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2024年2月18日发(作者:modify progress什么意思)
红色警戒2修改方法(Red Alert 2 modify method)
Can view the full version of "Red Alert 2" RULES (super detailed
tutorial introduction to modify the rules) * *
Mysterious Hall Community - single game - "Red Alert 2" RULES
rules change tutorial tutorial (super detailed) [print page]
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My Nan Xuan palace, 2010-08-05 1238
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1, basic modifications
I will first teach you to modify the file, this
document can be downloaded online
1. for TeamDelays, which is the most important RULES in the AI
command. Such as TeamDelays=12, which correspond to
cold, moderate, simple construction of enemy troops. The
general interval is set to 250250250, and the following code.
You will realize continuous attack thoroughly!
MinimumAIDefensiveTeams computer minimum number of defensive
units
MaximumAIDefensiveTeams computer's largest defense force
AISafeDistance computer gathers troops from enemy (our) base
distance
DisabledDisguiseDetectionPercent computer identification of
phantom tanks
AttackInterval computer attack time interval (recommended for
0)
AttackDelay computer's first attack interval (suggested 0)
PowerSurplus computer retains the amount of power (recommended
for 250)
Repair and refit RefundPercent=50% this is the price and the
provisions of the proportion of the actual cost of the auction
building is 50% to 120%, if that is the price ratio of high cost
(creepy!)
2. airdrop rules
GEF
American, Paradrop, Special, Rules
These, two, lists, _must_, have, the, same,, number, of,
elements
AmerParaDropInf=E1, GHOST, ENGINEER
AmerParaDropNum=6,6,6; How, many, of, each, of,, those,
infantry
AmerParaDropInf=E1; (American drop infantry type)
AmerParaDropNum=8; (American airdrop of infantry)
AllyParaDropInf=E1; (Allied Occupation, technology, airfield,
airdrop, infantry type)
AllyParaDropNum=6; (Allied Occupation; airfield; airdrop of
infantry)
SovParaDropInf=E2; (Soviet owned technology airport airdrop
infantry type)
SovParaDropNum=9; (Soviet owned technology; airport airdrop;
number of infantry)
You can change E1 and E2 into COW (cows). For example,
AmerParaDropInf=COW, you'll see the American drop cows E1 is
an American soldier and E2 is a mobilization
3, encounter settings
[MultiplayerDialogSettings]
MinMoney=5000 (adjustable minimum capital)
Money=10000 (default funds)
MaxMoney=10000 (the maximum amount of funds can not exceed
50000, otherwise the data may overflow)
MoneyIncrement=100
MinUnitCount=1 (minimum number of units at start)
UnitCount=10 (the default number of units at the start)
MaxUnitCount=10 (the maximum number of units at the start)
TechLevel=10
GameSpeed=0
AIDifficulty=0
AIPlayers=0
BridgeDestruction=yes (can the bridge be destroyed)?
ShadowGrow=no
Shroud=yes
Bases=yes
TiberiumGrows=yes (does ore grow naturally)?
Crates=yes (upgrade kit)
CaptureTheFlag=no
HarvesterTruce=no
MultiEngineer=no
AlliesAllowed=no (is it allowed to ally)?
ShortGame=yes (fast game)
FogOfWar=no
MCVRedeploys=yes (base redeployment)
4. natural rules
Find the following statement in
RepairPercent=15% (proportion of capital spent on repairs to
buildings)
BuildSpeed=.7 (building time spent 1000 yuan, the default 42
seconds, if changed to
1则只用6秒,暴快!
