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家园重制版 舰队修改图文教程 船名中英文对照表

2015-03-11 19:37:06 来源:3DM论坛 作者:史顽 编辑:向南 我要投稿

  大概看了一下重制版的一些数据文件,貌似变化不大,如果有同志已经把“BIG”文件给咔嚓了,那么以下内容也许对喜爱修改的新/老同志们有些帮助。

ship文件说明

  NewShipType = StartShipConfig()
  NewShipType.displayedName = “$1544“--------------------点击舰船以后所显示的名字
  NewShipType.sobDescription = “$1545“-------------------点击该单位以后所显示的说明
  NewShipType.maxhealth = 460000----------------------------最大HP
  NewShipType.regentime = 1000---------------------------恢复到满HP所用的时间
  NewShipType.minRegenTime = 1000------------------------恢复到满HP的时间系数
  NewShipType.sideArmourDamage = 1---------------------侧面装甲伤害系数
  NewShipType.rearArmourDamage = 1---------------------后面装甲伤害系数
  NewShipType.isTransferable = 0-------------------------可否在对战中将该单位送给友军
  NewShipType.useEngagementRanges = 1
  NewShipType.unitCapsNumber = 11
  NewShipType.addedUnitCaps = 101
  NewShipType.paradeData = “hgn_mothership_parade“----------阅兵列队方案
  NewShipType.SquadronSize = 1------------------------------每组数量
  NewShipType.formationSpacing = 60-------------------------编队之间的间隔距离
  NewShipType.passiveformation = “Spear“----------------------被动模式下的阵型
  NewShipType.defensiveformation = “x“------------------------防御模式下的阵型
  NewShipType.aggressiveformation = “Claw“--------------------攻击模式下的阵型
  NewShipType.mass = 2000----------------------------------舰船质量
  NewShipType.collisionMultiplier = 1----------------------碰撞系数,跟碰撞判定有关
  NewShipType.thrusterMaxSpeed = 15-----------------------侧移最大速度
  NewShipType.mainEngineMaxSpeed = 15---------------------直行最大速度
  NewShipType.rotationMaxSpeed = 22 ----------------------转向速度,每秒多少度
  NewShipType.thrusterAccelTime = 7 -------------------------侧移加速到全速的时间
  NewShipType.thrusterBrakeTime = 2 -------------------------侧移减速到0的时间
  NewShipType.mainEngineAccelTime = 8 -----------------------直行加速到全速的时间
  NewShipType.mainEngineBrakeTime = 2 -----------------------直行减速到0的时间
  NewShipType.rotationAccelTime = 0.75 ----------------------转向加速到全速的时间
  NewShipType.rotationBrakeTime = 0.4 -----------------------转向减速到0的时间 
  NewShipType.thrusterUsage = 1
  NewShipType.accelerationAngle = 30-----------------------加速度
  NewShipType.mirrorAngle = 0
  NewShipType.secondaryTurnAngle = 0
  NewShipType.maxBankingAmount = 10
  NewShipType.descendPitch = 10
  NewShipType.goalReachEpsilon = 25-----------------------报告到达目的地时离目标的距离
  NewShipType.slideMoveRange = 350
  NewShipType.controllerType = “Ship“---------------------该单位是否可以被玩家控制
  NewShipType.tumbleStaticX = 0
  NewShipType.tumbleStaticY = 0
  NewShipType.tumbleStaticZ = 0
  NewShipType.tumbleDynamicX = 0
  NewShipType.tumbleDynamicY = 0
  NewShipType.tumbleDynamicZ = 0----------------以上6条是该单位在静止和移动中的颠簸范围
  NewShipType.tumbleSpecialDynamicX = 0
  NewShipType.tumbleSpecialDynamicY = 0
  NewShipType.tumbleSpecialDynamicZ = 0 --------以上3条是该单位在使用特殊能力时的颠簸范围
  NewShipType.relativeMoveFactor = 1------------这个变量决定相邻的两艘船在移动时的距离  

