家园重制版 舰队修改图文教程 船名中英文对照表-游民星空 GamerSky.com
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小编为大家《家园:重制版》舰队修改方法分享,哈哈,是不是很爽啊,快来一起看看吧!!!
首先介绍一下如何在单人战役里,丰富你的舰队!
已“家园2重制”为例,首先找到“persist2.lua (2代表关卡数)”,该文件应该在“X:\XXX\Homeworld\HomeworldRM\Bin\Profiles\Profile1\Campaign\ASCENSION”这个目录下(用笔记本打开即可)。
查找“Squadrons”就可以找到我方舰队了。
复制下段代码用于添加新船只(复制几次,就添加几只船):
{ index = 0, type = “Hgn_Dreadnaught”, <---- 引号里的就是船只代码,想换其他船,改这里即可,比如 “kpr_destroyer”(先祖守护者) hotkey = 0, teamColourHandle = 0, size = 5, tactic = 2, },
注意,别把战巡级的船只塞到母舰肚子里!
下图为修改范例,添加了一架先祖“雄蜂战机(自带跳跃功能)”,添加了一艘先祖的“守护者”和一艘“无畏舰”。

正式存档里可别添加中文!!!
下图为修改成果:

船名中英文对照表
希拉格
船坞-------------------hgn_shipyard 母舰-------------------hgn_mothership 侦察机-----------------hgn_scout 战斗机-----------------hgn_interceptor 轰炸机-----------------hgn_attackbomber 护航炮艇---------------hgn_assaultcorvette 脉冲炮艇---------------hgn_pulsarcorvette 布雷艇-----------------hgn_minelayercorvette 鱼雷护卫舰-------------hgn_torpedofrigate 防空炮护卫舰-----------hgn_assaultfrigate 离子炮护卫舰-----------hgn_ioncannonfrigate 登陆舰-----------------hgn_marinefrigate 防御场护卫舰-----------hgn_defense fieldfrigate 驱逐舰-----------------hgn_destroyer 战列巡洋舰-------------hgn_battlecruiser 航母-------------------hgn_carrier 火炮平台---------------hgn_gunturret 离子炮平台-------------hgn_ionturret 采矿船-----------------hgn_resourcecollector 采矿精练船-------------hgn_resourcecontroller 探测器-----------------hgn_probe 电子对抗感应器---------hgn_ecmprobe 临近感应器-------------hgn_proximitysensor 船坞(剧情)-----------hgn_shipyard_elohim 船坞(剧情)-----------hgn_shipyard_spg 超太空核(剧情)-------hgn_hscore 无畏舰(剧情)---------hgn_dreadnaught 运输船(剧情)---------sp_tanker-sp_tanker6
先祖
雄峰战机---------------kpr_attackdroid 守护者-----------------kpr_destroyer 漫步者-----------------kpr_mover 萨尤卡-----------------kpr_sajuuk 萨尤卡(遗迹)---------kpr_sajuuk_nosensors
伟格
母舰-------------------vgr_mothership 船坞-------------------vgr_shipyard 侦察机-----------------vgr_scout 战斗机-----------------vgr_interceptor 轰炸机-----------------vgr_bomber 长枪战机---------------vgr_lance fighter 激光炮艇---------------vgr_lasercorvette 指挥艇--------------- vgr_commandcorvette 布雷艇-----------------vgr_minelayercorvette 导弹护航艇-------------vgr_missilecorvette 突袭舰-----------------vgr_assaultfrigate 导弹护卫舰-------------vgr_heavymissilefrigate 渗透舰-----------------vgr_infiltratorfrigate 驱逐舰-----------------vgr_destroyer 战列巡洋舰-------------vgr_battlecruiser 航母-------------------vgr_carrier 采矿船-----------------vgr_resourcecollector 采矿精练船-------------vgr_resourcecontroller 跳跃门-----------------vgr_hyperspace_platform 火炮平台---------------vgr_weaponplatform_gun 导弹平台---------------vgr_weaponplatform_missile 探测器-----------------vgr_probe 电子对抗感应器---------vgr_probe_ecm 临近感应器-------------vgr_probe_prox 指挥中心(剧情)-------vgr_commstation 指挥中心废墟(剧情)---vgr_prisonstation 行星杀手(剧情)-------vgr_planetkiller 行星杀手鱼雷(剧情)---vgr_planetkillermissile 马坎旗舰(剧情)-------vgr_mothership_makaan
更多相关内容请关注:家园:高清重制版合集专区
标签:家园:高清重制版合集舰船兵种攻略
