weapons.tdf翻译

一个人的力量是有限的,请大家一起来帮忙。

文件格式如下:

[my_weapon01]
{
  name=my_weapon01;
  areaofeffect=64;
  craterboost=1;
  cratermult=1;
  explosiongenerator=custom:MEDIUM_EXPLOSION_FLASH;
  impulseboost=0;
  impulsefactor=0.4;
  interceptedbyshieldtype=1;
  range=480;
  reloadtime=3.6;
  rendertype=4;
  soundhit=xplolrg3;
  soundstart=largegun;
  turret=1;
  weaponvelocity=250;
  [DAMAGE]
  {
   default=25;
  }
}

[table]
[tr][td]变量[/td][td]说明
例子:例子[/td][td]类型[/td][td]默认值[/td][/tr]
[tr][td=4,1]
瞄准/目标选择
[/td][/tr]
[tr][td]Range
[/td][td]The maximum range of the weapon. If set to noexplode, the weapon will disappear after this range has been met. If set to burnblow, the weapon will explode after this range has been met. Can be set to any numerical value.
例子:range=750;[/td][td]float[/td][td]10[/td][/tr]
[tr][td]Accuracy[/td][td]准确度,数字越大,准确度越差。如果缺省此参数,则该武器会准确命中静止目标,但仍受其他相关参数影响,例如:SprayAngle, TargetMoveError, MovingAccuracy, Wobble。准确度和目标的距离相关,如果目标很近,即使很差的准确度也会命中;如果目标太远,即使很好的准确度也会打偏。一般取值范围500至2000。
例子:accuracy=400;[/td][td]float[/td][td]0[/td][/tr]
[tr][td]MovingAccuracy[/td][td]A weapon’s accuracy while moving. See Accuracy. Can be any numeric value.
例子:movingaccuracy=1000;[/td][td]float[/td]td[/td][/tr]
[tr][td]AlwaysVisible[/td][td]忽略直瞄(LOS)处理,该武器总是能向敌人发射。1-是,0-否。
例子:alwaysVisible=0;[/td][td]bool
[/td][td]0
[/td][/tr]
[tr][td]AreaOfEffect
[/td][td]武器撞击/爆炸的有效范围。此参数影响武器的默认打击强度。目前,BeamLasers类型的武器把AreaOfEffect设置为16或以上会在地面打出弹坑,无论有没有弹坑设置。无论什么类型的武器,其数值都不应该小于8。如果你不知道设置什么数值,就定为伤害值(Damage)的十分之一。
例子:areaofeffect=192;[/td][td]float[/td][td]8[/td][/tr]
[tr][td]AvoidFeature[/td][td]瞄准时避开场景道具不要发射,但发射后仍可能打中。1-是,0-否。
例子:avoidFeature=0;[/td][td]bool
[/td][td]0
[/td][/tr]
[tr][td]AvoidFriendly
[/td][td]瞄准时避开我方单位不要发射,但发射后仍可能打中。1-是,0-否。
例子:avoidFriendly=1;[/td][td]
[/td][td]
[/td][/tr]
[tr][td]CanAttackGround
[/td][td]是否能强制攻击地面。一般用于停止 exploitation of overshoot 和强制攻击隐形或看不到的单位等等,1-是,0-否。
例子:canAttackGround=0[/td][td]
[/td][td]
[/td][/tr]
[tr][td]CylinderTargetting
[/td][td]If greater than 0, range will be checked in a cylinder instead of a sphere:
half height=unitradius*cylinderTargetting
Defaults to 1 for Melee type weapons, 0 otherwise. In 0.76b1, does not work with BeamLaser weapons.(image)