  NewShipType.swayUpdateTime = 10
  NewShipType.swayOffsetRandomX = 10
  NewShipType.swayOffsetRandomY = 10
  NewShipType.swayOffsetRandomZ = 10
  NewShipType.swayBobbingFactor = 0
  NewShipType.swayRotateFactor = 0--------------以上6条定义该单位摇摆的幅度和偏移范围
  NewShipType.useTargetRandom = 1---------------可否用武器随机攻击目标
  NewShipType.targetRandomPointXMin = -0.1
  NewShipType.targetRandomPointXMax = 0.5
  NewShipType.targetRandomPointYMin = -0.3
  NewShipType.targetRandomPointYMax = 0.3
  NewShipType.targetRandomPointZMin = -0.9
  NewShipType.targetRandomPointZMax = 0.82-----------以上6条定义对敌人追击时偏移量
  NewShipType.dustCloudDamageTime = 280---------------在被激星尘中的生存时间
  NewShipType.nebulaDamageTime = 500------------------在辐射星云中的生存时间
  NewShipType.MinimalFamilyToFindPathAround = “MotherShip“
  NewShipType.BuildFamily = “Shipyard_Hgn“------------------建造级别
  NewShipType.AttackFamily = “BigCapitalShip“---------------攻击类型
  NewShipType.DockFamily = “Shipyard“-----------------------建造和停泊的级别
  NewShipType.AvoidanceFamily = “MotherShip“
  NewShipType.DisplayFamily = “Capital“---------------------点击舰船以后显示的级别
  NewShipType.AutoformationFamily = “SuperCap“--------------编队级别
  NewShipType.CollisionFamily = “Big“-------------------------碰撞等级
  NewShipType.ArmourFamily = “HeavyArmour“--------------------装甲类型
  NewShipType.UnitCapsFamily = “Capital“----------------------人口大类里的级别
  NewShipType.UnitCapsShipType = “Shipyard“---------------------在人口小类里面的类型
  NewShipType.fightervalue = 0------------------------战机单位评估
  NewShipType.corvettevalue = 0-----------------------艇单位评估
  NewShipType.frigatevalue = 1------------------------护卫舰单位评估
  NewShipType.neutralvalue = 5------------------------中立单位评估
  NewShipType.antiFightervalue = 5------------------对该单位反战机能力的评估
  NewShipType.antiCorvettevalue = 0-----------------对该单位艇能力的评估
  NewShipType.antiFrigatevalue = 0------------------对该单位护卫舰能力的评估
  NewShipType.totalvalue = 20-------------------------价值总评估
  NewShipType.buildCost = 3500--------------------------建造消耗资源
  NewShipType.buildTime = 75----------------------------建造需要的时间
  NewShipType.buildPriorityOrder = 20---------------------建造优先权
  NewShipType.retaliationRange = 4800-------------------主动攻击的范围
  NewShipType.retaliationDistanceFromGoal = 160---------主动攻击追击未果返回的距离
  NewShipType.visualRange = 1000----------------该单位在电磁屏蔽中被敌方发现的最大距离
  NewShipType.prmSensorRange = 5000-------------感应器范围,能够清楚观察敌人的最大距离
  NewShipType.secSensorRange = 6000-------------感应器范围,能够发现敌人的最大距离
  NewShipType.detectionStrength = 1--------------能否看到隐形或者其他状态的敌人
  NewShipType.TOIcon = “Triangle“---------------点击该单位显示的战术级别框
  NewShipType.TOScale = 1-------------------该单位在屏幕上显示的大小比例
  NewShipType.TODistanceFade0 = 7000
  NewShipType.TODistanceDisappear0 = 5000
  NewShipType.TODistanceFade1 = 2500
  NewShipType.TODistanceDisappear1 = 2000

