佬王又1水貼plus兩個小小思路
本帖最后由 JWong 于 2020-12-9 21:43 编辑鎮樓{:4_88:}
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必須把三哥牛給殺了{:4_88:}
======================================================猛火油櫃IMMERSION
給猛火油櫃加一個彈頭(火焰外觀,會比較好看),改成發射彈丸攻擊,且彈頭自帶踐踏攻擊。
即猛火油櫃可以對前方火焰發射範圍內的敵人造成傷害。
DE版
建築被摧毀時生成單位
在單位BuildingRubbleNxN中叉掉
<!-- <UnitType>EmbellishmentClass</UnitType> -->
<!-- <Flag>ForceToGaia</Flag> -->
<!-- <Flag>NoUnitAI</Flag> -->
加個Tactics
然後Tactics加個一次性的Spawn
建造(挖)地雷
地雷我也玩过{:4_88:} 大佬实在NB{:4_100:}
求问一下给猛火油加的火焰弹头用的是哪个animfile? <animfile>
<attachment>
attachment_cannon_ball_trail
<component>
cannon_ball_trail
<assetreference type="ParticleSystem">
<file>新粒子文件地址</file>
</assetreference>
</component>
<anim>
Idle
<component>cannon_ball_trail</component>
</anim>
</attachment>
<component>
ball
<assetreference type="ParticleSystem">
<file>units\artillery\flameThrower\flameThrower_flames.particle</file>
</assetreference>
</component>
<anim>
Idle
<component>ball</component>
<attach a="attachment_cannon_ball_trail" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
</anim>
</animfile>
自用的粒子系統,外觀一般
<particlefile>
<emitter>
<tiedtoemitter>0</tiedtoemitter>
<ignorerotation>0</ignorerotation>
<emitbymotion>0</emitbymotion>
<loop>0</loop>
<inheritvelocity>0</inheritvelocity>
<useminvelocity>0</useminvelocity>
<usemaxvelocity>0</usemaxvelocity>
<alwaysactive>0</alwaysactive>
<castshadows>0</castshadows>
<syncwithattackanim>0</syncwithattackanim>
<maxparticles>100</maxparticles>
<appearancetype>0</appearancetype>
<updateradius>3.000</updateradius>
<maxparticlesvar>0.000</maxparticlesvar>
<particlelife>1.900</particlelife>
<particlelifevar>0.300</particlelifevar>
<globalfadein>0.000</globalfadein>
<globalfadeinvar>0.000</globalfadeinvar>
<globalfadeout>0.000</globalfadeout>
<globalfadeoutvar>0.000</globalfadeoutvar>
<emitdistance>0.000</emitdistance>
<emitdistancevar>0.000</emitdistancevar>
<emissionrate>200.000</emissionrate>
<emissionratevar>0.000</emissionratevar>
<initialdormancy>0.000</initialdormancy>
<initialdormancyvar>0.000</initialdormancyvar>
<initialupdate>0.000</initialupdate>
<initialupdatevar>0.000</initialupdatevar>
<emissiontime>0.500</emissiontime>
<emissiontimevar>0.000</emissiontimevar>
<dormanttime>0.000</dormanttime>
<dormanttimevar>0.000</dormanttimevar>
<initialdistance>0.050</initialdistance>
<initialdistancevar>0.000</initialdistancevar>
<initialvelocity>10.000</initialvelocity>
<initialvelocityvar>0.300</initialvelocityvar>
<acceleration>0.000</acceleration>
<accelerationvar>0.000</accelerationvar>
<inheritinfluence>-2.000</inheritinfluence>
<inheritinfluencevar>0.000</inheritinfluencevar>
<minvelocity>0.000</minvelocity>
<minvelocityvar>0.000</minvelocityvar>
<maxvelocity>0.000</maxvelocity>
<maxvelocityvar>0.000</maxvelocityvar>
</emitter>
<shape>
<startfull>0</startfull>
<emitawayfrombias>0</emitawayfrombias>
<usespreader>0</usespreader>
