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改你所爱《家园2》全舰队修改复制教程

2014-08-20 16:31:33 作者:贝伦卡斯泰露

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【导读】《家园2》全舰队修改复制教程,交各位玩家怎么通过修改舰队名进行船只复制。

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

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以上就是完整的带建造能力的船的参数,战舰就比较简单,如下是驱除舰参数

{

tactic = 1,

type = “Hgn_Destroyer“,

subsystems = {

{

index = 0,

name = “HGN_DES_ENGINE“,

},

},

buildjobs = {

},

size = 1,

shiphold = {

},

name = ““,

teamColourHandle = 0,

hotkey = 32,

},

也就是说,你想要一关开始时增加什么船,只要把这种船的参数加进去就行了,而且不论敌我都可以,

举例,多要一只无畏舰的话,只要增加以下就行了

{

tactic = 1,

type = “Hgn_Dreadnaught“,

subsystems = {

},

buildjobs = {

},

size = 1,

shiphold = {

},

name = “NIS_Squad“,

teamColourHandle = 24,

hotkey = 0,

},

多两只就粘贴两次,如果要别的船只,只要把引号中的船名 Hgn_Dreadnaught 改成需要的就行了

其他所有船名:

hgn_assaultcorvette

hgn_assaultcorvetteelite

hgn_assaultfrigate

hgn_attackbomber

hgn_attackbomberelite

hgn_carrier

hgn_gunturret

hgn_hscore

hgn_interceptor

hgn_ioncannonfrigate

hgn_ionturret

hgn_marinefrigate

hgn_marinefrigate_soban

hgn_mothership

hgn_probe

hgn_pulsarcorvette

hgn_resourcecollector

hgn_resourcecontroller

hgn_scout

hgn_targetdrone

hgn_torpedofrigate

meg_chimera

meg_sajhulknose

meg_sajhulkpanels

meg_sajhulkturret

meg_tanis

meg_tanisstructure_medium

meg_tanisstructure_medium2

neu_soundtest

neu_transport

sp_tanker

sp_tanker2

sp_tanker3

sp_tanker4

sp_tanker5

sp_tanker6

vgr_assaultfrigate

vgr_battlecruiser

vgr_bomber

vgr_carrier

vgr_destroyer

vgr_heavymissilefrigate

vgr_hyperspace_platform

vgr_interceptor

vgr_lancefighter

vgr_lasercorvette

vgr_missilecorvette

vgr_mothership

vgr_probe

vgr_resourcecollector

vgr_resourcecontroller

vgr_scout

vgr_weaponplatform_gun

vgr_weaponplatform_missile

kpr_attackdroid

kpr_destroyer

kpr_destroyerm10

kpr_mover

kpr_sajuuk

至于资源就别改了吧,你开场时的的资源和敌人是相同的,不用说了吧

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如果修改后哪一关出现死机或跳出现象,提前把修改出来的战舰自爆就行了,下一关再改回来

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

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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

ddAbility(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/”,“Hiigaran/Megaship/Engines/HShipYardEng”,“Hiigaran/Megaship/Ambience/HShipYardAmb”,““,3,“Megaliths/RandomEmit/HANGAR_EMITTERS“,“Root“)-----引擎相关文件,声音等

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