家园里面挑战模式第二章第三关关的时候,到底怎么才可以突破敌人的舰队。

《家园重制版》舰队修改图文攻略分享
新浪单机游戏攻略
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  《家园重制版》专区
  小编为大家《家园:重制版》舰队修改方法分享,哈哈,是不是很爽啊,快来一起看看吧!!!
  首先介绍一下如何在单人战役里,丰富你的舰队!
  已“家园2重制”为例,首先找到“persist2.lua (2代表关卡数)”,该文件应该在“X:\XXX\Homeworld\HomeworldRM\Bin\Profiles\Profile1\Campaign\ASCENSION”这个目录下(用笔记本打开即可)。
  查找“Squadrons”就可以找到我方舰队了。
  复制下段代码用于添加新船只(复制几次,就添加几只船):
  index = 0,
  type = "Hgn_Dreadnaught", &---- 引号里的就是船只代码,想换其他船,改这里即可,比如  “kpr_destroyer”(先祖守护者)
  hotkey = 0,
  teamColourHandle = 0,
  size = 5,
  tactic = 2,
  注意,别把战巡级的船只塞到母舰肚子里!
  下图为修改范例,添加了一架先祖“雄蜂战机(自带跳跃功能)”,添加了一艘先祖的“守护者”和一艘“无畏舰”。
  正式存档里可别添加中文!!!
  下图为修改成果:
  船名中英文对照表
  希拉格
  船坞-------------------hgn_shipyard
  母舰-------------------hgn_mothership
  侦察机-----------------hgn_scout
  战斗机-----------------hgn_interceptor
  轰炸机-----------------hgn_attackbomber
  护航炮艇---------------hgn_assaultcorvette
  脉冲炮艇---------------hgn_pulsarcorvette
  布雷艇-----------------hgn_minelayercorvette
  鱼雷护卫舰-------------hgn_torpedofrigate
  防空炮护卫舰-----------hgn_assaultfrigate
  离子炮护卫舰-----------hgn_ioncannonfrigate
  登陆舰-----------------hgn_marinefrigate
  防御场护卫舰-----------hgn_defense fieldfrigate
  驱逐舰-----------------hgn_destroyer
  战列巡洋舰-------------hgn_battlecruiser
  航母-------------------hgn_carrier
  火炮平台---------------hgn_gunturret
  离子炮平台-------------hgn_ionturret
  采矿船-----------------hgn_resourcecollector
  采矿精练船-------------hgn_resourcecontroller
  探测器-----------------hgn_probe
  电子对抗感应器---------hgn_ecmprobe
  临近感应器-------------hgn_proximitysensor
  船坞(剧情)-----------hgn_shipyard_elohim
  船坞(剧情)-----------hgn_shipyard_spg
  超太空核(剧情)-------hgn_hscore
  无畏舰(剧情)---------hgn_dreadnaught
  运输船(剧情)---------sp_tanker-sp_tanker6
  雄峰战机---------------kpr_attackdroid
  守护者-----------------kpr_destroyer
  漫步者-----------------kpr_mover
  萨尤卡-----------------kpr_sajuuk
  萨尤卡(遗迹)---------kpr_sajuuk_nosensors
  母舰-------------------vgr_mothership
  船坞-------------------vgr_shipyard
  侦察机-----------------vgr_scout
  战斗机-----------------vgr_interceptor
  轰炸机-----------------vgr_bomber
  长枪战机---------------vgr_lance fighter
  激光炮艇---------------vgr_lasercorvette
  指挥艇--------------- vgr_commandcorvette
  布雷艇-----------------vgr_minelayercorvette
  导弹护航艇-------------vgr_missilecorvette
  突袭舰-----------------vgr_assaultfrigate
  导弹护卫舰-------------vgr_heavymissilefrigate
  渗透舰-----------------vgr_infiltratorfrigate
  驱逐舰-----------------vgr_destroyer
  战列巡洋舰-------------vgr_battlecruiser
  航母-------------------vgr_carrier
  采矿船-----------------vgr_resourcecollector
  采矿精练船-------------vgr_resourcecontroller
  跳跃门-----------------vgr_hyperspace_platform
  火炮平台---------------vgr_weaponplatform_gun
  导弹平台---------------vgr_weaponplatform_missile
  探测器-----------------vgr_probe
  电子对抗感应器---------vgr_probe_ecm
  临近感应器-------------vgr_probe_prox
  指挥中心(剧情)-------vgr_commstation
  指挥中心废墟(剧情)---vgr_prisonstation
  行星杀手(剧情)-------vgr_planetkiller
  行星杀手鱼雷(剧情)---vgr_planetkillermissile
  马坎旗舰(剧情)-------vgr_mothership_makaan
  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 = 0.00001
  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,)-----------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,,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