<shapetype>0</shapetype>
<outerxradius>0.050</outerxradius>
<innerxradius>0.000</innerxradius>
<outeryradius>0.050</outeryradius>
<inneryradius>0.010</inneryradius>
<outerzradius>0.050</outerzradius>
<innerzradius>0.000</innerzradius>
<centerheight>0.000</centerheight>
<offaxis>90.000</offaxis>
<offaxisspread>-90.000</offaxisspread>
<offplane>5.000</offplane>
<offplanespread>0.000</offplanespread>
<biaspointheight>0.000</biaspointheight>
<forceriverflowemission>0</forceriverflowemission>
</shape>
<appearance>
<orientbymotion>0</orientbymotion>
<numfiles>1</numfiles>
<numframes>0</numframes>
<framewidth>0</framewidth>
<frameheight>0</frameheight>
<materialtype>1</materialtype>
<emissive>16777215</emissive>
<specular>16777215</specular>
<specularexponent>0.000</specularexponent>
<framespersecond>0.000</framespersecond>
<animationrate>1.000</animationrate>
<animationratevar>0.000</animationratevar>
</appearance>
<appearanceweights>
<stage>
<file>effects\fire\flameball_a</file>
<material>0</material>
<weight>1.000</weight>
</stage>
</appearanceweights>
<depthbias>
<numfiles>0</numfiles>
<numframes>0</numframes>
<framewidth>0</framewidth>
<frameheight>0</frameheight>
<framespersecond>0.000</framespersecond>
<zscale>0.000</zscale>
</depthbias>
<depthbiasweights/>
<opacity>
<loopingcycle>0</loopingcycle>
<numstages>3</numstages>
<opacity>1.000</opacity>
<opacityvar>0.500</opacityvar>
<cycletime>0.000</cycletime>
<cycletimevar>0.000</cycletimevar>
</opacity>
<opacitystages>
<stage>
<opacity>0.000</opacity>
<opacityvar>0.000</opacityvar>
<hold>0.000</hold>
<fade>0.250</fade>
</stage>
<stage>
<opacity>0.300</opacity>
<opacityvar>0.000</opacityvar>
<hold>0.000</hold>
<fade>1.000</fade>
</stage>
<stage>
<opacity>0.000</opacity>
<opacityvar>0.000</opacityvar>
<hold>0.500</hold>
<fade>0.000</fade>
</stage>
</opacitystages>
<scale>
<loopingcycle>0</loopingcycle>
<numstages>4</numstages>
<scale>0.600</scale>
<scalevar>0.100</scalevar>
<xscale>1.000</xscale>
<xscalevar>0.000</xscalevar>
<yscale>1.000</yscale>
<yscalevar>0.000</yscalevar>
<zscale>1.000</zscale>
<zscalevar>0.000</zscalevar>
<cycletime>0.100</cycletime>
<cycletimevar>0.000</cycletimevar>
</scale>
<scalestages>
<stage>
<scale>0.200</scale>
<scalevar>0.300</scalevar>
<hold>0.000</hold>
<fade>0.100</fade>
</stage>
<stage>
<scale>0.750</scale>
<scalevar>0.000</scalevar>
<hold>0.000</hold>
<fade>1.000</fade>
</stage>
<stage>
<scale>3.500</scale>
<scalevar>0.000</scalevar>
<hold>0.000</hold>
<fade>1.000</fade>
</stage>
<stage>
<scale>6.000</scale>
<scalevar>0.300</scalevar>
<hold>0.000</hold>
<fade>0.000</fade>
</stage>
</scalestages>
<speed>
<loopingcycle>0</loopingcycle>
<numstages>3</numstages>
<speed>1.000</speed>
<speedvar>0.000</speedvar>
<xspeed>1.000</xspeed>
<xspeedvar>0.000</xspeedvar>
<yspeed>1.000</yspeed>
<yspeedvar>0.000</yspeedvar>
<zspeed>1.000</zspeed>
<zspeedvar>0.000</zspeedvar>