例子:cylinderTargetting=0;[/td][td]
[/td][td]
[/td][/tr]
[tr][td]HeightBoostFactor
[/td][td]高度加成因数,Gives control of cannon range boost from high terrain (more than 1 means increased range, 0 means the cannon has fixed range regardless of height difference to target. default is a magic value calculated on weapon init, based on range tag and theoretical max range.). Can be any numeric value, including negative ones (<0 := automatically calculated).
例子:heightBoostFactor=-1;[/td][td]
[/td][td]
[/td][/tr]
[tr][td]HeightMod[/td][td]Changes the sphere weapon range into an ellipsis. Values above 1.0 mean the weapon cant shoot as high as it can far, values below 1.0 mean it can shoot higher than it can far. 0.5 means it can shoot twice as heigh as far (image). Note that this may not work well with beam weapons, as their minIntensity damage drop off over range is not effected. minIntensity=1 will remove the damage dropoff entirely.
例子:heightMod=1;[/td][td]
[/td][td]
[/td][/tr]
[tr][td]ProximityPriority
[/td][td]Acts as a multiplier for the distance to the target in the priority calculation. Note that negative values make weapons prefer distant targets. Can be set to any numerical value.
例子:proximityPriority=1;[/td][td]
[/td][td]
[/td][/tr]
[tr][td]TargetBorder
[/td][td]If nonzero, targetting units will TryTarget at the edge of collision sphere (radius*tag_value, [-1;1]) instead of its centre. Can be set between -1 and 1. Defaults to 1 for Melee type weapons, 0 otherwise. (image)
例子:targetBorder=1;[/td][td]
[/td][td]
[/td][/tr]
[tr][td]ToAirWeapon
[/td][td]If active, the weapon will only be capable of targetting units with category=VTOL. Also forbids the weapon from attacking ground. Prettymuch the same as an OnlyTargetCategory + CanAttackGround = 0? Can be set to 0 or 1.
例子:toairweapon=1;[/td][td]int[/td][td]0[/td][/tr]
[tr][td]Tolerance
[/td][td]The amount to which the weapon’s “real” aim can be off while the weapon will still be able to fire accurately at the target. For some weapons (Fighters, Fixedlaunchers) this only determines in what arc the unit will fire, the weapon is still fired forwards and will miss unless it has tracking. Can be set to any numerical value.
例子:tolerance=1500;[/td][td]float[/td][td]3000[/td][/tr]
[tr][td]Turret
[/td][td]Set to 1 if weapon is used by a turret that rotates. Set to 0 if weapon is forward firing, ie, has no rotating turret piece.
例子:turret=1;[/td][td]bool[/td][td]0[/td][/tr]
[tr][td]LeadLimit
[/td][td]Limits the maximum distance a unit will lead a target (default is -1 which means infinite).
例子:leadLimit=1;[/td][td]
[/td][td]
[/td][/tr]
[tr][td]Leadbonus
[/td][td]Is multiplied with the unit’s experience and added to the lead limit.
例子:leadbonus=1;[/td][td]
[/td][td]
[/td][/tr]
[tr][td=4,1]
发射

[/td][/tr]
[tr][td]ReloadTime
[/td][td]The amount of time between shots. If a unit is paralyzed, this stops counting down. Can be set to any numerical value.
例子:reloadtime=3.5;[/td][td]float[/td][td]1[/td][/tr]
[tr][td]Model
[/td][td]The 3DO or S3O model to be used as this weapon’s physical representation. 3DO modesl do not need a .3do extension, but S3O weapon do.
例子:model=missile;[/td][td]string[/td][td]
[/td][/tr]
[tr][td]Size[/td][td]Defines the visible size of projectiles. Can be set to any numerical value. Default size is 2 + min(damage / 400, areaOfEffect / 10).
例子:size=10;[/td][td]
[/td][td]
[/td][/tr]
[tr][td]Projectiles
[/td][td]The weapon fires this many projectiles at once (shotgun style). Make sure you put them on different trajectories somehow (sprayangle or different firepoints) because otherwise they’ll all be clumped in one shot. Works well combined with bursts. Can be set to any integer value.
例子:projectiles=1;[/td][td]
[/td][td]
[/td][/tr]
[tr][td]Burst
[/td][td]连发数。每次攻击连续发射多少发子弹/炮弹,必须和BurstRate一起设定。一般取值范围2至20。
例子:burst=3;[/td][td]int[/td][td]1[/td][/tr]
[tr][td]BurstRate[/td][td]连发率。连发时的开火间隔。如果小于0.1则几乎就是齐射了。
例子:burstrate=0.1[/td][td]float[/td][td]0.1[/td][/tr]
[tr][td]SprayAngle[/td][td]How wide the the angle of a burst from a burst weapon can be. Very similar to Accuracy, except that sprayangle effects each projectile in a burst, while Accuracy does not.
例子:sprayangle=1024;[/td][td]float[/td][td]0[/td][/tr]
[tr][td]CommandFire
[/td][td]按命令开火,当下令攻击地面时该武器只射击一次,而不会连续射击。攻击单位时没有影响,仍然会连续射击直到消灭目标。如果该单位设置CanDgun=1,则此参数等同于显示Dgun发射按钮。该武器不会发射,除非按下Dgun按钮。Can be set to 1 or 0.
例子:commandfire=1;[/td][td]bool[/td][td]0[/td][/tr]
[tr][td]EnergyPerShot[/td][td]Energy used per shot. If the specified amount of energy is not available, the weapon will not be able to shoot. Can also be used to specify how much a Stockpile weapon wll cost to build. Can be any numeric value.
例子:energypershot=5;[/td][td]float[/td][td]0[/td][/tr]
[tr][td]MetalPerShot[/td][td]Metal used per shot. If the specified amount is not available, the weapon cannot be fired. Can also be used to specify how much a Stockpile weapon wll cost to build. Can be set to any numeric value.
例子:metalpershot=500;[/td][td]float[/td][td]0[/td][/tr]
[tr][td]Stockpile[/td][td]Can this weapon be stockpiled, for instance like a nuke launcher. Can be set to 1 or 0.
例子:stockpile=1;[/td][td]bool[/td][td]0[/td][/tr]
[tr][td]StockpileTime
[/td][td]Time it takes to create one unit of ammunition (default is weapon’s reload time).
例子:stockpiletime=10;[/td][td]
[/td][td]
[/td][/tr]
[tr][td]SweepFire
[/td][td]If 1 (default 0) it will make the weapon continue firing while it aims for a new target. Only works on continous beam lasers currently. Doesnt seem to work very well at all. Can be set to 1 or 0.
例子:SweepFire=1;[/td][td]
[/td][td]
[/td][/tr]
[tr][td=4,1]
弹道/飞行轨迹

