ;巡航开启声效
            cruise_loop_sound = engine_ci_cruise_loop ;巡航时的声效
            


            IP属地:内蒙古6楼2011-02-25 05:24
            回复
              cruise_stop_sound = engine_ci_cruise_stop ;停止巡航声效
              cruise_disrupt_sound = cruise_disrupt ;巡航被破坏时的声效
              cruise_backfire_sound = cruise_backfire
              indestructible = false ;能否被毁坏
              outside_cone_attenuation = -3
              inside_sound_cone = 60
              outside_sound_cone = 180
              原版中是没有引擎贩卖的, 但是我们可以自行添加到data\equipment\engine_good.ini中来让引擎可以买入(引擎不可卖出)
              [Good]
              nickname = ge_gf1_engine_01 ;引擎nickname
              equipment = ge_gf1_engine_01 ;贩卖中使用的nickname
              category = equipment ;类型:装备
              ids_name = 1
              ids_info = 2
              price = 5000000 ;价格
              item_icon = equipment\models\commodities\nn_icons\equipicon_engine.3db ;图标, 需要自行添加
              combinable = false ;能否买一个以上
              shop_archetype = equipment\models\commodities\crates\crate_grey.3db ;目前未知,可能是指我们在太空中见到它的漂浮样子
              然后再添加到data\equipment\market_misc.ini中
              例如
              [BaseGood]
              base = Br01_01_base
              MarketGood = ge_gf1_engine_01, 0, -0.600000, 10, 10, 0, 1
              这样就可以让New London 有引擎卖出
              ;==============================================================================
              能源发生器叙述
              data\equipment\misc_equip.ini
              [Power]
              nickname = hf_power
              ids_name = 263708
              ids_info = 264708
              volume = 0.000000 ;占用货仓
              mass = 10 ;质量
              DA_archetype = equipment\models\hardware\li_fusion_reactor.3db ;使用的模型, 都一样,因为是内部装备
              material_library = equipment\models\hardware.mat ;同上, 模型材质
              capacity = 7500 ;能源容量
              charge_rate = 750 ;回充量/秒
              thrust_capacity = 1000 ;给推进器使用的能量
              thrust_charge_rate = 100 ;推进器使用能量回充量/秒
              lootable = false ;可否被丢弃在太空中
              同样, 参考以下叙述让能源发生器可以被贩卖
              [Good]
              nickname = hf_power
              equipment = hf_power
              category = equipment
              price = 200 ;价格
              item_icon = equipment\models\commodities\nn_icons\equipicon_powerplant.3db ;已有图标
              combinable = false
              ids_name = 263705
              ids_info = 264705
              shop_archetype = equipment\models\commodities\crates\crate_grey.3db ;目前未知,可能是指我们在太空中见到它的漂浮样子
              添加
              MarketGood = hf_power, 0, -0.600000, 10, 10, 0, 1
              到market_misc.ini即可
              ;====================================================================================================
              扫描仪叙述
              data\equipment\misc_equip.ini
              [Scanner]
              nickname = ge_s_scanner_01
              ids_name = 263750
              ids_info = 264750
              DA_archetype = equipment\models\hardware\li_fusion_reactor.3db
              material_library = equipment\models\hardware.mat
              volume = 0.000000
              mass = 10
              range = 2500 ;扫描范围, 在导航图上显示物体的最大距离 单位:米
              cargo_scan_range = 1250 ;扫描货仓的范围 单位:米
              lootable = true
              在data\equipment\misc_good.ini参考以下叙述, 让扫描仪可以被贩卖
              [Good]
              nickname = ge_s_scanner_01
              equipment = ge_s_scanner_01
              category = equipment
              price = 2000
              item_icon = equipment\models\commodities\nn_icons\equipicon_radarjammer.3db ;图标自行建立
              combinable = false
              ids_name = 263750
              ids_info = 264750
              