  NewShipType.TODistanceFade2 = 12000
  NewShipType.TODistanceDisappear2 = 35000-------------以上6条定义战术级别框的一些相关设定。
  NewShipType.TOGroupScale = 1-------------------------组队选择参数
  NewShipType.TOGroupMergeSize = 0---------------------组队选择参数
  NewShipType.mouseOverMinFadeSize = 0.08500000000000001
  NewShipType.mouseOverMaxFadeSize = 0.1
  NewShipType.healthBarstyle = 2------------------血条的形式
  NewShipType.nlips = 0---------------------------模型的显示比例值
  NewShipType.nlipsRange = 10000------------------
  NewShipType.nlipsFar = 0
  NewShipType.nlipsFarRange = 0---------------以上3条定义模型显示(nlips)的相关设定
  NewShipType.SMRepresentation = “Mesh“-----------------在星图上显示的方式
  NewShipType.alwaysInRenderList = 1--------------------是否显示在星图上
  NewShipType.meshRenderLimit = 32500-------------------清楚显示的最大距离
  NewShipType.dotRenderLimit = 10-----------------------逐渐显示的递增参数
  NewShipType.visibleInSecondary = 1
  NewShipType.goblinsStartFade = 400-----------------显示船体细节的最大距离
  NewShipType.goblinsOff = 400-----------------------关闭船体细节的距离
  NewShipType.upLOD = 800-----------------------------拉近开启LOD1的距离
  NewShipType.upLOD = 1300----------------------------拉近开启LOD2的距离
  NewShipType.upLOD = 2500----------------------------拉近开启LOD3的距离
  NewShipType.downLOD = 815--------------------------拉远开启LOD1的距离
  NewShipType.downLOD = 1315-------------------------拉远开启LOD2的距离
  NewShipType.downLOD = 2515-------------------------拉远开启LOD3的距离
  NewShipType.minimumZoomFactor = 0.5--------------近景观察尺度
  NewShipType.selectionLimit = 150000----------------选择该单位的最大距离
  NewShipType.preciseSelectionLimit = 3000-----------精确选择的最大距离
  NewShipType.preciseATILimit = 0
  NewShipType.selectionPriority = 754----------------选择该单位的优先权
  NewShipType.militaryUnit = 0-----------------------该单位是否属于军事单位
  addAbility(NewShipType,“MoveCommand“,1,0)----------可否移动;移动的次数
  addAbility(NewShipType,“CanDock“,1,0)--------------停泊类。
  NewShipType.dockTimeBetweenTwoformations = 1
  NewShipType.dockTimeBeforeStart = 2
  NewShipType.dockNrOfShipsInDockformation = 11------以上3条定义停泊过程中间隔距离等相关设定
  NewShipType.dockformation = “delta“--------------------停泊阵型
  NewShipType.queueformation = “dockline“----------------列队阵型
  NewShipType.dontDockWithOtherRaceShips = 1
  NewShipType.ignoreRaceWhenDocking = 0----------------------忽视出入坞问题,跳跃出现
  addAbility(NewShipType,“CanLaunch“)------------------------能否被发射
  NewShipType.launchTimeBetweenTwoformations = 1
  NewShipType.launchTimeBeforeStart = 21
  NewShipType.launchNrOfShipsInDockformation = 1-------------以上3条定义发射过程中的相关设定
  NewShipType.launchformation = “delta“----------------------发射阵型
  addAbility(NewShipType,“ShipHold“,1,0,5,“rallypoint“,“Fighter“,25,
  Fighter = “12“,
  })---------定义该单位是否能停泊收留单位和收留单位的类型,数量和补给的速度     
  addAbility(NewShipType,“ParadeCommand“,1)----------------是否有阅兵列队能力

  addAbility(NewShipType,“WaypointMove“) ------------------指定路线行进能力
  addAbility(NewShipType,“HyperSpaceCommand“,0,1,200,500,0,3)--------------------跳跃能力
  addAbility(NewShipType,“CanAttack“,1,1,0,0,0.35,1.5,“Capturer, Frigate,SmallCapitalShip, BigCapitalShip, Mothership, Utility, Corvette, Fighter“,“BroadSide“,
  Fighter = “MoveToTargetAndShoot“
  Corvette = “MoveToTargetAndShoot“
  Munition = “MoveToTargetAndShoot“
  SubSystem = “BroadSideVsSubSystem“
  })---------------------------攻击能力和攻击优先级别。排在最前面攻击优先级别最高。“BroadSide“攻击方式,后面的“MoveToTargetAndShoot“表示对付特定目标的特定攻击方式 
  addAbility(NewShipType,“GuardCommand“,1,3000,1000)-----------保护模式下的出击范围和追击范围
  addAbility(NewShipType,“CanBuildShips“,1,“Fighter_Hgn, Corvette_Hgn, Frigate_Hgn,       