[/td][/tr]
[tr][td]WeaponVelocity
[/td][td]The speed the weapon moves after being fired. If StartVelocity is lower than this number, the weapon will increase speed to its WeaponVelocity at the rate specified by its WeaponAcceleration.
例子:weaponvelocity=800;[/td][td]float[/td][td]0[/td][/tr]
[tr][td]StartVelocity
[/td][td]The starting speed of the weapon as it is first fired. Only applicable to weapons that can accelerate.
例子:startvelocity=200;[/td][td]float[/td][td]0.01[/td][/tr]
[tr][td]WeaponAcceleration
[/td][td]Tells the weapon how fast it should accelerate from its StartVelocity to its actual WeaponVelocity. Increases the weapon’s velocity every second by the amount specified. Can be any numerical value.
例子:weaponacceleration=50;[/td][td]float[/td][td]0[/td][/tr]
[tr][td=4,1]
[/td][/tr]
[tr][td]Ballistic
[/td][td]废弃;用GravityAffected代替。
Set to 1 for the weapon to be subjected to gravity, travelling in an arc through the air, such as cannons. Can be 1 or 0.
例子:
[/td][td]bool[/td][td]0[/td][/tr]
[tr][td]MyGravity[/td][td]For ballistic weapons (Cannon and Bomb), it overrides the map gravity if used. Regular map gravity is around 0.2.
例子:myGravity=0.2;[/td][td]
[/td][td]
[/td][/tr]
[tr][td]TargetMoveError[/td][td]The degree to which a weapon’s aiming will fail to keep up with its target’s movement. If set very low or not set at all, a weapon will lead its target and almost always hit unless there’s a lot of micromanagement on the part of the person controlling the target. If set too high (about 0.3 or above), the weapon will have a lot of difficulty even tracking its target enough to get a shot off. Can probably only be set between 0 and 1. Beyond 1, the weapon would be virtually useless.
例子:targetmoveerror=0.15;[/td][td]float[/td][td]0[/td][/tr]
[tr][td]PredictBoost
[/td][td]How much should the weapon predict unit speeds (similar to targetMoveError). Default 0 for non-burnblow, 0.5 for burnblow weapons. Can be set to any numerical value (0.0-1.0).
例子:predictBoost=1;[/td][td]
[/td][td]
[/td][/tr]
[tr][td]NumBounce
[/td][td]The maximum number of times a weapon will bounce. -1 for infinite. Defaults to -1
例子:numbounce=5;[/td][td]int[/td][td]-1[/td][/tr]
[tr][td]BounceRebound
[/td][td]弹体反弹时垂直方向的速度是原来的多少。一般取值范围0.3至1,粘附炸弹应设为0,弹跳炸弹可设为2。
例子:bouncerebound=.8;[/td][td]float[/td][td]1[/td][/tr]
[tr][td]BounceSlip[/td][td]弹体反弹时水平方向的速度是原来的多少。一般取值范围0.3至1,粘附炸弹应设为0,弹跳炸弹可设为2。
例子:bounceslip=.8;[/td][td]float[/td][td]1[/td][/tr]
[tr][td]GroundBounce
[/td][td]Weather the weapon projectile will bounce on the ground (on land or the ocean floor). The bounce angle is effected by the slope of the terrain. For non-water weapons, the projectile will still explode if it hits the water. Can be 0 or 1, defaults to 0 (off)
例子:groundbounce=1;[/td][td]bool[/td][td]0[/td][/tr]
[tr][td]WaterBounce[/td][td]Weather the weapon projectile will bounce on the surface of the water. Can be 0 or 1, defaults to 0 (off)
例子:waterbounce=1;[/td][td]bool[/td][td]0[/td][/tr]
[tr][td]WaterWeapon
[/td][td]Determines if the weapon can pass through water, fire underwater (though FireSubmersed can change this) and target underwater units. Some weapontypes (Beamlasers, Lightning) can pass through water anyway (players can exploit this with force-firing), but will not auto-fire at underwater targets without this tag. Used for Torpedo weapontype auto-detection, so set the Weapontype manually to use for any other weapon type. Can be set to 1 or 0.
例子:waterweapon=1;[/td][td]bool[/td][td]0[/td][/tr]
[tr][td]SubMissile
[/td][td]For TorpedoLaunchers, if set to 1 the torpedo will travel outside of water (But still behave like a torpedo, IE, falling with slower gravity etc). It will not emit a smoketrail. When fired from a plane it will behave the same way but the plane will probably be considered a fighter, not a bomber. Can be set to 1 or 0.
例子:subMissile=0;[/td][td]
[/td][td]
[/td][/tr]
[tr][td=4,1]
伤害/命中判断