大概看了一下重制版的一些数据文件,貌似变化不大,如果有同志已经把“BIG”文件给咔嚓了,那么以下内容也许对喜爱修改的新/老同志们有些帮助。
ship文件说明
NewShipType = StartShipConfig() NewShipType.displayedName = “$1544“--------------------点击舰船以后所显示的名字 NewShipType.sobDescription = “$1545“-------------------点击该单位以后所显示的说明 NewShipType.maxhealth = 460000----------------------------最大HP NewShipType.regentime = 1000---------------------------恢复到满HP所用的时间 NewShipType.minRegenTime = 1000------------------------恢复到满HP的时间系数 NewShipType.sideArmourDamage = 1---------------------侧面装甲伤害系数 NewShipType.rearArmourDamage = 1---------------------后面装甲伤害系数 NewShipType.isTransferable = 0-------------------------可否在对战中将该单位送给友军 NewShipType.useEngagementRanges = 1 NewShipType.unitCapsNumber = 11 NewShipType.addedUnitCaps = 101 NewShipType.paradeData = “hgn_mothership_parade“----------阅兵列队方案 NewShipType.SquadronSize = 1------------------------------每组数量 NewShipType.formationSpacing = 60-------------------------编队之间的间隔距离 NewShipType.passiveformation = “Spear“----------------------被动模式下的阵型 NewShipType.defensiveformation = “x“------------------------防御模式下的阵型 NewShipType.aggressiveformation = “Claw“--------------------攻击模式下的阵型 NewShipType.mass = 2000----------------------------------舰船质量 NewShipType.collisionMultiplier = 1----------------------碰撞系数,跟碰撞判定有关 NewShipType.thrusterMaxSpeed = 15-----------------------侧移最大速度 NewShipType.mainEngineMaxSpeed = 15---------------------直行最大速度 NewShipType.rotationMaxSpeed = 22 ----------------------转向速度,每秒多少度 NewShipType.thrusterAccelTime = 7 -------------------------侧移加速到全速的时间 NewShipType.thrusterBrakeTime = 2 -------------------------侧移减速到0的时间 NewShipType.mainEngineAccelTime = 8 -----------------------直行加速到全速的时间 NewShipType.mainEngineBrakeTime = 2 -----------------------直行减速到0的时间 NewShipType.rotationAccelTime = 0.75 ----------------------转向加速到全速的时间 NewShipType.rotationBrakeTime = 0.4 -----------------------转向减速到0的时间 NewShipType.thrusterUsage = 1 NewShipType.accelerationAngle = 30-----------------------加速度 NewShipType.mirrorAngle = 0 NewShipType.secondaryTurnAngle = 0 NewShipType.maxBankingAmount = 10 NewShipType.descendPitch = 10 NewShipType.goalReachEpsilon = 25-----------------------报告到达目的地时离目标的距离 NewShipType.slideMoveRange = 350 NewShipType.controllerType = “Ship“---------------------该单位是否可以被玩家控制 NewShipType.tumbleStaticX = 0 NewShipType.tumbleStaticY = 0 NewShipType.tumbleStaticZ = 0 NewShipType.tumbleDynamicX = 0 NewShipType.tumbleDynamicY = 0 NewShipType.tumbleDynamicZ = 0----------------以上6条是该单位在静止和移动中的颠簸范围 NewShipType.tumbleSpecialDynamicX = 0 NewShipType.tumbleSpecialDynamicY = 0 NewShipType.tumbleSpecialDynamicZ = 0 --------以上3条是该单位在使用特殊能力时的颠簸范围 NewShipType.relativeMoveFactor = 1------------这个变量决定相邻的两艘船在移动时的距离
