英文原版武器属性详细介绍,需要的看!

LBSALE[100]LBSALE[这个贴子最后由零星在 2005/04/17 01:48am 第 1 次编辑]

WEAPON MOVING PATH
The weapon must have one of the following 3 parameters : dropped, ballistic or lineofsight
ballistic = Weapon is fired according to a ballistic path determined by the gravity value of the map.
example:
ballistic=1;
possible value : 0 & 1. ballistic=0 mean weapon not ballistic and the effect is equal with not including this parameter at all so don’;t waste your time.
Related Parameter
weapon velocity : the greater the weapon velocity the more straight its ballistic path. If weapon velocity is greater than 1000 then it will be not much different with lineofsight weapon i;e it cant pass ground obstacle and become less accurate. weapon velocity of 300-500 is the best for artillery imo.
It also related with gravity parameter defined in the map. The greater the map’;s gravity then the steeper its ballistic curve path
lineofsight = Weapon is fired in a straight line, gravity does not effect path.
example:
lineofsight=1;
possible value : 0 & 1. lineofsight=0; have same effects with not including the parameter.
Related Parameter
tolerance : the max diversion weapon can be fired from line of sight axis. 32k means weapon can be fired to all direction (180 degree to left and 180 degree to right)
pitch tolerance : optional, likes tolerance but it special for vertical diversion. So have pitch tolerance too small and your antitank missile will be useless :wink:
THE WAY A WEAPON IS FIRED
The way a weapon is fired could be a lineofsight weapon (no special variables necessary), a turret (fired via turret), dropped, vlaunch and like a meteor
dropped = Weapon is dropped in order to use it, typically a bomb.
the effect of this parameter makes the weapon move in a straight descending path so it will be useless against a plane, and the guidance parameter will not work for a dropped weapon.
example:
dropped=1;
Related parameter
if U have weapon with both ballistic=1; and dropped=1; then U got a weapon that dropped in ballistic path :). Example is World Domination TC’;s carpet bomber I created
turret = Weapon must be deployed from a turret with a 360 deg rotation and pitch. so it must have turret related script (i;e the AimPrimary/AimSecondary/AimTertiary part :slight_smile: ) without turret scripting the weapon will be aim-anywhere shot-anywhere weapon
example:
turret=1;
vlaunch
Weapon with vlaunch will be fired vertically. Guidance dont work very well with this kind of weapon so U must give it quite big number of turnrate if U want this kind of weapon to be effective
example:
vlaunch=1;
Related Parameter
Vlaunch parameter Cannot be combined with a turret=1; parameter or the game will crash.
meteor
Used to defines meteor
example:
meteor=1; .
GENERAL CHARACTERISTICS
[Damage]
It is self explaining parameter, this part defined how much the weapon reduce the MaxDamage point of target.
There are two part of [DAMAGE] section
the first is default damage point and the second is specific damage for certain unit
Example
the following exclusive Krogoth Killer weapon will cause no damage to whatever unit but will kill Krogoth (maxdamage=29489) in one shot :):
[DAMAGE]
{
default=0;
CORKROG=30000;
}
ID is a unique value in the range 0-255 which identifies the weapon. If there is more than 1 weapons have same ID then only one will work.
example:
ID=1;
[NAME]
It is a header of all TA weapon. There are 2 name variable for TA weapon this one is the most important as it is the name that will be used by unitdata as the name of primary/secondary/tertiary weapon and explosion. If more than one weapon have same [NAME] variable it might cause one of the weapon doesnt work even if they have 2 kind of weapon ID
example:
[155mm_artil]
{
ID=28;
name = 155mm superlarge heavy artillery;
=This means the weapon names is 155mm_artil with ID=28. The name = 155mm super large heavy artillery; just a kind of note that defined the weapon better so U can write virtually anything here and change it without any impact on the weapon
name
The name of weapon. It only used as reference/description of weapon
example:
see previous entry
noexplode = No explosion when weapon impacts target
This is not ‘;kill’; the explosion gaf likes what most people think, but it seems weapon with noexplode=1; when combined with proper parameter then the weapon not dead when hit the target or ground and keep blowing thing in its path until its maximum range or weapon timer kill it. An example is CORE macross weapon and DRAGOTH missile
example:
noexplode=1;
possible value : 0 or 1. Default is, as usual, 0 which means if U don’;t want to use noexplode on your weapon dont bother write it.