[/td][/tr]
[tr][td]CollideFriendly[/td][td]是否会打中友军。0-不会,1-会;
例子:collisionFriendly=1;[/td][td]bool
[/td][td]
[/td][/tr]
[tr][td]CollisionSize
[/td][td]弹体的大小,对喷火武器来说是百分比,对电磁、等离子、激光类武器是绝对值。
例子:collisionSize=30;[/td][td]float
[/td][td]
[/td][/tr]
[tr][td]DynDamageExp
[/td][td]Exponent of the range damage formula, 0 (the default) disables dynamic damage. 1 means linear scaling. Only used by BeamLasers and LightingCannons. Can be any numeric value. (image)
例子:dynDamageExp=0;[/td][td]
[/td][td]
[/td][/tr]
[tr][td]DynDamageInverted
[/td][td]Inverts the damage curve (more damage at far range). Only used by BeamLasers and LightingCannons. Can be 0 or 1.
例子:dynDamageInverted=0;[/td][td]
[/td][td]
[/td][/tr]
[tr][td]DynDamageMin[/td][td]Minimum dynamic range damage value. Only used by BeamLasers and LightingCannons. Can be any numeric value.
例子:dynDamageMin=0;[/td][td]
[/td][td]
[/td][/tr]
[tr][td]DynDamageRange
[/td][td]If set it will use this value in the dynamic range damage formula instead of the range value from the weapon in the calculation. Only used by BeamLasers and LightingCannons. Can be any numeric value.
例子:DynDamageRange=400;[/td][td]
[/td][td]
[/td][/tr]
[tr][td]EdgeEffectiveness[/td][td]Determines what percent of a weapon’s maximum damage value will be applied to units as they are closer to the outer edge of the weapon’s AreaOfEffect. Must have a decimal value between 0 and 1. Default in OTA was 0, probably the same in Spring. (image)
edgeEffectiveness=0.25;[/td][td]
[/td][td]
[/td][/tr]
[tr][td]FireStarter
[/td][td]How likely the weapon will set trees on fire. High values make trees likey to be set on fire, low values make trees likely to just explode or tip over. Can be any numeric value between 0 and 100.
例子:fireStarter=75;[/td][td]float[/td][td]0[/td][/tr]
[tr][td]FireSubmersed
[/td][td]If set the weapon can fire underwater, if not then not. Use it for weapons that cannot fire underwater but can hit underwater targets. Works even for torpedoes. Can be 0 or 1.
例子:fireSubmersed=1;[/td][td]
[/td][td]
[/td][/tr]
[tr][td]Guidance
[/td][td]废弃;无任何作用
例子:
[/td][td]bool[/td][td]0[/td][/tr]
[tr][td]ImpulseBoost
[/td][td]A constant factor added on the weapon’s impulsefactor. Can be any numeric value, including negative ones.
例子:impulseBoost=0.5;[/td][td]
[/td][td]
[/td][/tr]
[tr][td]ImpulseFactor
[/td][td]The multiplier on the weapon’s default impulsefactor, which is determined based on a weapon’s default damage and AreaOfEffect. The impulse of a weapon is how strong of a kinetic force will be applied to its target or anything near the point of impact. Can be any numeric value, including negative ones.
例子:impulsefactor=2.5;[/td][td]float[/td][td]1[/td][/tr]
[tr][td]InterceptedByShieldType
[/td][td]Bitfield representing the types of shields that can intercept this weapon. The best way to think about this is to think of it as the resulting binary. Every digit of binary that is set to one means that a shield with that digit set to one will intercept this weapon, for instance, the example will result in the weapons being blocked by shields with types 1 and/or 3. Maxium of 32 unique types. See Shield Interception Tag Use.
例子:InterceptedByShieldType=5;[/td][td]int[/td][td]0[/td][/tr]
[tr][td]NoExplode
[/td][td]Whether or not the weapon will expire on impact or continue. An example is the d-gun. Note that these weapons will do damage every single frame they are inside the hitsphere of an object, underground or under water, massively multiplying their damage. Can be set to 1 or 0.
例子:noexplode=1;[/td][td]bool[/td][td]0[/td][/tr]
[tr][td]NoSelfDamage
[/td][td]This tag doesnt work. There is a kludgey gadget that can be used in its place. Theoretically, the weapon will not damage the unit that fired it. For instance, a nuke silo could shoot itself and not take any damage. Can be set to 1 or 0.
例子:noselfdamage=1;[/td][td]bool[/td][td]0[/td][/tr]
[tr][td]Paralyzer
[/td][td]If active, this weapon will not cause any damage to its target, but will instead paralyze (aka EMP). The default damage value of a weapon with this active will be applied to the target’s HP; once the HP is overwhelmed, it will be paralyzed. Can be set to 1 or 0.
例子:paralyzer=1;[/td][td]bool[/td][td]0[/td][/tr]
[tr][td]ParalyzeTime
[/td][td]On Paralyzer weapons, determines the maximum length of time the target will be paralyzed (In seconds?). The timer is refreshed every time the target is hit by the weapon. Can be set to any numerical value.
例子:paralyzetime=10;[/td][td]
[/td][td]
[/td][/tr]
[tr][td=4,1]
视觉特效