              IP属地:内蒙古7楼2011-02-25 05:24
              回复
                ids_name = 263737
                ids_info = 264737
                DA_archetype = equipment\models\st\ku_thruster.3db
                material_library = equipment\models\ku_equip.mat
                HP_child = HpConnect
                hit_pts = 5000 ;可承受的伤害
                explosion_resistance = 1 ;1.000000
                debris_type = debris_normal ;碎片类型
                parent_impulse = 20
                child_impulse = 80
                volume = 3.000000 ;占用货仓
                mass = 10 质量
                max_force = 18000 ;推力, 推进速度=推力/引擎阻力
                particles = gf_ge_s_thruster_01 ;尾焰效果
                hp_particles = hpthrust
                power_usage = 5000 ;能量使用
                lootable = true
                separation_explosion = sever_debris ;脱离战机时的爆炸效果
                LODranges = 0, 20
                推进器的Good 在data\equipment\st_good.ini
                和之前说的十分相似, 这里不再赘述
                ;=========================================================================================================
                护盾叙述
                data\equipment\st_equip.ini
                [ShieldGenerator]
                nickname = shield03_mark05_fr ; nickname,不是新增就别改变它
                ids_name = 263873 ; 这个不多说
                ids_info = 264873 ; 这个不多说
                DA_archetype = equipment\models\st\li_refractor_shield.3db ; 护盾模型
                material_library = equipment\models\li_equip.mat ; 护盾材质
                HP_child = HpConnect ; 连接点
                hit_pts = 1405 ; 持久, 设为非常大的数值可以免疫辐射伤害
                explosion_resistance = 0.500000 ; 爆炸时会受到多大损害 1 = 极易受损,0 = 刀枪不入
                debris_type = debris_normal
                parent_impulse = 20
                child_impulse = 80
                volume = 0.000000 ; 占据多少货仓空间
                mass = 10 ;质量
                regeneration_rate = 44.900002 ; 护盾再生速度/秒
                max_capacity = 2020 ; 护盾容量
                toughness = 20.200001
                hp_type = hp_freighter_shield_special_5 ; 可挂载护盾的战机挂载点等级(同样的格式:freighter是货船护盾, fighter是战机护盾, elite是精锐护盾)
                offline_rebuild_time = 12 ; 再度恢复联机时间
                offline_threshold = 0.150000 ;和恢复后的护盾容量比例
                constant_power_draw = 0 ; 持续消耗能量
                rebuild_power_draw = 10 ; 当被击溃时使用多少能量回复
                shield_type = S_Positron01 ; 护盾类型 (Positron=阳电子,Gravitational=引力子,Molecular=分子)
                shield_collapse_sound = shield_offline ; 被击溃音效
                shield_rebuilt_sound = shield_rebuilt ; 恢复音效
                shield_hit_effects = 0, gf_ku_shield01 ; 正常时被击中特效
                shield_hit_effects = 100, gf_ku_shield02 ; 下降 100 容量特效
                shield_hit_effects = 500, gf_ku_shield03 ; 下降 500 容量特效
                separation_explosion = sever_debris ;脱离战机的爆炸效果
                LODranges = 0, 20 ; 物品细节能见度,如果这个数值过大,3D 的品值会降低。
                lootable = true ; 可被丢弃在太空
                护盾的Good 在data\equipment\st_good.ini
                和之前说的十分相似, 这里不再赘述
                ;===============================================================================


                IP属地:内蒙古9楼2011-02-25 05:24
                回复
                  2025-08-21 14:58:16
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                  武器比较麻烦,而且本人比较懒,所以还在慢慢弄


                  IP属地:内蒙古10楼2011-02-25 05:29
                  回复

                       (__)
                    /oo\\________
                      \ /     \---\
                      \/    /  \  \
                       \\_|___\\_|/  *
                        ||  YY|
                        ||  ||  


                    11楼2011-02-25 06:49
                    回复
                      楼上这是啥,神兽么。另,楼主你来鸟窝宣传485咱就知道你是好孩子了,大爱。


                      IP属地:江苏12楼2011-02-25 08:10
                      回复
                        神马


                        IP属地:江苏13楼2011-02-25 08:27
                        回复
                          错了 是牛。