reloadtime = Seconds between shots (floating point allowed). put reloadtime=1000 U will feel asleep waiting the weapon to fire!
example:
reloadtime=10;
Related Parameter
In case for stockpiled weapon the reloadtime defines the time needed to build the weapon.
After the unit became veteran reloadtime seems to be much faster.(perhaps half of the stated reloadtime)
weapontimer = How long weapon is active in seconds (floating point allowed), trajectory weapons use 0 so it is calculated
example:
weapontimer=10;
noautorange = When set the weapon will not detonate at range automatically, used mostly for heavy rockets
example:
noautorange=1;
turnrate = Used for guided weapons, is in angular units (0-64k)/second
example:
turnrate=2000;
Related parameter
Turnrate work best for weapon with guidance=1; and selfprop=1; parameter
Turnrate is maneuverability in degree/second. So faster weapon with same turnrate seems less agile/maneuverable than slower one since every second faster weapon reach higher range
areaofeffect = The total area that receives that damage. It is in pixel measured from the groundzero (center of explosion). If u ever heard TA unit called MAD (mutually assured destruction) which destroy anything on screen it is the weapon with area of effect very,very large
example:
areaofeffect=1000;
Example of overly overpowered weapon of mass destruction. it means weapon will destroy anything in radius 2 almost screen away (1300 pixel) from where the weapon hit…even TA nuke only have areaofeffect 512 pixel lol!.
edgeeffectiveness = The percentage (1.0 = 100%) of the damage that is inflicted at the edge of the area of effect.
example:
edgeofeffectiveness=0.5;
firestarter = Weapon will cause fires, expressed as a %, where 100% guarantees a fire in tree/forest map
example:
firestarter=50;
unitsonly = Weapon will only detonate on enemy units as opposed to obstructing terrain.
example:
unitsonly=1;
burst = How many repeat times a weapon fires in one burst, ie. Flamethrower
example:
burst=5;
Related Parameter
Reload time. burst define number of bullet fired every reloadtime sec.
burstrate = The time delay when in burst mode between events. Without this weapon will be fired at constant rate.
example:
burstrate=0.1;
sprayangle = Maximum deviation from the straight line to the target the weapon strays, used for burst weapons. 64k=360 degree.
example:
sprayangle=3000;
randomdecay = Maximum time delta that burst weapon will randomly decay at end of path. Sure it must be smaller than weapon timer
example:
randomdecay=0.5;
groundbounce = Weapon will not detonate with the ground but instead bounce
example:
groundbounce=1;
possible value : 0 and 1
Good to make grenadelike weapon
flighttime = The time the unit will fly for after it enters the second phase of operation, used for starburst missiles.
example:
flighttime=1000;
Related Parameter
Guided missile only : It will reduce the accuracy of weapon. The flighttime became the time of weapon fly in straight path without aiming the target. So weapon with flighttime=x; and weapontimer=y; means the weapon will ‘;hunt seek’; the target for y second and fly without aiming for ‘;x’; ticks (perhaps, im not sure the time measurement standard of flight time but it is clearly not second) . When weapon miss it will run in circle until it use all its flighttime before die.
selfprop = Weapon is self propelled. Weapon with this parameter can have guidance. possible value are either 0 or 1 (0 have same effect with not including this parameter at all, save ur time ;))
Example
selfprop=1;
Related Parameter
Accuracy parameter doesnt work for unit with selfprop=1;.
twophase = Indicates weapon operates in two phases
example:
twophase=1;
Used for twophase weapon.
Related Parameter
It seems For a vlaunch weapon, when combined with flighttime (likes OTA vlaunch missile truck) with twophase missile will fly in circle as much as its flighttime before it really hunting its target i think.
weapontype2 = Describes another weapon that the weapon turns into in the second phase. It seems doesnt work… one of cavedog fail effort perhaps…
guidance = Indicates that weapon is guided and uses the turn rate above to track enemy unit.
example:
guidance=1;
Related Parameter
Guidance will work only with unit that are self prop, and not work with dropped weapon well
tracks
tracks=1 means the weapon will track a moving target after a weapon conversion
example:
tracks=1;
commandfire
This weapon will can be expressly fired (either attack or d-gun) by the user each and every time it is used.
example:
commandfire=1;
related parameter
If the weapon is intended to be fired as d-gun it musts :