NewShipType.swayUpdateTime = 10 NewShipType.swayOffsetRandomX = 10 NewShipType.swayOffsetRandomY = 10 NewShipType.swayOffsetRandomZ = 10 NewShipType.swayBobbingFactor = 0 NewShipType.swayRotateFactor = 0--------------以上6条定义该单位摇摆的幅度和偏移范围 NewShipType.useTargetRandom = 1---------------可否用武器随机攻击目标 NewShipType.targetRandomPointXMin = -0.1 NewShipType.targetRandomPointXMax = 0.5 NewShipType.targetRandomPointYMin = -0.3 NewShipType.targetRandomPointYMax = 0.3 NewShipType.targetRandomPointZMin = -0.9 NewShipType.targetRandomPointZMax = 0.82-----------以上6条定义对敌人追击时偏移量 NewShipType.dustCloudDamageTime = 280---------------在被激星尘中的生存时间 NewShipType.nebulaDamageTime = 500------------------在辐射星云中的生存时间 NewShipType.MinimalFamilyToFindPathAround = “MotherShip“ NewShipType.BuildFamily = “Shipyard_Hgn“------------------建造级别 NewShipType.AttackFamily = “BigCapitalShip“---------------攻击类型 NewShipType.DockFamily = “Shipyard“-----------------------建造和停泊的级别 NewShipType.AvoidanceFamily = “MotherShip“ NewShipType.DisplayFamily = “Capital“---------------------点击舰船以后显示的级别 NewShipType.AutoformationFamily = “SuperCap“--------------编队级别 NewShipType.CollisionFamily = “Big“-------------------------碰撞等级 NewShipType.ArmourFamily = “HeavyArmour“--------------------装甲类型 NewShipType.UnitCapsFamily = “Capital“----------------------人口大类里的级别 NewShipType.UnitCapsShipType = “Shipyard“---------------------在人口小类里面的类型 NewShipType.fightervalue = 0------------------------战机单位评估 NewShipType.corvettevalue = 0-----------------------艇单位评估 NewShipType.frigatevalue = 1------------------------护卫舰单位评估 NewShipType.neutralvalue = 5------------------------中立单位评估 NewShipType.antiFightervalue = 5------------------对该单位反战机能力的评估 NewShipType.antiCorvettevalue = 0-----------------对该单位艇能力的评估 NewShipType.antiFrigatevalue = 0------------------对该单位护卫舰能力的评估 NewShipType.totalvalue = 20-------------------------价值总评估 NewShipType.buildCost = 3500--------------------------建造消耗资源 NewShipType.buildTime = 75----------------------------建造需要的时间 NewShipType.buildPriorityOrder = 20---------------------建造优先权 NewShipType.retaliationRange = 4800-------------------主动攻击的范围 NewShipType.retaliationDistanceFromGoal = 160---------主动攻击追击未果返回的距离 NewShipType.visualRange = 1000----------------该单位在电磁屏蔽中被敌方发现的最大距离 NewShipType.prmSensorRange = 5000-------------感应器范围,能够清楚观察敌人的最大距离 NewShipType.secSensorRange = 6000-------------感应器范围,能够发现敌人的最大距离 NewShipType.detectionStrength = 1--------------能否看到隐形或者其他状态的敌人 NewShipType.TOIcon = “Triangle“---------------点击该单位显示的战术级别框 NewShipType.TOScale = 1-------------------该单位在屏幕上显示的大小比例 NewShipType.TODistanceFade0 = 7000 NewShipType.TODistanceDisappear0 = 5000 NewShipType.TODistanceFade1 = 2500 NewShipType.TODistanceDisappear1 = 2000
NewShipType.TODistanceFade2 = 12000 NewShipType.TODistanceDisappear2 = 35000-------------以上6条定义战术级别框的一些相关设定。 