<cycletime>1.000</cycletime>
<cycletimevar>0.000</cycletimevar>
</speed>
<speedstages>
<stage>
<scale>1.000</scale>
<scalevar>0.000</scalevar>
<hold>0.000</hold>
<fade>0.330</fade>
</stage>
<stage>
<scale>0.200</scale>
<scalevar>0.000</scalevar>
<hold>0.000</hold>
<fade>1.000</fade>
</stage>
<stage>
<scale>0.050</scale>
<scalevar>0.000</scalevar>
<hold>0.000</hold>
<fade>0.000</fade>
</stage>
</speedstages>
<intensity>
<loopingcycle>0</loopingcycle>
<numstages>0</numstages>
<intensity>5.000</intensity>
<intensityvar>0.000</intensityvar>
<cycletime>0.000</cycletime>
<cycletimevar>0.000</cycletimevar>
</intensity>
<intensitystages/>
<color>
<usepalette>0</usepalette>
<loopingcycle>0</loopingcycle>
<numpalettecolors>3</numpalettecolors>
<numstages>3</numstages>
<cycletime>0.000</cycletime>
<cycletimevar>0.000</cycletimevar>
<fworldlightinginfluence>0.000</fworldlightinginfluence>
<color>0</color>
</color>
<palettecolors>
<color>11315573</color>
<color>10256705</color>
<color>4930070</color>
</palettecolors>
<colorstages>
<stage>
<usepalette>0</usepalette>
<color>8388863</color>
<hold>0.000</hold>
<fade>0.500</fade>
</stage>
<stage>
<usepalette>0</usepalette>
<color>16633410</color>
<hold>0.000</hold>
<fade>1.000</fade>
</stage>
<stage>
<usepalette>0</usepalette>
<color>16528643</color>
<hold>0.000</hold>
<fade>0.000</fade>
</stage>
</colorstages>
<forces>
<randomorientation>1</randomorientation>
<tumble>1</tumble>
<tumblebothdirections>1</tumblebothdirections>
<randomaxis>0</randomaxis>
<internalgravity>-12.000</internalgravity>
<internalgravityvar>0.000</internalgravityvar>
<internalwinddirection>0.000</internalwinddirection>
<internalwinddirectionvar>0.000</internalwinddirectionvar>
<internalwindspeed>0.000</internalwindspeed>
<internalwindspeedvar>0.000</internalwindspeedvar>
<internalwinddelay>0.000</internalwinddelay>
<internalwinddelayvar>0.000</internalwinddelayvar>
<externalwindinfluence>0.000</externalwindinfluence>
<externalwindinfluencevar>0.000</externalwindinfluencevar>
<externalwinddelay>0.000</externalwinddelay>
<externalwinddelayvar>0.000</externalwinddelayvar>
<riverflowinfluence>0.000</riverflowinfluence>
<riverflowinfluencevar>0.000</riverflowinfluencevar>
<minangularvelocity>30.000</minangularvelocity>
<maxangularvelocity>90.000</maxangularvelocity>
<xaxis>0.000</xaxis>
<xaxisvar>0.000</xaxisvar>
<yaxis>0.000</yaxis>
<yaxisvar>0.000</yaxisvar>
<zaxis>0.000</zaxis>
<zaxisvar>0.000</zaxisvar>
</forces>
<collision>
<numtypes>0</numtypes>
<terraininteractiontype>-1</terraininteractiontype>
<terrainheight>0.000</terrainheight>
<terrainheightvar>0.000</terrainheightvar>
<terraindampenfactor>0.000</terraindampenfactor>
</collision>
<collisionstages/>
<particleevents/>
</particlefile> JWong 发表于 2021-2-17 00:54
attachment_cannon_ball_trail
cannon_ball_trail
原来弹头可以这么写,多谢大佬指点!{:8_292:}
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