solocratemoney = 2000(获得金钱升级工具箱所得资金)
reloadrate = 3(战机或反潜直升机重新装弹速度)。
增长率= 5(矿石自然增长速度,该值越大越慢)
5、单位注册名字
步兵类
[ 1 ]美国大兵[狙击]狙击手[ ] [ ]动员兵E2菲达防空步兵[ ]磁暴步兵SHK
[工程师]盟军工程师[ ] [ ]火箭飞行兵sengineer苏军工程师Jumpjet
[鬼]海豹部队[任何]尤里谭雅[尤里] [伊凡] [辐射]辐射工兵疯狂伊万
[牛虻]超时空军团兵[狗]苏军警犬[狗]盟军警犬[间谍]间谍[恐怖]恐怖分子
战车类
[启示]天启坦克[ ] [ ] dtruck自爆卡车V3 V3火箭车[德龙] [该]武装采矿车恐怖机器人
[厘米]超时空采矿车[的]盟军基地车[公司] [保存]防空履带车苏军基地车
[ htnk ]犀牛坦克[ ] [ ] mtnk灰熊坦克mgtk幻影坦克[ ] [ ]坦克杀手tnkd多功能战斗车FV
[ ] [ ]光棱坦克ttnk磁能坦克Sref
舰船类
攻击潜艇] [支持] [ DLPH海豚神盾巡洋舰[载]航空母舰[一]无畏级战舰
[液压] [目的]海蝎驱逐舰[应用]乌贼[ ] [和]苏军气垫船盟军气垫船成形
战机类
[兽人]入侵者战机[鲥鱼]夜鹰直升机[ ] [ ]黑鹰战机泽普基洛夫飞艇Beag
建筑类
[美国]盟军作战实验室[ ] [ ]盟军战车工厂gaweap苏军作战实验室natech
[ ] [ ] naweap苏军战车工厂garefn盟军矿厂[ ] [ ] narefn苏军矿厂gaorep矿石精炼器[ ] [ ] gayard盟军船坞nayard苏军船坞[ ]
[ ]美国空指部amradr gaairc空指部
[ ] [ ] gaspysat间谍卫星gagap裂缝产生器[ ] [ ]苏军发电厂napowr gapowr盟军发电厂
[ ] [ ] nahand苏军兵营naradr雷达[ ] [ ]复制中心naclon nadept苏军修理厂
[ ] [ ] gapile盟军兵营gadept盟军修理厂[ ] [ ]苏军围墙nawall
gawall盟军围墙
[ ] [ ] nairon铁幕装置gaweat天气控制器[ ] [ ]心灵感应器napsis
gacsph时空转移器
[特斯拉]磁暴线圈[ ] [ ] atesla光棱塔namisl核弹井[ nalasr ]哨戒炮
[ gapill ]碉堡[ ] [ ] nasam爱国者导弹naflak防空炮[ ] [ ]巨炮nanrct核电站gtgcan
6、提取游戏文件
如何提取红警游戏里面的文件:
红警游戏目录下有很多以混合为扩展名的文件,它们实际上是多个文件的集合,经过打包形成了一个文件(你可以把它想象成压缩文件)。红警游戏里面的许多游戏属性,都写在INI为扩展名的文件内,而INI文件就被藏在混合文件里。我们要修改游戏,就是把INI文件从混合文件中提取出来,经过对ini文件进行修改,以达到我们修改游戏的目的。
要想把从混合文件中提取文件,目前最常用的工具就是”XCC
Mixer”。涤尘同志的主页”红警风暴”网站一直提供最新版本的”XCC Mixer”系列工具,如果你手头还没有,赶快去下载吧。
下载后,解压缩,直接执行里面的”XCC Mixer .exe”文件即可运行该程序。
它的程序界面是这样的(本篇以XCC Mixer 1.24版为例):
可以看到,这个窗口分为两个部分,左侧是一个目录窗口,它显示当前文件夹的内容及电脑内所有驱动器的分布情况:第一行”“指的是电脑中的一盘驱动器,
Second to fifth line refers to the hard disk from C to F disk
partition on the four, sixth lines of "g" is a CD-ROM drive.
Of course, the partitions of each computer are different. Maybe
you have more partitions, and G is not an optical disk drive.
The seventh line "..." refers to the upper level directory of
the current folder. You can enter the appropriate directory by
double clicking on any of the lines above.
We can use the window above to open the mix file.
Here's the dark clouds as an example, detailing the way to
extract files from the mix file:
At the top of the window with the left mouse button click the
"file" - "open", pop up a title as "open" window in the window
to find and enter the game directory, find a ""
file, double-click the file in the window, we will open the mix
file. Following chart:
In the left window, you can see all of the file information
contained in the mix file, which shows the file name, file type,
and file size of each file. With the left mouse button click
one of the files (for example, ), and in the right
window, you can immediately display part of the content preview
of this file.
If you want to edit this file (this file is very important),
you must extract it. The method is: use the right mouse button
on the left side of the window click the file, pop-up menu, one
option is to "release (E)...", with the left mouse button click
this option, the emergence of a "save as" is the title of the
window, you can use the "" file release to the hard
disk anywhere, to facilitate you to edit it later.
7, soldiers series
Soldier attributes
Category=Soldier only soldiers can use them, and they are
represented by training buildings (Factory=InfantryType) to
build them
lock in
Occupier=yes can you capture civilian buildings =?
