会编脚本的进!

听说脚本控制单位的血量,武器之类的。而我在我的单位.FPI文件里改了武器以及血量。但是进入游戏后。。单位一出场。。血量超少(一空空导弹就被人打爆了。)。。又不能用维修加上去。也不能开火。。但是我在脚本里又找不到有关这类的信息。。。你们教教我。。最好有教程。。

脚本文件是COB,FBI是单位参数文件
FBI可以改生命值 MaxDamage指的就是生命值
Weapon1=ARM_BERTHACANNON;指定使用何种武器
然后再找到武器文件TDF才是武器的修改

教程这里有,不过全英文
http://www.taclub.net/taclub/newTa/thread-7387-1-2.html

进了 .

楼主据说在加拿大。。。英文应该没问题。。。。。:lol

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这些我都知道。。但是我不知道哪里出了错。。建了出来血超少+不会开炮。。我明明把血改到10W的。还有会造铁和电。有声纳。。武器射程和威力比原来的版本厉害了一点点。。其他都没有改。。

10W可能超过了上限,导致系统认为是负数,所以无论什么打一下都挂(这个事例证明做人不能太贪心:L)。还是你把具体改的数据放上来看看。貌似你改的是一个空军?空军必须降落到地面才可以维修。
还有一个参数damagemodifier=0.05;表示所受伤害为5%,不过不是所有单位都有这个,没有就默认为100%

我没见过生命值超过10w的单位,所以估计生命上限是65535。

[ 本帖最后由 Defiler 于 2008-5-14 22:03 编辑 ]

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不是。。我在改ARM的无畏舰。。那不能开火的问题怎么解释? 武器明明也定义好了。。。

[ 本帖最后由 Player1 于 2008-5-15 00:54 编辑 ]

原来猫版的HP上限是大约在3W左右。。我跳到29999就没事了。。。但是还是开不了火。。我晕。。。:Q

那估计上限就是65536的一半——32767。
开火我估计你是把武器设定为对空武器了,对空武器只会在有敌人空军时才能开火,强制攻击是不会开火的,所以你以为不能开火

[ 本帖最后由 Defiler 于 2008-5-15 10:45 编辑 ]

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不是。。如果是对空武器的话。。我应该有设置。。但是武器文件的定义是按照原版战舰武器照抄过来并在射程,炮弹速度和威力方面做了一点改进。。其他都没改。。个人感觉应该不是因为对空武器的问题。。

你是直接改原武器文件,还是复制了一个改,难道是武器ID冲突了?还有那个射程是不能随便改的,因为那是参考射程。如果要增加射程,直接加出射速度就好了。

[ 本帖最后由 Defiler 于 2008-5-15 21:02 编辑 ]

From the default weapons.tdf file included with Total Annihilation comes the following statements: A weapon must fit into one of these basic categories :