[/td][/tr]
[tr][td]CameraShake[/td][td]震动镜头(屏幕)。需要配合CameraShake widget来工作。一般取正整数
例子:cameraShake=5;[/td][td]int
[/td][td]0
[/td][/tr]
[tr][td]CegTag
[/td][td]特效名称,每一帧生成一个特殊的“爆炸”。一般用于模拟动态光照、烟雾、火焰、电球、魔法和其他各种东西。设置为自定的特效名称,每帧调用一次。
例子:cegtag=MISSILE_SMOKE_FX;
[/td][td]
[/td][td]
[/td][/tr]
[tr][td]RenderType
[/td][td]废弃;自动根据WeaponTypes参数设定。
例子:
[/td][td]
[/td][td]
[/td][/tr]
[tr][td]CraterBoost
[/td][td]Adds a constant factor to the terraform the explosion does. Can be any numeric value. (default 0)
例子:craterMult=0.1;[/td][td]
[/td][td]
[/td][/tr]
[tr][td]CraterMult
[/td][td]Multiplies with the terraform the explosion does. Can be any numeric value. (default :=impulsFactor)
例子:craterMult=1.2;[/td][td]
[/td][td]
[/td][/tr]
[tr][td]ExplosionSpeed
[/td][td]未确定用途,可能是爆炸动画的速度/时间,(可能只用于光速类武器)。默认计算方式是:
gd=max(30, DefaultDamage/20);
expSpeed=(8+(gd2.5))/(9+(sqrt(gd).7))/2;
例子:explosionSpeed=5;[/td][td]
[/td][td]
[/td][/tr]
[tr][td]SmokeTrail
[/td][td]Does the projectile leave a smoke trail or not. Can be set to 1 or 0.
例子:smoketrail=1;[/td][td]bool[/td][td]0[/td][/tr]
[tr][td=4,1]
声效