  打开wepn文件,这时在会有如下代码:
  StartWeaponConfig(NewWeaponType, "Gimble", "Bullet", "HDefense", "Normal", , 0, 0, 0, 0, 1, 1, 0, 2, 0, 0, 1, 0, 0, 0, 0.1, "Normal", 0, 0, 0)
  AddWeaponResult(NewWeaponType, "Hit", "DamageHealth", "Target", 20, 20, "")
  setPenetration(NewWeaponType, 5, 1,&
  PlanetKillerArmour = 0,&
  ResArmour = 0.75,
  TurretArmour = 3, })
  setAccuracy(NewWeaponType, 1,&
  Fighter = 0.14,&
  Corvette = 0.45,&
  munition = 0.2, })
  setAngles(NewWeaponType, 90, 0, 0, 0, 0)
  最重要的设置都在第一行的代码里,StartWeaponConfig函数里几乎决定了所有的数值,包括开火速度,时间,火力范围,武器类型等等。
  如你所见,这个StartWeaponConfig函数里有很多变量,都排列在一行里面,让我们一个一个的分析,这些变量的解释都来自于这个地方:点击进入。
  下面的列表是从左向右解释的,&&符号里面是项目名(argument name),而[ ]里面是相应数值,再后面就是相应的解释:
  1&sWeaponName& [NewWeaponType]: 提及武器,一般都设为NewWeaponType
  2&sWeaponType& [Gimble]: 武器是如何打击目标的,可选值为Gimble,AnimatedTurret,或者Fixed。Gimble指武器不是以炮塔的形式,是非可见的,它在某个特定的圆锥范围内能够瞄准打击目标;AnimatedTurret指武器是可见的炮塔形式,它通过转动炮塔瞄准打击目标;Fixed 指武器只能朝固定的方向开火,例如离子炮。
  3&sWeaponFireType&[Bullet]: 发射形式,可选值为InstantHit,Bullet,Mine,Missile,或者SphereBurst
  InstantHit一般被用于光束武器, and causes the weapon's damage or other effects to take place immediately upon firing. Bullet指非制导发射;Mine指地雷武器;Missile指制导武器;SphereBurst指对某一区域有杀伤效果的武器, SphereBurst武器需要两个".wepn"文件来定义,第一个".wepn" 文件定义了如何开火,第二个".wepn" 文件定义了打击或脱靶的效果,比如防空护卫舰,请参考"hgn_smallemp.wepn"和"hgn_smallempburst.wepn"文件。
  4&sWeaponFireName&[HDefense]: 武器开火脚本的名字,(即".wf"文件)它指定了效果的细节。
  5&sActivation&[Normal]: 当武器被使用时,可能值为Normal, Special Attack, Normal Only,或者Dropped。Normal是指武器在任何攻击时都会使用;Special Attack是指被特殊的科技或者热键激活后才能使用;Normal Only是指武器只有在特殊攻击未研究出时才能使用;Dropped是指武器只有在布雷热键按下时才能开火,仅用于布雷艇。&
  6&fWeaponFireSpeed&[2500]: 弹丸速度,对于Missile武器,则是初速度。对于InstantHit 和SphereBurst武器,则设为0。
  7&fWeaponFireRange&[2200]: 最大火力射程,请注意它指的不是弹丸的最大射程。
  8&fWeaponFireRadius&[0]: 只用于范围杀伤武器,它决定了爆炸半径,在半径内的目标都会受到伤害,参考H族防空护卫舰。
  9&fWeaponFireLifetime&[0]: 子弹存在时间,以秒为单位,因为子弹不可能立刻消失,所以只适用于光束武器,这里是指光线持续时间。
  10&fWeaponFireMisc1&[0]: 对于光束武器,这是一个预发射时间,这个数值决定了开火程序开始后到光束发射之间的时间。
  11&iWeaponFireAxis&[0]: 仅适用于导弹类武器,是指发射的时候导弹的弹射出机舱的方向。可能的值有:0,1,2。0是向前,1是向左,2是向上。例如H族的鱼雷是向前发射的,而VBC上的导弹是向上弹射的。
  12&iMaxEffectsSpawned&[1]: 武器的生命周期内的打击效果的最大数,如果生命周期为0,那么1效果就会执行。(译者注:我也不知道他说了些什么)
  13&iUseVelocityPred&[1]: 如果开启此功能,武器会在瞄准目标后再开火,否则将直接开火。
  14&iCheckLineOfFire&[0]: 如果开启此功能,将在开火前确认弹道上没有友军,有则不开火,关闭此功能则可能会打到自己人。
  15&fFireTime&[2]: 单发开火时间,以秒为单位。
  16&fBurstFireTime&[0]: 一次持续射击的时间,其间可进行多次单发开火,以秒为单位,
  17&fBurstWaitTime&[0]: ;两次持续射击之间的等待时间,以秒为单位。
  18&iShootAtSecondaries&[1]: 如果开启此功能,当武器无法射击主要目标时,自动射击次要目标。
  19&iShootAtSurroundings&[0]: 如果开启此功能,当武器射击无法向你给定的目标时继续攻击其它周围敌人。(会导致飞船减速)。
  20&fMaxAzimuthSpeed&[0]: 水平方向武器跟踪速度。
  21&fMaxDeclinationSpeed&[0]: 垂直方向武器跟踪速度。
  22&fSpeedMultiplierWhenPointingAtTarget&[0.1]: 当武器瞄准目标后,其速度可以在此修改,用& 1 让光束缓慢地在目标上扫动。
  23&sWeaponShieldPenetration&[Normal]: 可选数值为Normal,Enhanced,或者 Bypass,这个东西没有明显的效果,因为要改变武器穿透防御场的能力可以在setPenetration函数里设定。
  24&iTrackTargetsOutsideRange&[0]: 开启此选项,武器在设成范围外就开始追踪目标。
  25&fWaitUntillCodeRedState&[0]: 动画连接,在这项设置中,武器必须在完成开火准备动画后才能开火,参考V族导弹护卫舰开火前要打开武器舱盖的动画。
  26&iInstantHitThreshold&[0]: 低于此数值HP的时候,光线武器穿透目标
  来源:游民星空
注:& 此文章为转载,版权归原作者所有!
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