  1. a turret weapon (i;e have turret=1; parameter)
  2. It must be put as tertiary weapon of ur unit in unitdata
    MinBarrelAngle: The minimum angle (in degrees, 64k=360 deg) the barrels can point, used in ballistic calculations. This will limit the weapon capability to engage close range target and good to model realistic weapon that cannot attack nearby target (i;e artillery)
    example :
    Minbarrelangle=1000;
    cruise
    weapon with cruise=1; will always reach the designated target, however guidance seems dont work for this kind of weapon. Another aspect of this weapon is it will show a big cross in radar screen (example is TA nuclear).
    example :
    cruise=1;
    burnblow = Weapon will detonate when it comes to the end of its range
    example :
    burnblow=1;
    accuracy = Accuracy not defines the weapon accuracy but define the weapon possible inaccuracy instead (i;e degree of error, a kind of CEP in real world military) in 64k degree to left and right.
    Any selfpropelled weapon (i;e most rocket/missile with selfprop=1; parameter) not affected by this parameter
    example :
    accuracy=16384;
    This means weapon will be really inaccurate and can miss as much as 90 degree!
    tolerance = Amount of accuracy weapon will use when aiming, it determines the area of attack possibility. As example aircraft missile with accuracy=16K make the aircraft can attack target up to 90 degree left and 90 degree right.
    pitchtolerance = Similar with tollerance but this affect in different axis. It is a kind of up/down tolerance. As example if aircraft carrying weapon with small pitch tolerance then it cant attack ground target
    example :
    tolerance=16384;
    pitchtolerance=8000;
    It means weapon can aim target 90 degree to the left and right but can only target enemy 45 degree up and down in vertical scope
    aimrate = How fast (on average) the weapon aims, in 64K deg / sec. Used by UnitView.and dont influence the way the unit work in game