OccupyWeapon=UCMP5 occupation of civilian buildings after use
of weapons
Weapons used to occupy civilian buildings at level
EliteOccupyWeapon=UCMP5E 3
OccupyPip= under the building population mark small lattice
color, a total of 5 colors: blue for PersonBlue, the special;
PersonRed is red, purple for PersonPurple, the Soviet special;
Yuri special; PersonGreen green, no special China; this
statement defaults to white
The name that is displayed when the IFV is loaded
UseOwnName=true has been using his own name, such as a Burris
IFV, shown as "Burris multi-functional infantry fighting
vehicle"
Not to be upgraded
Trainable=no used this after the unit no matter how many people
are killed not upgrade, it is only used for remote control units
or units of self, and the dog. However, the force can be upgraded
to 3 level after it is towed into the army training ground. This
statement is not the default upgrade.
Armor types note that the type of armor has nothing to do with
defense. It's only about warheads. That is to say, sometimes
armor is better than heavy armor
Armor=none no armour
Armor=flak hero armor
Armor=Plate heavy armor
Detect invisibility
Sensors=yes detects stealth units = ability
SensorsSight=8 detection range =8 cell, that is, when close to
the enemy put invisible units within 8 squares, enemy stealth
units will appear
Maintenance building
Engineer=yes usually with this statement of the unit have
become engineers, can enter their damaged buildings for repair
or put into enemy occupied buildings
Range of action
MovementZone=Infantry is used exclusively for infantry, and
the position is determined to be below 1 meters above ground
level and can only walk on land
MovementZone= is used exclusively for flight personnel.
Position is determined over 1 floors above ground level and can
be reached anywhere
Action type
Locomotor 4a582744 - 9293 - 11D1 = {-} - B709 00a024ddafd1 步兵专用 "行走", 单位图像为shp, 必须在art里设置sequence.默认speedtype = foot
Speedtype = Amphibious 两栖步兵单位专用, 必须有水中的shp动画以及对应的sequence, 同时需要加上语句 "movementzone =
amphibiousdestroyer", 这样就可以水陆两栖了.详细代码请见海豹.
Locomotor 4a582746 - 9293 - 11D1 = {-} - B709 00a024ddafd1 飞行兵专用 "飞行", 速度方式默认为speedtype = Winged
Speedtype = Hover 使用了这个语句的飞行兵不会在空中不动, 而是不停的上下浮动, 同时需要加上语句 "movementzone =", 否则就是在地表悬浮了
Ifv装载时的武器
Ifvmode 只能用于步兵 对飞行兵毫无意义.数字代表ifv的武器和
炮塔图形 共18种武器 = 0,,
免役
机动部队不会误伤他 immunetoveins = yes
Immunetopsionics = yes 精神控制对他无效, 通常用于智力底下的单位、遥控单位、飞行式空军单位、英雄单位或召唤者单位
辐射对他无效 immunetoradiation = yes
8、非人类单位
Nothuman = yes 动物专用, 不知道究竟有什么实际的用处, 通常人类单位都有语句 "category = soldier或civilian", 而动物没有
Natural 野外生物专用 = yes, 不知道有什么实际用处, 通常和
"nothuman = yes" Unnatural "同时存在.狂兽人居然还有 = yes",
难道是指半人 + 半兽?
平民单位
Category = civilian 使用了这个语句后单位将随机地到处乱走, 被攻击后有逃跑的动作, 但这个动作必须由sequence指定
对战初始兵力
Allowedtostartinmultiplayer = yes 使用yes的话就会在对战开场时随基地车出现, no则不出现.一个派别至少必须有一种士兵单位作为初始兵力, 否则就会弹出出错对话框
自动进入范围防御状态
Defaulttoguardarea = yes 有了这个语句的单位, 不需要人工指挥,
只要达到guardrange就会自动迎敌, 通常用于射程较短的单位
永不畏惧
Fearless 只用于控制单位的语音 = yes, 永不畏惧即不管怎样挨打都不会叫苦, "voicefeedback和diesound" 就失去作用了
人口数量限制
Buildlimit = 1 一次最多只能出这么多个这种单位, 对机动部队和建筑同样有效 (加载物除外), 这个限制的数值不能超过255, 通常限制英雄和特殊建筑只能有1个, 对其他单位和建筑只要限制得合理平衡就好
9、机动部队系列代码
战车属性
只有战车和战舰才能用 category = AFV, 代表由陆军工厂类建筑
(Factory unittype和weaponsfactory 来生产他们 = = yes)
Category = support 用处同上 没有什么实际意义, "Support", "难道是指 后勤部队"?
