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AA修改之第4集:建筑物与卡车

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1楼2012-05-27 07:05回复
    首先建筑物篇


    2楼2012-05-27 07:06
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      [BodyComponent]
      health = 3500
      defense = 5
      以英国总部为例子,这是血量和防御力,没啥说得


      3楼2012-05-27 07:07
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        [DefenderComponent]
        {
        control_range = 20
        这个是补给线大小,可以自行调节(你调成0就没有补给线了吧。。。没试过),调成99999貌似全图补给。。


        4楼2012-05-27 07:08
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          name = "#gbr_corps_DefenderComponent_AbilityDefinition_name"
          area = 2
          attenuation_range_min = 0.5
          attenuation_factor_max = 0.5
          max_targets = 4
          recharge_time = 2
          range = 20
          [Effect Template=PierceDamageEffect]
          amount = 20
          这是和Units里面兵种攻击,射速,范围等一样的,不多做介绍


          5楼2012-05-27 07:10
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            [EconomyComponent]
            {
            [Cost]
            money = 450
            [Upkeep]
            building_limit_consumed = 1
            [Production]
            money = 25
            ammo = 20
            oil = 10
            }
            COST下面的money是建造耗费,Unkeep下面的是指建筑物消耗为1(改成0不消耗)
            Production里面的money是每分钟增加资金数额,ammo是弹药,oil是石油
            另外如果把Production里面的东西复制到Unkeep里面就是减去资金每分钟,弹药和石油减去多少


            6楼2012-05-27 07:15
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              [ResearchComponent]
              {
              [ResearchItem]
              {
              property_IDS = tech_improved_logistics
              type = GLOBAL
              research_time = 60
              [ResearchCost Template=CostList]
              {
              money = 50
              }
              }
              这个是科技研究,其中money是研究花费,research_time是所需时间,ID就是这个科技的ID


              7楼2012-05-27 07:16
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                [RecruitComponent]
                {
                [RecruitActor]
                actor_ids = regiment_gbr_hq_infantry
                [RecruitActor]
                actor_ids = regiment_gbr_hq_airborne
                [RecruitActor]
                actor_ids = regiment_gbr_hq_mechanized
                [RecruitActor]
                actor_ids = regiment_gbr_hq_armor
                [RecruitActor]
                actor_ids = gbr_truck_engineer
                [RecruitActor]
                actor_ids = gbr_truck_motor
                [RecruitActor]
                actor_ids = gbr_truck_artillery
                [RecruitActor]
                actor_ids = gbr_truck_airfield
                [RecruitActor]
                actor_ids = gbr_truck_supply
                [RecruitActor]
                actor_ids = gbr_truck_ammo
                [RecruitActor]
                actor_ids = gbr_truck_oil
                }
                }
                这个就是生产的单位,其中上面有[]这个东西和actor_ids =是标准格式,否则会出错,如果你做了一个新的兵营,只需要在=后面吧国际和ID写上就可以了


                8楼2012-05-27 07:18
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                  [Cost]
                  money = 225 [Production]
                  money = 25
                  ammo = 10
                  oil = 5
                  unit_limit_provided = 5
                  同理但是为何兵营下面会有unit_limit_provided这一项呢?这其实就是建造完兵营之后兵营会提供多少人口,如果没有增加人口就无法创兵


                  9楼2012-05-27 07:20
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                    [RecruitComponent]
                    {
                    [RecruitActor]
                    actor_ids = regiment_gbr_infantry_recon
                    同理 [RecruitActor]
                    actor_ids = regiment_
                    但是对于生产的部队来说一定要是这样的格式加上ID,另外id打错也会无法进入游戏


                    10楼2012-05-27 07:21
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                      [Inventory]
                      actor_ids = gbr_bomber
                      count = 2
                      [Inventory]
                      actor_ids = gbr_fighter
                      count = 4
                      在机场文件里我们会找到这一个,第一个是指可以有多少轰炸机,第2个是指由多少战斗机,当然数字越大飞机越多


                      11楼2012-05-27 07:23
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                        [AirAttackCost]
                        money = 150
                        [AirReconCost]
                        money = 25
                        这个是空袭和侦察花费,第一个是空袭,第2个是侦察


                        12楼2012-05-27 07:24
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                          [MoverComponent]
                          {
                          speed_max = 3
                          卡车和建筑物一样但是只多了这一条,移动速度


                          13楼2012-05-27 07:25
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                            知道机场怎么改飞机数量之后其实航母也是一样的


                            14楼2012-05-27 07:27
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                              [Template AAGERAttackBattleShipBombard Template=AAAttackBattleshipBombard]
                              {
                              range = 90
                              recharge_time = 15
                              [Effect Template=BlastDamageEffect]
                              amount = 100
                              [Effect Template=MoraleLossEffect]
                              amount = 1.5
                              于是我们来看看战列舰,这其实就是战列舰的攻击数据,这是对单位攻击(陆军和海军),至于怎么改大家都知道,不过这个数据关系到战列舰每一门炮(所以战列舰的火炮数据都一样)


                              15楼2012-05-27 07:28
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