战争之人正式版修改

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第一帖,教你怎么修改存档,附上改好的主程序。


以下修改以德军为例。

1.资源数
{scoreTotal 2000} 总数
{scoreCurrent 2000} 当前数


2.支援单位修改,以虎式为例修改为无限数量
{"player_hero"
{state hidden}
{text ""}
{image ger_hero} //支援单位图片
{hint ""}
{count 1} //数量 -1为无限。注:老虎比较特别,修改无限数量需要修改REINFORCEMENTS属性,看下
{score 1} //耗费资源
{delay 0}
{eventStart "player_hero"}
{waypoint "13"}
}
//老虎无限要加一个trigger
{"REINFORCEMENTS:PLAYER/PLAYER_HERO"
{CONDITION
{TERMS
{"1.EVENT"
{ID "PLAYER_HERO"}
}
}
}
{ACTIONS
{"MUSIC"
{START "/MUSIC/SKIRMISH_HERO_GER.MP3"}
{VOLUME GAME}
{FADE 3}
}
{"MUSIC"
{STOP "/MUSIC/SKIRMISH_BACKGROUND_01.MP3"}
{VOLUME GAME}
{FADE 3}
}
{"MUSIC"
{STOP "/MUSIC/SKIRMISH_BACKGROUND_02.MP3"}
{VOLUME GAME}
{FADE 3}
}
{"MUSIC"
{STOP "/MUSIC/SKIRMISH_PROGRESS.MP3"}
{VOLUME GAME}
{FADE 3}
}
{"DELAY"
{TIME 10}
}
{"EVENT"
{EVENT "PLAYER_HERO"}
{MODE RESET}
{DELAY 0}
}
{"WAYPOINT"
{WHO
{TYPE ACTOR}
{ACTORS
{TAG PLAYER_HERO}
}
}
{ACTION
{TYPE START}
{WAYPOINT "13"}
{MAKE_SQUAD}
}
}
{"ACTOR_STATE"
{SELECTOR
{TAG PLAYER_HERO}
}
{CONTROL USER}
{MOVE_MODE HOLD}
{WEAPON_PREPARE ON}
{MOVEMENT
{SPEED SLOW}
}
}
{"DELAY"
{TIME 10}
}
{"EVENT"
{EVENT "SKIRMISH_REINF_HERO"}
{MODE SET}
{DELAY 0}

}
{"AUTOASSIGN"
{SELECTOR
{TAG PLAYER_HERO}
}
}
{"ENTITY_STATE"
{SELECTOR
{TAG PLAYER_HERO}
{ZONE "GAMEZONE"}
}
{TAG_REMOVE PLAYER_HERO}
}
{"DELAY"
{TIME 1}
}
{"INVENTORY"
{SELECTOR
{SOURCE ADVANCED}
{IGNORE_CAPTURED_BY_USER 0}
{GROUP
{INCLUDE
{TAG
{TAG PLAYER}
}
}
{EXCLUDE
{TAG
{TAG PLAYER_MEDIC}
}
}
}
}
{ACTION REMOVE}
{ITEM "MORPHINE"}
{AMOUNT 1000}
}
{"DELAY"
{TIME 29}
}
{"MUSIC"
{STOP "/MUSIC/SKIRMISH_HERO_GER.MP3"}
{VOLUME GAME}
{FADE 10}
}
{"DELAY"
{TIME 5}
}
{"TRIGGER"
{NAME "X:MUSIC/MUSIC_01"}
}
//加入下面这短重新触发老虎,否则即使数量改为-1也只能召一个。
{"trigger"
{name "reinforcements:player/PLAYER_HERO"}
}
}
}

3.支援单位修改,修改支援单位种类这里以德军的stug4g(4突)为例,因为比较特殊
{"player_armor_03"
{state hidden}
{text ""}
{image stug4g} //图片,修改为你想要单位的图片,单位代码看后续说明
{hint ""}
{count -1}
{score 500} //支援消耗点数
{delay 20}
{eventStart "player_armor_03"}
{waypoint "8"}
}
//4突的属性