Category = transport 运输工具专用, 有了这个语句的战车可以装人或坦克
战舰属性
Naval 除了必须使用战车属性的其中一种以外 = yes, 还需要这个语句, 代表由海军工厂类建筑 (Factory unittype、weaponsfactory
yes、naval yes和waterbound = = = = yes) 来生产他们
空军属性
可以飞的机动部队专用 category = Airpower,
They are represented by army, factory building, or airport
building (Factory=AircraftType and Helipad=yes)
ConsideredAircraft=yes aircraft with this statement will come
out from the skylight of the factory
AirportBound=yes aircraft with this statement will be produced
by airport class buildings
Armor types note that armor types have nothing to do with
defense, only with warheads. That is to say, sometimes lighter
armor is better than heavy armor
Armor=light light armour
Armor=medium medium armor
Armor=heavy heavy armor
Armor=special_1 light special armor, I use him as a special
armor for attack aircraft
Armor=special_2 heavy special armor, I use him for special
fighter armor
Turret
Turret=yes can not move the body, just turn the turret, you can
hit eight parties, general air and sea. The turret must have
corresponding VXL and HVA
Fixed turret
Turret=no units without turrets are used, and if grizzly bears
are used, the Grizzlies lose their heads. Usually used in
fighter aircraft as long as there is a sentence "OmniFire=yes"
in their weapons"
Then it does not move the fuselage, from the fixed place (such
as wings at both ends) fired weapons against eight enemies, this
is called omni directional firing. See the dragon for details
Radar stealth
RadarInvisible=yes the enemy doesn't see it on the minimap,
it's only visible on the big map.
Pathfinder
MoveToShroud=yes the default air force can not be shady, and
with this statement, the aircraft can be regarded as "flying
in the air tank" used to fly into the shady plot Pathfinder
Army action mode
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} is used in
vehicle units, units of VXL, capable of normal rotation,
movement, shaking, up and down the hill, and, if SHP, no
movement. Its speed mode defaults to SpeedType=Wheel and can
only act on the ground
Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1} for
amphibious units suspended, floating in the air on, determine
the location on the surface of the earth, water, and if the
statement "SpeedType=Amphibious and
MovementZone=AmphibiousCrusher", then in the water speed will
be much faster than the shore, but the unit will lose contact
with the ground, suspension effect. See the storm for more
details
Can't stay under the bridge
TooBigToFitUnderBridge=true even if you let them move under the
bridge and press S to stop, they will automatically come out,
unless the task script is set
Rolled object
The Crusher=yes army unit is dedicated to rolling soldiers
OmniCrusher=yes Battle Fortress is characterized by the
ability to crush any living unit, including walls, with the
statement "MovementZone=CrusherAll"
OmniCrushResistant=yes is prohibited from being crushed by
combat fortresses or other tanks, similar to the
"Crusheable=no"
Hidden in a bin
CrateGoodie=yes in the chest in the random forces can never
found it, for ships and aircraft, otherwise you will be wrong,
should not be used in people, or BT
transport unit
PipScale=Passengers below uses small spaces to represent
capacity space
The size of the Passengers=10 capacity space needs to be
determined by the volume of the carrier
The OpenTopped=yes can fire inside, the characteristics of the
Battle Fortress
SizeLimit=6 loading caliber, the volume is greater than 6
things can not enter
EnterTransportSound=EnterTransport load sound
LeaveTransportSound=ExitTransport release the sound, these
two voices had better not change
Not put into tank fortress
Bunkerable=no can be placed by default without this statement
Not accepting an attack command
StupidHunt=yes is often used in a one-sided weapon unit, even
if you force it to hit something that it can't attack, it won't
move
Mobile attack
OpportunityFire=yes can fire while moving, but the hit rate is
so high that it is usually used in units such as missiles, beams,
machine guns and so on. If the weapon is a shell, it is likely
to be deflected. This statement is invalid for units that do
not have turrets and are unable to fire at full range
Jet flight
JumpjetSpeed=32 flat flying speed
JumpjetClimb=7 climbing speed, the speed of ascent when flying
mountains or buildings
When the JumpjetCrash=15 is shot down, the speed of the fall
should not be greater than 15, otherwise it will circle on the
ground, and will not be able to attack or receive instructions
because it is considered dead
JumpJetAccel=10 start acceleration, too big to see the