[/td][/tr]
[tr][td]SoundHit
[/td][td]The sound made whe the weapon hits. Must reference a .wav file in the .\Sounds directory.
例子:soundhit=emghit;[/td][td]string[/td][td]
[/td][/tr]
[tr][td]SoundHitVolume[/td][td]Can be any numerical value between 0 and 1.
例子:soundhitvolume=0.5;[/td][td]
[/td][td]
[/td][/tr]
[tr][td]SoundStart
[/td][td]The sound made when the weapon begins to fire. Will fire only once if the weapon is shot in a burst. Must reference a .wav file in the .\Sounds directory.
例子:soundstart=emgfire;[/td][td]string[/td][td]
[/td][/tr]
[tr][td]SoundStartVolume[/td][td]Can be any numerical value between 0 and 1.
例子:soundstartvolume=0.5;[/td][td]
[/td][td]
[/td][/tr]
[tr][td]SoundTrigger[/td][td]If active, the weapon will sound every time a shot is fired in a burst sequence. Can be set to 1 or 0.
例子:soundtrigger=1;[/td][td]bool[/td][td]0[/td][/tr]
[tr][td=4,1]
光束/激光武器

[/td][/tr]
[tr][td]BeamDecay
[/td][td]光束衰减,用于BeamLasers类型武器,定义光线减弱的快慢(每次减弱为原来的多少)。不清楚是否仅用于视觉效果?一般取值范围0至1。
例子:beamDecay=0.9;[/td][td]float
[/td][td]0[/td][/tr]
[tr][td]BeamLaser
[/td][td]废弃;用WeaponTypes=BeamLaser代替。
Can be 1 or 0.
[/td][td]bool[/td][td]1[/td][/tr]
[tr][td]BeamTime
[/td][td]光束照射时长,用于BeamLasers类型武器,在开始计算ReloadTime之前,光束武器会照射多少秒。伤害值会被平均分布于光束照射时间中。在照射期间,武器会不断瞄准目标。
例子:beamtime=0.5;[/td][td]float
[/td][td]1
[/td][/tr]
[tr][td]BeamTTL
[/td][td]光束存在时间(帧数),用于BeamLasers类型武器,定义光束显示时间(帧数),仅用于视觉效果。
例子:beamTtl=10;[/td][td]
[/td][td]
[/td][/tr]
[tr][td]BeamWeapon
[/td][td]废弃;用WeaponType=LaserCannon代替。
Can be 1 or 0.
[/td][td]bool[/td][td]0[/td][/tr]
[tr][td]CoreThickness
[/td][td]激光核心的浓度(透明度),即rgbColor2参数指定的部分。
例子:coreThickness=0.25;[/td][td]float
[/td][td]
[/td][/tr]
[tr][td]Color[/td][td]废弃;Use rgbColor instead.
[/td][td]int[/td][td]0[/td][/tr]
[tr][td]Color2
[/td][td]废弃;Use rgbColor2 instead.
[/td][td]int[/td][td]0[/td][/tr]
[tr][td]RGBColor
[/td][td]光线颜色,格式为“红 绿 蓝”。
例子:rgbcolor=1 0.3 1; - this would make evul-purple
[/td][td]
[/td][td]
[/td][/tr]
[tr][td]RGBColor2
[/td][td]仅用于激光类武器,设定激光核心的颜色。默认是白色(1 1 1)
例子:RGBColor2=0 1 0; - this would make a weird green middle for the evul-purple laser
[/td][td]
[/td][td]
[/td][/tr]
[tr][td]Duration
[/td][td]Length of the beam of BeamWeapon projectiles. Purely visual. Effected by velocity (faster beam = longer). Can be any numeric value. Used for rendertype 0 and 7 weapons.
例子:duration=.5;[/td][td]
[/td][td]
[/td][/tr]
[tr][td]FallOffRate[/td][td]Rate at which the beamweapon fades out after it goes past its maximum range. 0 is never fade out, 1 is finish fading out exactly at max range, the default 0.5 is the previous behaviour. Purely visual.
例子:FallOffRate=0.5;[/td][td]
[/td][td]
[/td][/tr]
[tr][td]HardStop[/td][td]For LaserCannon, defines if the laser effect stops or fades out. Can be 0 or 1.
例子:hardStop=0;[/td][td]
[/td][td]
[/td][/tr]
[tr][td]Intensity
[/td][td]Alpha (brighness and washout effect) of the weapon. Can be used on any rendertype 0, 3, or 4 weapon. Can be any numeric value.
例子:intensity=1.5;[/td][td]float[/td][td]0.9[/td][/tr]
[tr][td]LargeBeamLaser
[/td][td]If set to 1 a beamlaser uses an alternate graphics effect. Can be 0 or 1.
例子:largeBeamLaser=0;[/td][td]
[/td][td]
[/td][/tr]
[tr][td]LaserFlareSize
[/td][td]Size of the flare for laser weapons, multiplier for thickness. Can be set to any numeric value. (default: 15)
例子:laserFlareSize=15;[/td][td]
[/td][td]
[/td][/tr]
[tr][td]PulseSpeed
[/td][td]On LargeBeamLaser, how fast the pulsating effect at the beam start is. Can be set to any numerical value.
例子:pulseSpeed=15;[/td][td]
[/td][td]
[/td][/tr]
[tr][td]ScrollSeed[/td][td]Only used by LargeBeamLaser. How fast the beam apears to be moving towards it target. Can be set to any numerical value.
例子:scrollSeed=1;[/td][td]
[/td][td]
[/td][/tr]
[tr][td]LineOfSight
[/td][td]废弃;It is only used to detect the weapontype of ota weapon configs, just set the weapontype manually and dont use it.
例子:
[/td][td]bool[/td][td]0[/td][/tr]
[tr][td]LodDistance[/td][td]Minimum camera distance at which the default beamweapon projectile is simplified to rectangle. Can be set to any numeric value. (default: 1000)
例子:lodDistance=1000;[/td][td]
[/td][td]
[/td][/tr]
[tr][td]MinIntensity
[/td][td]Beamlaser damage falls off over its range. MinIntensity determines the minimum amount of damage done. 1=100%, and will thus turn off the damage falloff entirely. Default is 0.4? Can be set to any numeric value?
例子:minIntensity=0.1;[/td][td]
[/td][td]
[/td][/tr]
[tr][td]Thickness[/td][td]Thickness of a beamweapon or beamlaser, default is 2. Can be set to any numerical value.
例子:thickness=4;[/td][td]float[/td][td]2[/td][/tr]
[tr][td]TileLength
[/td][td]Only used by LargeBeamLaser. Defines the length before the texture used is repeated (tiled).
例子:tileLength=4;[/td][td]
[/td][td]
[/td][/tr]
[tr][td=4,1]
导弹