//stug4g是4突的游戏代码,0xa028是单位代码
//要改成虎王就把 stug4g 改成 pz6b,其他不用动
{Entity "stug4g" 0xa028
{Position -3428.5 7684.35 10.24}
{xform zl -125.43 y 5 zw 34.74}
{TexMod
{"/entity/-vehicle/tank_medium/stug4g/stug4" "2"}
{"/entity/-vehicle/tank_medium/stug4g/shi

elds" "2"}
}
{SpawnedInFog}
{Skeleton
{BoneSave "basis body cover"
{Orientation
-0.55 -0.161 0.819
0 0.981 0.193
-0.835 0.107 -0.54
}
}
}
{Volume "ram"
{able {visible 0}{bullet 0}{obstacle 0}{contact 0}{contact_ground 0}{blast 0}{select 0}{touch 0}}
}
{Extender "enumerator"
{number 735}
}
{Interaction
{Calls
{"start_check_sinking" 2422 -2.823}
}
}
{Player 2}
{Operatable}
{MID 74}
{Chassis
{MovementSpeed 0.0555556}
}
}
//四突的物品,之所以4突为例,就是因为这个预先设定了物品,大部分的支援单位都用默认装备。
//比如要改成虎王,需要加虎王的弹药,太麻烦,直接把下面这段删掉,改出的虎王就是游戏预先设置好的物品。
{Inventory 0xa028 //这个代码和上面的代码一致,代表4突的物品
{box
{clear}
{item "repair_kit" 2 {cell 0 0}}
{item "dynamite" {cell 2 0}}
{item "can" {cell 4 0}}
{item "bullet75" "ap" "ammo" 36 {cell 0 2}}
{item "bullet75" "fg" "ammo" 27 {cell 0 3}}
{item "bullet75" "apcr" "ammo" 5 {cell 0 4}}
{item "mgun" "ammo" 600 {cell 4 2}}
{item "mg42" filled {cell 0 5}{user "mgun"}}
}
}

4.加入英军的火炮资源,这个火炮威力可比155mm榴弹炮威力大,而且全屏,用起来比较舒服。
这里吧德国的自爆坦克(废柴),改成英国的火炮支援

这个就是奖励单位,德国就是自爆坦克。
{"player_bonus"
{state hidden}
{text ""}
{image ger_bonus}
{hint ""}
{count -1}
{score 1}
{delay 10}
{eventStart "player_bonus"}
{waypoint "7"}
}
//找到单位属性{"reinforcements:player/player_bonus",吧下面这段粘贴上覆盖原有代码。
{"reinforcements:player/player_bonus"
{condition
{terms
{"1.event"
{id "player_bonus"}
}
}
}
{actions
{"event"
{event "player_bonus"}
{mode reset}
{delay 0}
}
{"delay"
{time 0.1}
}
{"waypoint"
{who
{type actor}
{actors
{tag player_bonus_targe

t}
}
}
{action
{type start}
{waypoint "7"}
{approach teleport}
}
}
{"spawn"
{entity "skirmish_bonus_pointer"}
{waypoint "7"}
}
{"delay"
{time 6}
}
{"music"
{start "/sound/world/ambient/distant canonade.wav"}
{volume game}
}
{"delay"
{time 4}
}
{"event"
{event "skirmish_reinf_bonus"}
{mode set}
{delay 0}
}
{"delay"
{time 2}
}
{"switch"
{"default"
{"spawn"
{entity "artillery_explosion"}
{waypoint "7"}
}
{"delay"
{time 0.2}
}
{"spawn"
{entity "artillery_explosion"}
{waypoint "7"}
}
{"delay"
{time 0.2}
}
{"spawn"
{entity "artillery_explosion"}
{waypoint "7"}
}
{"delay"
{time 2}
}
{"spawn"
{entity "artillery_explosion"}
{waypoint "7"}
}
{"delay"
{time 0.2}
}
{"spawn"
{entity "artillery_explosion"}
{waypoint "7"}
}
{"delay"
{time 0.2}
}
{"spawn"
{entity "artillery_explosion"}
{waypoint "7"}
}
{"delay"