acceleration feeling
JumpJetTurnRate=2 turned the direction of speed, smaller
turning radius is smaller, faster turn
When the JumpjetHeight=1000 is flat, the height from the ground
is 1000, which is roughly between sixth and eighth
JumpjetNoWobbles=yes prohibits floating, the aircraft stays in
the air, does not move up and down
Never fall to the ground
The BalloonHover=yes aircraft never comes down from the factory
unless it is deployed or shot down
May fall to the ground
The Landable=yes is often used on transport planes, and on the
ground it will land automatically without instructions, unless
someone occupies its landing point
Air attack
HoverAttack=yes if the plane is on the ground, then it must be
airborne before it can attack the enemy
Top attack
Fighter=yes if the aircraft is on top of its target, it can still
fire and hit, otherwise it is not available for attackers and
bombers
Have no opinion
CanPassiveAquire=no will always act on the plan only after
getting instructions. He will not change himself, nor will he
act by himself
CanRetaliate=no not being, if in the execution of instructions
(if only mobile) attack will not automatically return process,
the two statement is best not to abuse, usually used only is
not easy to control unit, enthusiasm is too high, extremely
dangerous units (such as curse) or flight type attack aircraft
(e.g. Black Hawk)
Deploy
DeploysInto=DROD is expanded by "D" and then becomes a building,
such as a base car that becomes a base
Distortion deployment attention will only be used after
deployment
IsSimpleDeployer=yes said according to the "D" after the
deployment is still on its own, seemingly became another unit,
in fact this is just camouflage
After the UnloadingClass=MMBTNK is deployed, replace the
MMBTNK skin, and this MMBTNK must be another valid unit. In fact,
you can continue to use its own skin
The animation of the DeployingAnim=MMBDEPL deployment process,
without animation, is immediately changed and looks incoherent
DeployFire=yes can fire after deployment, of course, can fire,
or else deploy it what to do?
After the Turret=yes is deployed, use the turret, of course,
because the units cannot rotate and move after deployment.
There is no turret to beat
Release deployment
The Deployer=yes indicates that after using the "D", it uses
a secondary attack, which is distributed around the center, so
it becomes a release type, usually with shock waves, turbulence,
etc.. It can be released several times continuously
DeployFire=yes said it would fire immediately after deployment
The UndeployDelay=150 statement on the invalid, only for the
soldiers effectively, on his behalf when releasing the hard
straight so much time can not do any other action, the action
requires hard straight SHP support and need to set the Sequence
10. Building code
Building attribute
BuildCat=Tech technology, a building that is not productive,
provides only construction premises, such as operational
laboratories
The BuildCat=Power energy class is specifically designed to
provide power, and only such buildings do not lose animation
when the Power value is correct
Factory=BuildingType base class, built especially for
buildings.
The BuildCat=Resource resource class is responsible for
collecting minerals. Only such buildings support the entry and
discharge of the ore car, and need to be used with the statement
"DockUnload=yes" and "Refinery=yes". The first 4 categories
appear in the construction column
The BuildCat=Combat defense class appears in the defense bar
The type of material that is independent of the type of material
and defense capability, and only the warhead, that is to say,
sometimes more than reinforced concrete wood materials by
playing
Armor=wood wood material
Armor=steel steel material
Armor=concrete reinforced concrete materials
Production type
Factory=InfantryType barracks class, training infantry, you
can choose the rendezvous
The Factory=UnitType factory class, which produces tanks or jet
fighters, has a choice of rendezvous points that need to be used
with "WeaponsFactory=yes". If there is "WaterBound=yes", it is
a naval factory, producing warships
Factory=AircraftType airport class, the production of flight
attack aircraft
Maintenance function
UnitRepair=yes repair plant, repair damaged tanks, you can
choose the factory point
Training function
The Armory=yes infantry training field, level 3 infantry can
enter, after rising directly into 3 level, cannot choose the
set point, but if the training field to add
"Factory=InfantryType", then you can choose to set point, but
the training field became No. 2 barracks.