                          IP属地:江苏14楼2011-02-25 08:28
                          回复
                            hull_damage = 489   ;对机体的损坏
                            energy_damage = 0 ;;对护盾的损害=对机体损害/2+此处数值
                            impulse = 0 ;冲力, 爆炸推动目标的力量
                            [Munition]
                            nickname = missile01_mark01_rtc_ammo ;不多说
                            explosion_arch = missile01_mark01_rtc_explosion ;注意,这里使用的就是上面出现的[Explosion]
                            loot_appearance = ammo_crate
                            units_per_container = 10
                            hp_type = hp_gun ;安装点
                            requires_ammo = true ;弹药需求, 这是导弹, 所以是需要
                            hit_pts = 2
                            one_shot_sound = fire_missile_regular ;射击声效
                            detonation_dist = 4 ;爆炸范围
                            lifetime = 6.250000 ;弹药存活时间
                            Motor = missile01_mark01_rtc_motor ;使用的推进器, 上面出现的[Motor]
                            force_gun_ori = false
                            const_effect = li_missile02_drive
                            HP_trail_parent = HPExhaust
                            seeker = LOCK ;是否为自动追踪导弹, 是就加上这段叙述, 否就去掉
                            time_to_lock = 0 ;锁定时间, 0 为一直锁定
                            seeker_range = 1000 ;锁定范围
                            seeker_fov_deg = 35 ;最大锁定角度
                            max_angular_velocity = 2.903330 ;转弯率
                            DA_archetype = equipment\models\weapons\li_rad_missile.3db ;模型
                            material_library = equipment\models\li_equip.mat ;材质
                            ids_name = 265146
                            ids_info = 266146
                            mass = 1 ;质量
                            volume = 0.000000 ;占用货舱
                            [Gun] ;发射器的叙述
                            nickname = missile01_mark01_rtc
                            ids_name = 263146
                            ids_info = 264146
                            DA_archetype = equipment\models\weapons\li_rad_launcher.cmp
                            material_library = equipment\models\li_equip.mat
                            HP_child = HPConnect
                            hit_pts = 400 ;可承受的打击
                            explosion_resistance = 1.000000
                            debris_type = debris_normal ;碎片类型
                            parent_impulse = 20
                            child_impulse = 80
                            volume = 0.000000 ;占用货舱
                            mass = 10 ;质量
                            hp_gun_type = hp_gun_special_1 ;安装硬点等级和硬点
                            damage_per_fire = 0
                            power_usage = 0 ;能量使用
                            refire_delay = 2 ;射击间隔
                            muzzle_velocity = 66.699997 ;初速度
                            toughness = 2.400000
                            projectile_archetype = missile01_mark01_rtc_ammo ;使用的弹药, 这里就是上面出现过的[Munition]
                            dry_fire_sound = fire_dry
                            separation_explosion = sever_debris
                            auto_turret = false
                            turn_rate = 90 ;发射器转动角度
                            lootable = true
                            LODranges = 0, 20, 60, 100
                            地雷:
                            [Explosion]
                            nickname = mine01_mark01_explosion
                            effect = li_mine01_blast25 ;爆炸效果
                            lifetime = 0.000000, 0.000000
                            process = disappear
                            strength = 100
                            radius = 16 ;爆炸半径
                            hull_damage = 326
                            energy_damage = 0
                            impulse = 0
                            [Mine]
                            nickname = mine01_mark01_ammo
                            explosion_arch = mine01_mark01_explosion
                            loot_appearance = ammo_crate
                            units_per_container = 10
                            requires_ammo = true ;弹药需求
                            hit_pts = 2
                            one_shot_sound = fire_mine_regular
                            detonation_dist = 4 ;爆炸范围
                            lifetime = 10 ;弹药存活时间
                            force_gun_ori = true
                            DA_archetype = equipment\models\mines\br_plasma_mine.3db
                            material_library = equipment\models\br_equip.mat
                            ids_name = 265165
                            ids_info = 266165
                            mass = 0.100000
                            volume = 0.000000
                            owner_safe_time = 4 ;安全时间(这段时间过后地雷才会爆炸)
                            linear_drag = 0.400000 ;阻力
                            seek_dist = 400 ;搜索距离
                            top_speed = 60 ;最高速度
                            acceleration = 200 ;加速度
                            const_effect = li_mine01
                            