SPECIALIZED WEAPON
The following variables will limit target that can be engaged by the weapon
ToAirWeapon = weapon will meant to attack air target, however there is a different effect of this parameter with in which slot the weapon placed
ToAirWeapon when used as primary weapon of a unit then the unit wont chase any non-air target
ToAirWeapon when used as secondary weapon will work likes usual weapon i;e it will attack ground target too
ToAirWeapon as tertiaryWeapon then the weapon will only attack air target but unit can still land attack other kind of target using its primary and secondary weapon
example :
toairweapon=1;
waterweapon
This means weapon is intended to travel through water.
Any weapon with waterweapon=1; parameter cannot attack ground target
Without this parameter the weapon will explode once it is touch the water. That is why ground weapon such missile less capable than fixed gun/cannon against naval target, as missile line of sight path make it hit the water before it reach the naval target.
If U make an airlaunched missile with waterweapon=1; then the missile will skim over water likes real world Anti ship missile and good against ship only, an example is missile on my Tu-22M3 backfire available in TAUS and TA designers
example :
waterweapon=1;
Interceptor
Mean the weapon is intended to destroy other weapon. As example is OTA Anti Ballistic Missile. However interceptor missile can only engage weapon with targetable=1; parameter. Interceptor weapon must be stockpile weapon AFAIK
example :
interceptor=1;
coverage is what the protection umbrella is for weapons that shoot other weapons. it works only for interceptor weapon. Stated in 64k degree
example :
coverage=32000;
Targetable Add this and the weapon can be intercepted by interceptor
example :
targetable=1;
VELOCITY AND RANGE
Any weapon must have Weaponvelocity parameter. Optional is startvelocity. Any weapon with startvelocity should have weaponacceleration parameter.
startvelocity = Weapon will start at this velocity.
related parameter
startvelocity only work for weapon with weaponacceleration defined.
Since weapon acceleration doesnt work with negative number startvelocity must be smaller than weaponvelocity. (so U cannot make weapon with initial speed higher than weaponvelocity)
weaponvelocity = Maximum attainable weapon veolocity in pixels/second
To compare weapon velocity and unit velocity U must remember that 1 TA unit speed is equal with 30 pixel/second so if U want a missile to be able to chase and destroy TA fighter with speed = 10 unit, ur missile speed must be higher than 10 x 30pix/sec=300.
weaponacceleration
The acceleration of weapon its needs from its start velocity until it reach its weapon velocity. Number must be greater than 0.
Expressed in pixels/second/second
examples:
weaponvelocity=450;
startvelocity=150;
weaponacceleration=200;
this means weapons will be fired at speed 150pixel per second then it will be accelerated 200pixel/second until it reach its maximum speed of 450 pixel/second
range
maximum range of target that can be attacked by the weapon in pixel
examples:
range=450;
SPECIAL STUFF
paralyzer
Weapon will stun the enemy for a length of time described in the damage field, damage=60 mean one second paralyze. However paralyzer weapon wont cause any damage to enemy unit, only stun them
examples:
paralyzer=1;
damage=600;
Means the weapon will paralyze the enemy unit for 10 second
propeller = if the model has a propeller that spins. Possible value is 0 and 1. Weapon with object3D will be spinned if have propeller=1; parameter
examples:
propeller=1;
noradar
weapon cant be seen on radar, used on meteor.
examples:
noradar=1;
shakeduration
Duration of ‘;quake’; caused by the weapon in second
examples:
shakeduration =1.2;
shakemagnitude
How large the of ‘;quake’; caused by the weapon. Maybe in pixel but definitely not in reichter :stuck_out_tongue:
examples:
shakemagnitude=22;
stockpile
weapon must be build to be fired, likes OTA nuclear and interceptor.
examples:
stockpile=1;
VISUALISATION OF WEAPON
rendertype
examples:rendertype=1;
possible value :
rendertype=0; laser weapon
rendertype=1; weapon using 3d model, most missile using this
rendertype=3; this used for dgun
rendertype=4; this for 2D bitmap and animated bitmap likes emg and unit explosion etc. U mostly wont use this except need different explostion for mine/kamikaze type unit
rendertype=5; flame thrower weapon
rendertype=6; another 3D object likes OTA bomb and WD cannon. i still try to findout what is its difference with rendertype=1;
rendertype=7; electrobolt (lightning) laser
model = 3D model to use as this weapon
There is some special character about 3d model of weapon. Unlike unit model it doesnt need a special base object, however it must have a groundplate. Forgot to add this and weapon will be a crasher. Function of weapon groundplate is that TA engine will use it as ‘;impact point’; means that
second character of TA weapon 3D model is that unlike unit model where u can make some part with different origin point and move it later to its proper coordinate the ‘;move’; transformation doesnt work for weapon model. Therefore If u make the weapon consists of some model all the model must have centered in center of coordinate (z=0, x=0, and y=0)
examples:
model=switchblade;
color = Color of beam weapon from the game palette
color2 = Color to use on the beam weapon to make better and cooler, CGT
color must be a number between 0 and 255
examples:
color =11;
color2 =211;
There are basic color for both lightning and laser weapon (i;e rendertype=0; and rendertype=7;) however color2 seems to have little effect on lightning type weapon
Check the laser color guide for color list and combination
Notes: sometimes the type of map (desert, green or snow) do affect the way the laser some index I said light blue will looks a bit green in green maps.
beamweapon = Weapon is a straight beam weapon like a laser
examples:
beamweapon=1;
duration = this used for beam weapon. It is affects how long the beam will be emitted from firing piecenum in second. beam with longer duration seems or higher speed at same duration seems to be longer. It possibly also affects how long weapon can do some damege
examples:
duration=0.81;
VISUAL EFFECTS
This stuff affects the way the weapon explode
The explosion gaf and art refer to the .gaf files in /anims folder in unit hpi/ufo files. If the .gaf and art files (i;e the explosion sequence inside the gaf) doesnt exist TA will crash when loading anims.
explosiongaf = .GAF file that the explosion art is in
explosionart = name of animation sequence for explosion in the gaf
both used to define the explosion will appear when weapon hit target or ground
waterexplosiongaf = .GAF file that the water explosion art is in
waterexplosionart = name of animation sequence for water explosion in the .gaf
both used to define the explosion will appear when weapon explode in water
lavaexplosiongaf = .GAF file that the water explosion art is in
lavaexplosionart = name of animation sequence for water explosion in the .gaf
both used to define the explosion will appear when weapon explode in lava zone
example :
explosiongaf=varxplo;
explosionart=msexpsm;
waterexplosiongaf=fx;
waterexplosionart=h2o;
lavaexplosiongaf=fx;
lavaexplosionart=lavasplash;