[/td][/tr]
[tr][td]Tracks
[/td][td]If the missile tracks a moving target. Can be set to 1 or 0.
例子:tracks=1;[/td][td]bool[/td][td]0[/td][/tr]
[tr][td]Turnrate
[/td][td]How fast a guided weapon can turn. Can be any numerical value between 0 and 64000. If set to 0, the weapon can’t turn at all, if set to 64000, the weapon can literally defy all known physics and turn 180 degrees in a fraction of a second. This is relative to a weapon’s velocity; a weapon with a very low velocity (~200) wouldn’t need a very high turnrate to keep up with a fighter, although it would probably never catch it because of its slow speed. A weapon with a very high velocity (~1000) would need a very high value in order to be able to hit targets that turn suddenly.
例子:turnrate=32000;[/td][td]float[/td][td]0[/td][/tr]
[tr][td]Dance[/td][td]For missles, unlike wobble it doesn’t rotate the missile and it prevents the missile from going too far off course so a dancing swarm will remain coherent. Can be any numeric value.
例子:dance=97;[/td][td]
[/td][td]
[/td][/tr]
[tr][td]FixedLauncher
[/td][td]For missiles, starburst missiles and torpedoes, this makes the projectile spawn with the orientation of the shooting piece instead of their normal orientation. The weapon will not properly check if allies are in the way so make sure you align the launchers in a way that won’t hammer right into your own forces and perhaps use collideFriendly=0. FixedLauncher conflicts with trajectoryHeight and IMO combining them is pointless anyway so don’t use both on a weapon. Can be 0 or 1.
例子:fixedLauncher=0;[/td][td]
[/td][td]
[/td][/tr]
[tr][td]BurnBlow[/td][td]该武器达到最大射程后会自毁,一般用于等离子武器、导弹、高射炮等。
例子:burnblow=1;[/td][td]bool[/td][td]0[/td][/tr]
[tr][td]FlightTime
[/td][td]For missile weapons, how long before their engines turn off and they fall to the ground (becoming essentially ballistic projectiles). Can cause overshoot exploits if too high, or missiles falling short of their targets if too low. Can be any numeric value.
例子:flightTime=10;[/td][td]
[/td][td]
[/td][/tr]
[tr][td]TrajectoryHeight[/td][td]The height of the arc of a missile weapon. It is useful for compensating for mountains or debris. Is relative to the weapons speed (Higher speed, higher arc) and the range the weapon is firing at (Lower range lower arc). Requires Guidance and Turnrate to hit its target when over 1.
例子:trajectoryheight=0.8;[/td][td]float[/td][td]0[/td][/tr]
[tr][td]VLaunch[/td][td]垂直发射,废弃;Used to autodetect “StarburstLauncher” weapontypes. Might as well use Weapontype=StarburstLauncher.
例子:
[/td][td]bool[/td][td]0[/td][/tr]
[tr][td]WeaponTimer
[/td][td]For StarburstLauncher, how long until the weapon will travel before guidance takes effect. The weapon will turn to actually go towards its target after the specified number of seconds has expired. Can be set to any numerical value.
例子:weapontimer=5;[/td][td]float[/td][td]0[/td][/tr]
[tr][td]Wobble
[/td][td]The amount that a missile will wobble off-course. Requires TurnRate. Turnrate will wrestle with wobble to keep the weapon on course, so wobble must be high enough to compensate to have any effect. Can be set to any numerical value between 0 and 64000.
例子:wobble=15000;[/td][td]float[/td][td]0[/td][/tr]
[tr][td=4,1]
拦截