The number of Ammo=9999 training can only train 9999 people,
usually the number of more (can not use -1), in order to ensure
almost endless
Loading effect
Upgrades=2 is used for the main building, based on which 2 parts
can be loaded
The PowersUpBuilding=UAPOWR is attached to the main part and
is loaded into the main building UAPOWR (geothermal power
plant), which can only be placed on the main building, not in
the open space or other places
PowersUpToLevel=-1 accessory for a part, said total number can
be loaded, usually requires infinite loading, loading with the
main building of the 2 until now, the relationship between the
detailed geothermal power plant and energy turbine
Recycle building
UndeploysInto=FLMCV buildings can be ordered to move and are
towed into chariot units, often used for base establishment and
recycling
Free unit
FreeUnit=FLMIN is commonly used for mine, after the
establishment of a free unit. If the building can be repeated
up again, then you can generate a lot of free units, tricks so
BT dedicated to Blake tanks, if free unit is not mine but the
prism, it is really too BT
Surround with walls
ProtectWithWall=yes for computers, the computer will protect
the building against walls
Permeable
Spyable=yes spy can enter, for different types of architecture
can produce different result, production building into the
airport outside to unit 1, the other all black map can enter
the radar into the power building can be cut off 1 minutes into
resource buildings (close up farmers can not steal mine) and
into the super weapon can reset the charging time, entering the
laboratory can steal some technology units.
Can be absorbed
Drainable=yes a flying saucer can suck its energy, or stop
working, or the money will be absorbed
Occupied
Capturable=true engineer can enter the occupation, or else can
not enter
Special platform
Bib=yes some buildings with special functions need this
platform, for example, the airport is used to stop airplanes,
Ground units can pass on this platform, and this Bib requires
graphics and ART support
Unmanned control
BaseNormal=no can not be used as a connecting foundation,
usually for buildings and shipyards, and for buildings that can
be built far apart
Crewed=no this building was destroyed or sold out ambushes,
this statement on the ground of his effective, but should not
be used for aircraft and warships, otherwise you will be wrong
Overload building
Overpowerable=true this building can be "unit charge function"
can cause excessive energy supply, realize the main attack
force to strengthen the attack, Wu before overload, overload
after using soemu attacks, such as Tesla coils and bright Saint
tablet.
11, missile series code
Conventional projectile
The attack power of a Damage=100 weapon, for some special
weapons, is also indicated by other quantities, such as the
chaotic time of turbulence, the reconnaissance area of the
scout, and the total number of enemies controlled by the mind.
1, the representative has a special role, you can attack, but
does not cause harm, 0 and 2 representatives can not attack,
negative representatives can attack, but not hurt, but add
blood, such as maintenance vehicles
AmbientDamage=200 weapons wear steal attacks, and only when the
weapon types are sonic and particle system classes can they have
a "steal effect"
The firing frequency of ROF=80 weapon, 60 said the second time,
the higher the number the more time to pause the second
Range=15 weapon range ceiling
MinimumRange=8 weapon range minimum
The projectile shape and flight path of Projectile=Cannon
weapons are the most commonly used types of projectile
Invisible, which are not solid
Speed=40 projectile speed, the greater the number, the faster
it flies, but this speed is only valid for shells and missiles,
two types of solid projectiles
Warhead=ApocAP warhead corresponding warhead
Report=ApocalypseAttackGround muzzle sounds when fired
Anim=GUNFIRE gun animation when the gun is fired, such as when
the tank gun fires, the muzzle has a spark
DecloakToFire=no when using this weapon cloaked units or
invisible shield when he opened fire is not visible
Burst=2 has fired 2 shells, each of which has an attack, so 2
shells will cause double attack, and the number should not be
greater than 4
When a Bright=yes warhead hits a target or ground, a flash of
light occurs, and the larger the Damage, the greater the flash
area
Concealed missile body
RevealOnFire=no this unit is not displayed when it is fired.
It is usually used by stealth units, phantom units, and sniper
units
The dead body of the game platform
IsLaser=true laser weapons, its class Projectile=Invisible
best
IsMagBeam=yes magnetic wave weapon, its Projectile=Invisible
class is best
IsSonic=Yes sonic weapon, its Projectile=Invisible class is
best
Customizable projectile
The IsRailgun=true laser gun belongs to the particle system
weapon, and its Projectile=Invisible class is best. This
statement should be used with the statement
"AttachedParticleSystem", and also need to set up the
corresponding particle system
Beam setting
LaserInnerColor = 255,0255 sets the color of the laser beam and
the center beam of the laser gun. InnerColor represents the
color emitted
LaserOuterColor = 255,02
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