{time 2}
}
{"spawn"
{entity "artillery_explosion"}
{waypoint "7"}
}
{"delay"
{time 0.2}
}
{"spawn"
{entity "artillery_explosion"}
{waypoint "7"}
}
{"delay"
{time 0.2}
}
{"spawn"
{entity "artillery_explosion"}
{waypoint "7"}
}
{"music"
{stop "/sound/world/ambient/distant canonade.wav"}
{volume game}
}
}
}
{"delay"
{time 0.7}
}
{"delete"
{selector
{tag skirmish_bonus_pointer}
}
}
{"delay"
{time 0.1}
}
{"entity_state"
{selector
{tag player_bonus_target}
}
{tag_add hidden}
{inactive on}
}
{"inventory"
{selector
{source advanced}
{ignore_captured_by_user 0}
{group
{include
{tag
{tag player}
}
}
{exclude
{tag
{tag player_medic}
}
}
}
}
{action remove}
{item "morphine"}
{amount 1000}
}
{"delay"
{time 1}
}
{"trigger"
{name "reinforcements:player/player_bonus"}
}
}
}

5.开局打开所有支援

单位。
{Helpers 找到flag_?0?_reinf之类的,把支援单位的打开条件都设置成1。
{event "flag_a01_reinf" 0}0都改成1
{event "flag_a03_reinf" 0}0都改成1
有不少类似的,全改掉。

{vars
{"player_score"
{value 30}
}
{"menu:1" //步兵支援
{value 4}
}
{"menu:2" //炮兵支援
{value 3}
}
{"menu:3" //中坦克支援
{value 0} //默认没打开,改成1就行了
}
{"menu:4" //重坦克支援
{value 0} //默认没打开,改成1就行了
}
}
以上都改好后,进入游戏所有支援就全打开了。

6.加快敌人出兵速度(喜欢玩防守的可以爽爽)
每个国家的任务,敌人都大概有4-5组步兵支援,1-8种装甲支援,类似下面。同样根据下面代码搜索可以知道支援的种类,可以自己取舍。
{event "enemy_armor_01" 0}
{event "enemy_armor_02" 0}
{event "enemy_armor_03" 0}
{event "enemy_armor_04" 0}
{event "enemy_armor_05" 0}
{event "enemy_armor_06" 0}
{event "enemy_armor_07" 0}
{event "enemy_infantry_01" 0}
{event "enemy_infantry_02" 0}
{event "enemy_infantry_03" 0}
{event "enemy_infantry_04" 0}
{event "enemy_infantry_05" 0}

以enemy_infantry_01步兵为例,修改出兵时间。

{"reinforcements:ai/enemy_infantry_01"
{condition
{expression "1 & 2 & !3"} //达成1 2 条件,而且3号条件不成立,就刷兵。这里改成{expression "1 & !3"}
{terms
{"1.event"
{id "enemy_infantry_01"}
}
{"2.entities"
{selector
{player "1"}
{type human}
{state "not dead"}
}
{count
{op "<<"} //这个条件我忘记什么意思了,所以上面的条件判断里吧2去掉。
{value 250}
}
}
{"3.event"
{id "start_won"}
}
}
{actions
{"waypoint"
{who
{type actor}
{actors
{tag enemy_infantry_01}
}
}
{action
{type start}
{waypoint "143"}
{clone}
{make_squad}
{approach "teleport & rotate"}

}
}
{"actor_state"
{selector
{tag enemy_infantry_01}
}
{weapon_prepare on}
{movement
{speed fast}
}
}
{"delay"
{time 20}
}
{"entity_state"
{selector
{tag enemy_infantry_01}
{zone "gamezone"}
}
{tag_remove enemy_infantry_01}
}
{"delay"
{time 240} //想要30秒一波兵这里就改成 30
}
{"trigger"
{name "reinforcements:ai/enemy_infantry_01"}
}
}
}
}




游戏单位代码查看。
mowas\resource\game.pak 复制一份,改成.zip解压,进入inte**ce\scene\structure\目录里面是基本所有单位的代码,具体哪个是什么自己试.
inte**ce\scene\unit_icon\ 这个里面全是单位图标,图标名字就是单位代码,看起来比较方便。dds图片,自己找工具打开。

附上两个我比较喜欢的单位代码,上面目录中找不到的
churchill_mk_vii 丘吉尔重型巡洋舰坦克,底盘很时尚,很抗揍,炮塔很烂,总体来说比较酷。
churchill_avre 炮换成了290mm火箭弹,威力不错,射程只有80...

配合使用 /thread-3219577-1-2.html,我修改好的主程序,无限弹药,无限油料,无限医药包.



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