                            IP属地:内蒙古16楼2011-02-25 10:52
                            回复
                              2025-08-21 14:52:16
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                              [MineDropper]
                              nickname = mine01_mark01
                              ids_name = 263165
                              ids_info = 264165
                              DA_archetype = equipment\models\weapons\li_cm_dropper01.cmp
                              material_library = equipment\models\li_equip.mat
                              HP_child = HPConnect
                              hit_pts = 400
                              explosion_resistance = 1.000000
                              debris_type = debris_normal
                              parent_impulse = 20
                              child_impulse = 80
                              volume = 0.000000
                              mass = 10
                              damage_per_fire = 0
                              power_usage = 0 ;能量使用
                              refire_delay = 1 ;发射延时
                              muzzle_velocity = 20 ;初速度
                              toughness = 3.300000
                              projectile_archetype = mine01_mark01_ammo ;关联的弹药
                              dry_fire_sound = fire_dry
                              separation_explosion = sever_debris
                              lootable = true
                              LODranges = 0, 20, 60, 100
                              巡航破坏, 这个东西和导弹是一样的, 不过我现在还不明白为什么它可以破坏掉巡航, 就因为挂在巡破挂载点上? 有人知道的话希望可以说明一下
                              [Motor]
                              nickname = cruise_disruptor01_mark01_motor
                              lifetime = 0.892500
                              accel = 523.085083
                              delay = 0
                              [Explosion]
                              nickname = cruise_disruptor01_mark01_explosion
                              effect = li_cruisedis01_impact
                              lifetime = 0.000000, 0.000000
                              process = disappear
                              strength = 100
                              radius = 50
                              hull_damage = 37.400002
                              energy_damage = 0
                              impulse = 0
                              [Munition]
                              nickname = cruise_disruptor01_mark01_ammo
                              explosion_arch = cruise_disruptor01_mark01_explosion
                              loot_appearance = ammo_crate
                              units_per_container = 5
                              hp_type = hp_gun
                              requires_ammo = true
                              hit_pts = 2
                              one_shot_sound = fire_cruise_disruptor
                              detonation_dist = 12.500000
                              lifetime = 4.462500
                              Motor = cruise_disruptor01_mark01_motor
                              force_gun_ori = false
                              const_effect = li_cruisedis01_drive
                              HP_trail_parent = HPExhaust
                              seeker = LOCK
                              time_to_lock = 0
                              seeker_range = 2500
                              seeker_fov_deg = 90
                              max_angular_velocity = 8.710000
                              cruise_disruptor = true
                              DA_archetype = equipment\models\weapons\li_rad_missile.3db
                              material_library = equipment\models\li_equip.mat
                              ids_name = 265161
                              ids_info = 266161
                              mass = 1
                              volume = 0.000000
                              [Gun]
                              nickname = cruise_disruptor01_mark01
                              ids_name = 263161
                              ids_info = 264161
                              DA_archetype = equipment\models\weapons\li_rad_launcher.cmp
                              material_library = equipment\models\li_equip.mat
                              HP_child = HPConnect
                              hit_pts = 750
                              explosion_resistance = 1.000000
                              debris_type = debris_normal
                              parent_impulse = 20
                              child_impulse = 80
                              volume = 0.000000
                              mass = 10
                              hp_gun_type = hp_torpedo_special_2 ;破坏掉巡航的关键????????????
                              damage_per_fire = 0
                              power_usage = 0
                              refire_delay = 1
                              muzzle_velocity = 233.399994
                              toughness = 0.400000
                              projectile_archetype = cruise_disruptor01_mark01_ammo
                              dry_fire_sound = fire_dry
                              separation_explosion = sever_debris
                              auto_turret = false
                              turn_rate = 90
                              lootable = true
                              LODranges = 0, 20, 60, 100
                              以下部分在data\equipment\misc_equip.ini中
                              反制武器, 和导弹很相似, 但也仅仅是相似:
                              [LootCrate] ;在太空中漂浮的样子
                              nickname = ge_s_cm_02_ammo_crate
                              DA_archetype = equipment\models\commodities\crates\crate_grey.3db
                              LODranges = 0, 50, 150
                              


                              IP属地:内蒙古17楼2011-02-25 10:52
                              回复