NewShipType.TOGroupScale = 1-------------------------组队选择参数 NewShipType.TOGroupMergeSize = 0---------------------组队选择参数 NewShipType.mouseOverMinFadeSize = 0.08500000000000001 NewShipType.mouseOverMaxFadeSize = 0.1 NewShipType.healthBarstyle = 2------------------血条的形式 NewShipType.nlips = 0---------------------------模型的显示比例值 NewShipType.nlipsRange = 10000------------------ NewShipType.nlipsFar = 0 NewShipType.nlipsFarRange = 0---------------以上3条定义模型显示(nlips)的相关设定 NewShipType.SMRepresentation = “Mesh“-----------------在星图上显示的方式 NewShipType.alwaysInRenderList = 1--------------------是否显示在星图上 NewShipType.meshRenderLimit = 32500-------------------清楚显示的最大距离 NewShipType.dotRenderLimit = 10-----------------------逐渐显示的递增参数 NewShipType.visibleInSecondary = 1 NewShipType.goblinsStartFade = 400-----------------显示船体细节的最大距离 NewShipType.goblinsOff = 400-----------------------关闭船体细节的距离 NewShipType.upLOD = 800-----------------------------拉近开启LOD1的距离 NewShipType.upLOD = 1300----------------------------拉近开启LOD2的距离 NewShipType.upLOD = 2500----------------------------拉近开启LOD3的距离 NewShipType.downLOD = 815--------------------------拉远开启LOD1的距离 NewShipType.downLOD = 1315-------------------------拉远开启LOD2的距离 NewShipType.downLOD = 2515-------------------------拉远开启LOD3的距离 NewShipType.minimumZoomFactor = 0.5--------------近景观察尺度 NewShipType.selectionLimit = 150000----------------选择该单位的最大距离 NewShipType.preciseSelectionLimit = 3000-----------精确选择的最大距离 NewShipType.preciseATILimit = 0 NewShipType.selectionPriority = 754----------------选择该单位的优先权 NewShipType.militaryUnit = 0-----------------------该单位是否属于军事单位 addAbility(NewShipType,“MoveCommand“,1,0)----------可否移动;移动的次数 addAbility(NewShipType,“CanDock“,1,0)--------------停泊类。 NewShipType.dockTimeBetweenTwoformations = 1 NewShipType.dockTimeBeforeStart = 2 NewShipType.dockNrOfShipsInDockformation = 11------以上3条定义停泊过程中间隔距离等相关设定 NewShipType.dockformation = “delta“--------------------停泊阵型 NewShipType.queueformation = “dockline“----------------列队阵型 NewShipType.dontDockWithOtherRaceShips = 1 NewShipType.ignoreRaceWhenDocking = 0----------------------忽视出入坞问题,跳跃出现 addAbility(NewShipType,“CanLaunch“)------------------------能否被发射 NewShipType.launchTimeBetweenTwoformations = 1 NewShipType.launchTimeBeforeStart = 21 NewShipType.launchNrOfShipsInDockformation = 1-------------以上3条定义发射过程中的相关设定 NewShipType.launchformation = “delta“----------------------发射阵型 addAbility(NewShipType,“ShipHold“,1,0,5,“rallypoint“,“Fighter“,25, Fighter = “12“, })---------定义该单位是否能停泊收留单位和收留单位的类型,数量和补给的速度 addAbility(NewShipType,“ParadeCommand“,1)----------------是否有阅兵列队能力
addAbility(NewShipType,“WaypointMove“) ------------------指定路线行进能力 addAbility(NewShipType,“HyperSpaceCommand“,0,1,200,500,0,3)--------------------跳跃能力 addAbility(NewShipType,“CanAttack“,1,1,0,0,0.35,1.5,“Capturer, Frigate,SmallCapitalShip, BigCapitalShip, Mothership, Utility, Corvette, Fighter“,“BroadSide“, Fighter = “MoveToTargetAndShoot“ Corvette = “MoveToTargetAndShoot“ Munition = “MoveToTargetAndShoot“ SubSystem = “BroadSideVsSubSystem“ })---------------------------攻击能力和攻击优先级别。排在最前面攻击优先级别最高。“BroadSide“攻击方式,后面的“MoveToTargetAndShoot“表示对付特定目标的特定攻击方式 addAbility(NewShipType,“GuardCommand“,1,3000,1000)-----------保护模式下的出击范围和追击范围 addAbility(NewShipType,“CanBuildShips“,1,“Fighter_Hgn, Corvette_Hgn, Frigate_Hgn,