This stuff affects the sounds the weapons make
All sounds variables is optional, however you wouldnt be happy if your weapon have no sound arent U :wink:
sounds refer to .wav sound files in /sounds inside the sounds folder in the hpi/ccx/ufo/gpx unit files
soundstart = Sound to make when the weapon fires
soundhit = Sound to make when the weapon detonates (if the weapon detonates)
soundwater = Sound to make when the weapon hits the water
example:
soundstart=bigrock2;
soundhit=BAM2;
soundwater=wetBAM2;
soundtrigger = Make the weapon sound when the weapon fires in burst mode
example :
burst=5;
soundtrigger=0;
with soundtrigger=0; means the weapon sound will be read only once for one burst, while if soundtrigger=1; the sound will be repeated 5 times (for every single round)
This stuff affects the smokes the weapons make
smoketrail = Indicates whether or not a weapon will emit a smoke trail.
smokedelay = Smoke dispersal interval expressed in seconds
example :
smoketrail=1;
smokedelay=0.5;
This means the weapon will emit smoke trail every 0.5 second
Related Stuff
The smoke will be emited from the center of weapon’;s 3D object. So if U want the weapon to emit smoke from its exhaust/nozzle than U must move the pivot (in case U use 3D Studio MAX) or put the nozzle as center of coordinate (in case u use lightwave).
startsmoke = Draw a puff of smoke when the weapon fires
example :
startsmoke=1;
endsmoke = Draw a puff of smoke when weapon terminates
example :
endsmoke=1;

This stuff describes the amount of metal and energy it takes to fire the weapon if applicable
energypershot = Amount of energy needed to fire the weapon
metalpershot = Amount of metal needed to fire the weapon
example :
energypershot=10000;
metalpershot=1000;
those make expensive weapon that can be fired only if U are rich and have 1000 metal and 10000 energy
Both are optional. If U dont have metal and energy as much as defined there weapon wont fired
Related Parameter
For Stockpile weapon it define the energy and metal needed to build the weapon
for non stockpiled weapon it is the number of metal and energy u the unit will use to fire the weapon, in case of stockpiled weapon (like nukes) it is the amount of metal and energy necessary to build the weapon.

我把原文件一起上传了啊…… 怎么不见?

我都已经连同UH4的单位详细介绍(含对比)翻译成中文放在gmail中了,很多新人还是不会看。

无所谓
各人有各人的兴趣范围,而ta的概念是比较宽泛的,全靠它的开放系统
发现还有很多功能原来的ta有预留,但是一直没有多少人使用,比如地面反弹…
这个比单位那个有趣多了

咦?什么时候放的啊?刚来论坛的时候去看没有发现。
我也想到的ground bounce应该会是很有趣的东西,就像C&C:TS里面的手雷一样。很多爆炸的残留物都应该是地面反弹的吧?