[/td][/tr]
[tr][td]Interceptor
[/td][td]Can intercept missiles with the Targetable (or Cruise?) tag.
例子:interceptor=1;[/td][td]
[/td][td]
[/td][/tr]
[tr][td]Targetable
[/td][td]If active, the weapon will be automatically targeted by any Interceptor weapons.
例子:targetable=1;[/td][td]int[/td][td]0[/td][/tr]
[tr][td]Coverage
[/td][td]用于区域性反制武器,例如反核弹。This will be shown on the minimap as a guide if the weapon is stockpile=1. Can be any numeric value.
例子:coverage=1280;[/td][td]float[/td][td]0[/td][/tr]
[tr][td=4,1]
喷火器
[/td][/tr]
[tr][td]ColorMap
[/td][td]仅用于喷火器,必须是CColorMap类型。
例子:colorMap=1 0 0 1 0 1 0 1;
(red to green fade)
[/td][td]
[/td][td]
[/td][/tr]
[tr][td]FlameGFXTime
[/td][td]Makes the flamethrower projectile stay alive as a graphical effect (doesnt do any damage) after it has reached maxrange. It is defined in percent, so 1.2 makes it remain 20% beyond maxrange. Can be any numeric value.
例子:flamegfxtime=1.2;[/td][td]
[/td][td]
[/td][/tr]
[tr][td]SizeGrowth[/td][td]Defines how fast flame projectiles will grow in size. Can be set to any numerical value.
例子:sizegrowth=0.6;[/td][td]
[/td][td]
[/td][/tr]
[tr][td=4,1]
轰炸

[/td][/tr]
[tr][td]Dropped
[/td][td]Sets the weapon to be dropped, like from a bomber. Needs the Model tag to be specified. Might as well use Weapontype=AircraftBomb? Can be set to 1 or 0.
例子:dropped=1;[/td][td]bool[/td][td]0[/td][/tr]
[tr][td]Selfprop
[/td][td]废弃;(does nothing)
[/td][td]bool[/td][td]0[/td][/tr]
[tr][td]ManualBombSettings
[/td][td]For Bombers, use burst and burstrate tags instead of hardcoded values. Can be set to 1 or 0.
例子:manualBombSettings=1;[/td][td]
[/td][td]
[/td][/tr]
[/table]

相关连接
http://springrts.com/wiki/Weapons
http://springrts.com/wiki/Weapon_Variables

我曾经做过的小小研究:http://www.taclub.net/taclub/newta/thread-11332-1-2.html
另外搜一下小男孩的帖子吧,里面转了很多技术贴

楼上是TAK不是Spring

国内的Spring modder非常罕见,恐怕楼主主要还是得依赖自己的力量

TAK也有一些用语是通用的。。。因为TA-TAK-SPRING很多东西是一脉相承的

求翻译,即使不会做MOD,能看懂英文的就行。

支持一下,提高下知名度

还要继续加油