SuperCap_Hgn, Utility_Hgn, Platform_Hgn, SubSystem_Hgn, SubSystemLarge_Hgn, Battlecruiser_Hgn, battlecruiser_vgr,Shipyard_Hgn, Probe_Hgn“,“Utility, Fighter, Corvette, Frigate, Capital, Platform, SubSystemModule, SubSystemSensors“)---------可以建造的相关类型
addAbility(NewShipType,“CanBeCaptured“,300,0.1)----------------能否被捕捉,以及捕捉时间 addAbility(NewShipType,“CanBeRepaired“)------------------------能否被修理 addAbility(NewShipType,“CloakAbility“,0,1,2000,4000,3,100,1,1000)---------隐形能力相关参数 addAbility(NewShipType,“RetireAbility“,1,0)--------------------能否回收,0是不可以 addAbility(NewShipType,“HyperspaceInhibitorAbility“,0,12000) LoadModel(NewShipType,1)---------------------------------------舰船所用的模型 StartShipWeaponConfig(NewShipType,“Vgr_LightPlasmaLance2“,“Weapon_HullDefense1“, “Weapon_BigGun1“)---武器调用参数 addShield(NewShipType,“EMP“,10000,20)------是否可以被EMP瘫痪。前面一个是需要的EMP数量,后面一个是瘫痪时间 StartShipHardPointConfig(NewShipType,“bcKineticBurstCannonLeft“,“HardpointProduction1“, “weapon“,“innate“,“Damageable“,“hgn_battlecruiserkineticburstcannonleftside“,““,““, ““,““,““,““,““,““)----模块调用相关参数
SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Lrg03“,1,0.75,0,0,0,50,0,0,0,200,0,0,0, 50,0,0,0,50) SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Lrg02“,1,0.05,30,-20,200,25,300,150,85,50,0,0,0,85,0,0,0,50) SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Lrg04“,1,0.05,50,40,-150,50,65,25,5,25,0,0,0,95,0,0,0,50) SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Lrg05“,1,0.05,25,10,-100,30,35,75,62,75,0,0,0,80,0,0,0,50) SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Lrg01“,1,0.05,60,30,150,25,35,125,65,75,0,0,0,60,0,0,0,50) SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Sml01“,1,0.01,80,125,60,75,125,80,65,75,0,0,0,60,0,0,0,50) SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Sml02“,1,0.01,25,0,-125,50,80,35,120,75,0,0,0,60,0,0,0,50) SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Sml03“,1,0.01,60,95,200,50,15,200,20,125,0,0,0,60,0,0,0,50) SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Sml04“,1,0.01,10,60,-300,25,35,80,65,75,0,0,0,60,0,0,0,50)------------------以上是爆炸后的残骸调用代码
NewShipType.battleScarMaxTriBase = 200 NewShipType.battleScarMaxTriInc = 300 NewShipType.sobDieTime = 8-----------------------------该单位被摧毁到消失的时间 NewShipType.sobSpecialDieTime = 1 NewShipType.specialDeathSpeed = 40 NewShipType.chanceOfSpecialDeath = 0 NewShipType.deadSobFadeTime = 0.1 NewShipType.trailLinger = 2 setEngineBurn(NewShipType,9,0.2,0.5,300,1.02,0.1,0.25,380)---------------------尾焰参数 loadShipPatchList(NewShipType,“data:sound/sfx/ship/“,0,“Hiigaran/Megaship/Engines/HShipYardEng“,““,1,“Hiigaran/Megaship/Ambience/HShipYardAmb“,““,3,“Megaliths/RandomEmit/HANGAR_EMITTERS“,“Root“)-----引擎相关文件,声音等
更多相关内容请关注:家园:高清重制版合集专区
标签:家园:高清重制版合集舰船兵种攻略
打开wepn文件,这时在会有如下代码:
StartWeaponConfig(NewWeaponType, “Gimble”, “Bullet”, “HDefense”, “Normal”, 2500, 2200, 0, 0, 0, 0, 1, 1, 0, 2, 0, 0, 1, 0, 0, 0, 0.1, “Normal”, 0, 0, 0) AddWeaponResult(NewWeaponType, “Hit”, “DamageHealth”, “Target”, 20, 20, “”) setPenetration(NewWeaponType, 5, 1, { PlanetKillerArmour = 0, }, { ResArmour = 0.75, }, { TurretArmour = 3, }) setAccuracy(NewWeaponType, 1, { Fighter = 0.14, }, { Corvette = 0.45, }, { munition = 0.2, }) setAngles(NewWeaponType, 90, 0, 0, 0, 0)
最重要的设置都在第一行的代码里,StartWeaponConfig函数里几乎决定了所有的数值,包括开火速度,时间,火力范围,武器类型等等。
如你所见,这个StartWeaponConfig函数里有很多变量,都排列在一行里面,让我们一个一个的分析,这些变量的解释都来自于这个地方:点击进入。
下面的列表是从左向右解释的,<>符号里面是项目名(argument name),而[ ]里面是相应数值,再后面就是相应的解释:
1<sWeaponName> [NewWeaponType]: 提及武器,一般都设为NewWeaponType
2<sWeaponType> [Gimble]: 武器是如何打击目标的,可选值为Gimble,AnimatedTurret,或者Fixed。Gimble指武器不是以炮塔的形式,是非可见的,它在某个特定的圆锥范围内能够瞄准打击目标;AnimatedTurret指武器是可见的炮塔形式,它通过转动炮塔瞄准打击目标;Fixed 指武器只能朝固定的方向开火,例如离子炮。
3<sWeaponFireType>[Bullet]: 发射形式,可选值为InstantHit,Bullet,Mine,Missile,或者SphereBurst
InstantHit一般被用于光束武器, and causes the weapon’s damage or other effects to take place immediately upon firing. Bullet指非制导发射;Mine指地雷武器;Missile指制导武器;SphereBurst指对某一区域有杀伤效果的武器, SphereBurst武器需要两个".wepn"文件来定义,第一个".wepn" 文件定义了如何开火,第二个".wepn" 文件定义了打击或脱靶的效果,比如防空护卫舰,请参考"hgn_smallemp.wepn"和"hgn_smallempburst.wepn"文件。
4<sWeaponFireName>[HDefense]: 武器开火脚本的名字,(即".wf"文件)它指定了效果的细节。
5<sActivation>[Normal]: 当武器被使用时,可能值为Normal, Special Attack, Normal Only,或者Dropped。Normal是指武器在任何攻击时都会使用;Special Attack是指被特殊的科技或者热键激活后才能使用;Normal Only是指武器只有在特殊攻击未研究出时才能使用;Dropped是指武器只有在布雷热键按下时才能开火,仅用于布雷艇。
6<fWeaponFireSpeed>[2500]: 弹丸速度,对于Missile武器,则是初速度。对于InstantHit 和SphereBurst武器,则设为0。
7<fWeaponFireRange>[2200]: 最大火力射程,请注意它指的不是弹丸的最大射程。
8<fWeaponFireRadius>[0]: 只用于范围杀伤武器,它决定了爆炸半径,在半径内的目标都会受到伤害,参考H族防空护卫舰。
9<fWeaponFireLifetime>[0]: 子弹存在时间,以秒为单位,因为子弹不可能立刻消失,所以只适用于光束武器,这里是指光线持续时间。
10<fWeaponFireMisc1>[0]: 对于光束武器,这是一个预发射时间,这个数值决定了开火程序开始后到光束发射之间的时间。
11<iWeaponFireAxis>[0]: 仅适用于导弹类武器,是指发射的时候导弹的弹射出机舱的方向。可能的值有:0,1,2。0是向前,1是向左,2是向上。例如H族的鱼雷是向前发射的,而VBC上的导弹是向上弹射的。
12<iMaxEffectsSpawned>[1]: 武器的生命周期内的打击效果的最大数,如果生命周期为0,那么1效果就会执行。(译者注:我也不知道他说了些什么)
13<iUseVelocityPred>[1]: 如果开启此功能,武器会在瞄准目标后再开火,否则将直接开火。
14<iCheckLineOfFire>[0]: 如果开启此功能,将在开火前确认弹道上没有友军,有则不开火,关闭此功能则可能会打到自己人。
15<fFireTime>[2]: 单发开火时间,以秒为单位。
16<fBurstFireTime>[0]: 一次持续射击的时间,其间可进行多次单发开火,以秒为单位,
17<fBurstWaitTime>[0]: ;两次持续射击之间的等待时间,以秒为单位。
18<iShootAtSecondaries>[1]: 如果开启此功能,当武器无法射击主要目标时,自动射击次要目标。
19<iShootAtSurroundings>[0]: 如果开启此功能,当武器射击无法向你给定的目标时继续攻击其它周围敌人。(会导致飞船减速).
20<fMaxAzimuthSpeed>[0]: 水平方向武器跟踪速度。
21<fMaxDeclinationSpeed>[0]: 垂直方向武器跟踪速度。
22<fSpeedMultiplierWhenPointingAtTarget>[0.1]: 当武器瞄准目标后,其速度可以在此修改,用< 1 让光束缓慢地在目标上扫动。
23<sWeaponShieldPenetration>[Normal]: 可选数值为Normal,Enhanced,或者 Bypass,这个东西没有明显的效果,因为要改变武器穿透防御场的能力可以在setPenetration函数里设定。
24<iTrackTargetsOutsideRange>[0]: 开启此选项,武器在设成范围外就开始追踪目标。
25<fWaitUntillCodeRedState>[0]: 动画连接,在这项设置中,武器必须在完成开火准备动画后才能开火,参考V族导弹护卫舰开火前要打开武器舱盖的动画。
26<iInstantHitThreshold>[0]: 低于此数值HP的时候,光线武器穿透目标
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