一:
武器发射轨迹
任何武器都必须拥有下列3种属性之一(至少):投掷,弹道(曲线),直线

A:弹道
武器在飞行过程中受到当地重力影响
弹道值可以取0或1.取0的话表示武器不用弹道,和根本不设这个值等效(废话,不用白忙了).
相关参数
炮弹速度:速度值越大,弹道越平直.大于1000的话和直线武器区别就不大了.作者认为一般火炮把这个值设为300-500
B:直线武器
不受重力影响
设定为0或1,0表示武器没有这个特性,和根本不设定效果相同.
相关参数
tolerance :
发射容许平角:武器开火方向 和 武器主轴方向最大允许角度.设为32k相当于允许它从任意角度开火.
\\
这个64k(16bit)角度的设定非常有趣,其中32k=180度.一般角度计量方法有一个缺陷,就是在-180,和+180之间必须人为转换
\\
pitch tolerance :
发射容许俯仰角度:(可选项)类似发射容许平角,其作用方向是纵向的.
\\
**第一段怎么没有介绍投掷武器?
\\
二:武器发射的方式
分为直线式(没有特殊参数)
炮台式
投掷式(**又是投掷?)
垂直发射式
陨石式(魔法召唤攻击?^_^)
A,投掷:典型->炸弹
投掷参数设为1时,武器只能直线向下运动,不能对空了;并且还使’;跟踪’;参数失效.
投掷式攻击的相关参数:
如果一种武器同时拥有 投掷 和 弹道 特性,它的最终效果就是投掷一个具有弹道抛物线特性的武器
作者曾制作了一种 地毯式轰炸机 的单位,就用了上述方法
B,炮台式:
炮台式武器必须由360度自由旋转,有一定俯仰角度的炮台发出.必须和炮台的脚本相结合才能正常运作.否则,炮台就乱瞄准乱开火.
C,垂直发射式:
单位垂直发射这种武器.这个特性和’;跟踪特性’;配合不好,所以在设计这种单位的时候,必须把它的角速度设定得很大,否则效果大打折扣.
垂直发射相关参数:
不能和’;炮台’;式连用,否则游戏会崩溃.
D:陨石式
介绍无

对了,看里面似乎还有一个“二级武器属性”,不知道是不是能在发射以后改变武器的运动属性。

twophase = Indicates weapon operates in two phases
example:
twophase=1;
Used for twophase weapon.
定义武器是否是’;二级武器’;
Related Parameter
相关参数
It seems For a vlaunch weapon, when combined with flighttime (likes OTA vlaunch missile truck) with twophase missile will fly in circle as much as its flighttime before it really hunting its target i think.
(似乎,对于垂直发射武器,同时赋予’;二级武器’;特性和’;飞行时间’;特性,导弹会先在天上转圈,直到’;飞行时间’;耗尽之后,才会开始攻击目标)
weapontype2 = Describes another weapon that the weapon turns into in the second phase. It seems doesnt work… one of cavedog fail effort perhaps…
二级武器名字:武器在完成第一阶段的飞行时间之后,将转变成这个名字的武器.但是这个似乎不能用.可能是cavedog没有能够实现的构想吧.
(如果实现,把2级武器串连,估计还可以搞多级武器.)

零星兄,帮忙看看这两段吧,我实在理解不过来了.
noautorange = When set the weapon will not detonate at range automatically, used mostly for heavy rockets
burnblow = Weapon will detonate when it comes to the end of its range
这两个到底是什么区别?
如果其他达人知道的话,敬请指教!

为什么我的翻译发了N遍发不出来为什么???

  1. 设置以后武器不会在范围到达后起爆,主要用于重型火箭(2级垂直那种)。
  2. 武器在到达终点时自动引爆。(Flak)
    不知大放在一起会怎样…… 注意那个“not”:slight_smile:

又完成一部分
可能和零星的工作重复了

咬牙!做完了!想改武器属性玩的都可以看看

不错不错,辛苦了!还是建议开一个版子放这些东西。
这个星期的考试成绩估计有危险…… 下星期还要考,要命啊!神啊,救救我吧!!~

对了,同时开“Dropped”和“ballistic”会导致武器失效,不知道原作里“一种武器同时拥有 投掷 和 弹道 特性,它的最终效果就是投掷一个具有弹道抛物线特性的武器”是怎样出现的。

上面的问题不知道
用weapon viewer发现
第8个武器,SBMISSILE"星爆导弹" 以及
第7个,MINDGUN"心灵枪"
在游戏中没有出现.其中心灵枪很多属性都是完全不一样的,比如unitonly
星爆导弹似乎是双阶段的武器,在上面的论述里面有专门提到
有兴趣的可以试试

Starbust的phase2不是没有成功吗?还是说可以单独实用?
最近几天除了K书就是K MGS3 Snake Eater,这代里面的Boss好紧凑,而且都很容易打~