  SuperCap_Hgn, Utility_Hgn, Platform_Hgn, SubSystem_Hgn, SubSystemLarge_Hgn, Battlecruiser_Hgn,    battlecruiser_vgr,Shipyard_Hgn, Probe_Hgn“,“Utility, Fighter, Corvette, Frigate, Capital,   Platform, SubSystemModule, SubSystemSensors“)---------可以建造的相关类型

  addAbility(NewShipType,“CanBeCaptured“,300,0.1)----------------能否被捕捉,以及捕捉时间
  addAbility(NewShipType,“CanBeRepaired“)------------------------能否被修理
  addAbility(NewShipType,“CloakAbility“,0,1,2000,4000,3,100,1,1000)---------隐形能力相关参数
  addAbility(NewShipType,“RetireAbility“,1,0)--------------------能否回收,0是不可以
  addAbility(NewShipType,“HyperspaceInhibitorAbility“,0,12000)
  LoadModel(NewShipType,1)---------------------------------------舰船所用的模型
  StartShipWeaponConfig(NewShipType,“Vgr_LightPlasmaLance2“,“Weapon_HullDefense1“,  “Weapon_BigGun1“)---武器调用参数
  addShield(NewShipType,“EMP“,10000,20)------是否可以被EMP瘫痪。前面一个是需要的EMP数量,后面一个是瘫痪时间
  StartShipHardPointConfig(NewShipType,“bcKineticBurstCannonLeft“,“HardpointProduction1“,  “weapon“,“innate“,“Damageable“,“hgn_battlecruiserkineticburstcannonleftside“,““,““,  ““,““,““,““,““,““)----模块调用相关参数

  SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Lrg03“,1,0.75,0,0,0,50,0,0,0,200,0,0,0,  50,0,0,0,50)
  SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Lrg02“,1,0.05,30,-20,200,25,300,150,85,50,0,0,0,85,0,0,0,50)
  SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Lrg04“,1,0.05,50,40,-150,50,65,25,5,25,0,0,0,95,0,0,0,50)
  SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Lrg05“,1,0.05,25,10,-100,30,35,75,62,75,0,0,0,80,0,0,0,50)
  SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Lrg01“,1,0.05,60,30,150,25,35,125,65,75,0,0,0,60,0,0,0,50)
  SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Sml01“,1,0.01,80,125,60,75,125,80,65,75,0,0,0,60,0,0,0,50)
  SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Sml02“,1,0.01,25,0,-125,50,80,35,120,75,0,0,0,60,0,0,0,50)
  SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Sml03“,1,0.01,60,95,200,50,15,200,20,125,0,0,0,60,0,0,0,50)
  SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Sml04“,1,0.01,10,60,-300,25,35,80,65,75,0,0,0,60,0,0,0,50)------------------以上是爆炸后的残骸调用代码

  NewShipType.battleScarMaxTriBase = 200
  NewShipType.battleScarMaxTriInc = 300
  NewShipType.sobDieTime = 8-----------------------------该单位被摧毁到消失的时间
  NewShipType.sobSpecialDieTime = 1
  NewShipType.specialDeathSpeed = 40
  NewShipType.chanceOfSpecialDeath = 0
  NewShipType.deadSobFadeTime = 0.1
  NewShipType.trailLinger = 2
  setEngineBurn(NewShipType,9,0.2,0.5,300,1.02,0.1,0.25,380)---------------------尾焰参数
  loadShipPatchList(NewShipType,“data:sound/sfx/ship/“,0,“Hiigaran/Megaship/Engines/HShipYardEng“,““,1,“Hiigaran/Megaship/Ambience/HShipYardAmb“,““,3,“Megaliths/RandomEmit/HANGAR_EMITTERS“,“Root“)-----引擎相关文件,声音等

更多相关内容请关注:家园:高清重制版合集专区

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