  1. Ballistic -弹道武器, 炮弹轨迹是根据重力运算的
  2. Lineofsight - 武器的发射方式是在一条直线,重力不会影响路径,例如激光
  3. Dropped - 掉落式武器,主要是轰炸机投放的炸弹

Variable Description Examples
[DAMAGE] A section within the weapon description itself, it contains two parts:
A default value, which defines how much damage the weapon does to an enemy unit by default.
A list of specific values (on a per-unit basis) that defines how much damage is done by the weapon to a particular unit. (Units such as the “ARM Shooter” use this feature to enable it to inflict extra damage on Cans, Sumos, and Krogoths, and less damage to a Commander).
[DAMAGE]
{
default=1230;
corkrog=2460;
armcom=615;
corcom=820;
corcan=2810;
corsumo=5000;
}
accuracy Amount of accuracy in 64K deg that weapon is good for, 0=100%
aimrate 武器瞄准的平均速度, in 64K deg / sec. Used by UnitView.
areaofeffect 受到伤害的区域大小, one impact per unit in the area areaofeffect=8;
ballistic Is this a “ballistic(弹道)” weapon? ballistic=1;
beamweapon 武器是一个直线光束武器,像激光. beamweapon=1;
burnblow 武器在到达射程时自动爆炸(例如防空炮弹射到半空自动爆炸) burnblow=1;
burst How many repeat times a weapon fires in one burst, such as the Flamethrower or EMG.
burstrate The time delay when in burst mode between events
color Color of beam weapon from the game palette color=144; /* Purple */
color2 Color to use on the beam weapon to make better and cooler, CGT color2=217;
commandfire 武器是否需要每次发射都要手动控制 commandfire=1;
cruise cruise=1;
dropped 是否掉落性武器? (like a bomb out of a bomber) dropped=1;
duration duration=.2;
edgeeffectiveness The percentage (1.0 = 100%) of the damage that is
inflicted at the edge of the area of effect. Used for drop-off (i.e. units at the outskirts of the weapon’s area of effect can take on less damage). edgeeffectiveness =0.1;
endsmoke Draw a puff of smoke when weapon terminates endsmoke=1;
energy Amount of energy needed
energypershot How much energy is consumed each time the weapon is fired. Most use none. energypershot=1500;
explosionart The name of the image within the GAF file specified that is the actual animation sequence. (For example, “pinkboom1” is the animation sequence within “hellfirelaser.gaf” that models a pink explosion). Name of animation sequence for explosion. explosionart =explode5;
explosiongaf The name of the GAF file that describes the particular type of explosion animation. .GAF file that the explosion art is in. explosiongaf=fx;
firestarter What is the (percentage) chance that this weapon will start a fire if something flamable is hit. Weapon will cause fires, expressed as a %, where 100% guarantees a fire. firestarter=90;
flighttime The time the unit will fly for after it enters the second phase of operation, used for starburst missiles flighttime=400;
groundbounce Weapon will not detonate with the ground but instead bounce
guidance Indicates that weapon is guided and uses the turn rate specified totrack enemy unit guidance=1;
ID What is the Weapon ID for the unit. Weapon ID’s, much like Unit ID’s, must be unique. Total Annihilation has a hard-coded limit of 255 weapon ID’s, and TA and the expansion packs used up over 200 of them, so it may be difficult to find a unique ID for your unit considering the many 3rd party groups out there making their own units. ID=160;
lavaexplosionart The name of the image within the GAF file specified that is the actual animation sequence. (For example, “pinkboom1” is the animation sequence within “hellfirelaser.gaf” that models a pink explosion). lavaexplosionart =lavasplashsm;
lavaexplosiongaf The name of the GAF file that describes the particular type of explosion animation. lavaexplosiongaf=fx;
lineofsight lineofsight=1;
metal Amount of metal needed
metalpershot How much metal is consumed each time the weapon is fired. metalpershot=5;
meteor meteor=1;
minbarrelangle The minimum angle (in degrees) the barrels can point, usedin ballistic calculations minbarrelangle=-15;
model 3D model to use as this weapon model=missile;
name Name of the weapon, for reference. name=Annihilator Weapon;
noautorange When set the weapon will not detonate at range automatically, used mostly for heavy rockets noautorange=1;
noexplode No explosion when weapon impacts target noexplode=1;
noradar noradar=1;
paralyzer Does the weapon act as a paralyzer? Weapon will stun the enemy for a length of time described in the
damage field, time=ticks. paralyzer=1;
pitchtolerance pitchtolerance=12000;
propeller if the model has a propeller that spins propeller=1;
randomdecay Maximum time delta that burst weapon will randomly decay at end of path
range 武器射程,按像素计算. range=600;
reloadtime Seconds between shots (floating point allowed) reloadtime=20;
rendertype Type of rendering system to use, 3D model, bitmap, etc rendertype=0;
selfprop Is the weapon self-propelled? Weapon is self propelled with a burn time described by flighttime selfprop=1;
shakeduration When an earthquake is caused by the weapon, how long does it last? shakeduration=2;
shakemagnitude When an earthquake is caused by the weapon, how strong is it? shakemagnitude=32;
smokedelay Smoke dispersal interval expressed in seconds smokedelay=.1;
smoketrail Indicates whether or not a weapon will emit a smoke trail smoketrail=1;
soundhit Sound to make when the weapon detonates (if the weapon detonates) soundhit=xplolrg1;
soundstart Sound to make when the weapon fires. soundstart =annigun1;
soundtrigger Make the weapon sound when the weapon fires in burst mode soundtrigger=1;
soundwater Sound to make when the weapon hits the water
sprayangle Maximum deviation from the straight line to the target the
weapon strays, used for burst weapons sprayangle=1024;
startsmoke Draw a puff of smoke when the weapon fires startsmoke=1;
startvelocity Weapon will start at this velocity instead of 0 startvelocity=250;
stockpile stockpile=1;
targetable targetable=1;
tolerance Amount of accuracy weapon will use when aiming, most are default 0 tolerance=8000;
tracks When set the weapon will track a moving target after a weapon conversion tracks=1;
turnrate Used for guided weapons, is in angular units (0-64k)/second turnrate=32768;
turret Does the weapon originate (i.e. is it fired) from a turret? (as opposed to being launched vertically, I guess) Weapon must be deployed from a turret with a 360 deg rotation and pitch turret=1;
twophase Indicates weapon operates in two phases twophase=1;
unitsonly Does the weapon only affect other units? Weapon will only detonate on enemy units as opposed to
obstructing terrain. unitsonly=1;
vlaunch Is the weapon launched vertically? vlaunch=1;
waterexplosionart The name of the image within the GAF file specified that is the actual animation sequence. (For example, “pinkboom1” is the animation sequence within “hellfirelaser.gaf” that models a pink explosion). Name of animation sequence for water explosion. waterexplosionart =h2oboom1;
waterexplosiongaf The name of the GAF file that describes the particular type of explosion animation. .GAF file that the water explosion art is in. waterexplosiongaf=fx;
waterweapon Weapon is meant to travel through water waterweapon=1;
weaponacceleration Expressed in pixels/second/second weaponacceleratoin =120;
weapontimer How long weapon is active in seconds (floating point allowed), trajectory weapons use 0 so it is calculated weapontimer=2;
weapontype2 Describes another weapon that the weapon turns into in the second phase
weaponvelocity Maximum attainable weapon veolocity in pixels/second weaponvelocity=1000;

A utility exists to help in the creation of a weapon TDF file called Total Weapon. It can be downloaded from TADD’s download area. It does not allow for the setting of all the variables listed here, but it is a good start, and a good reference to figuring out what all these variables mean.

[ 本帖最后由 Defiler 于 2008-5-15 21:48 编辑 ]

看过。。我有那教程。。我就是看着那教程来做的。。