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[教程文章] [代码].ship文件相关参数说明

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发表于 2009-8-16 19:51:22 | 显示全部楼层 |阅读模式
[代码].ship文件相关参数说明

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ship文件说明
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
作者:家园唯一高手
出处:家园官方论坛

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,指的是船舰图标的大小
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
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(1为相同目录下的相同名称的对应文件)
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
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发表于 2009-10-29 12:31:24 | 显示全部楼层
发现有两个地方有点小问题:
首先"NewShipType.visualRange = 1000"指的是视野半径=1000m,也就是说在电离云中感应器失效的情况下第一类和第二类感应半径都是1000m,而不是被感应到的距离。例如探测器的视野半径是5000m,而侦察机则是1000m,两者在电离云中遭遇,我方的探测器在很远的地方就发现了敌方的侦察机,而敌人则浑然不觉,反之用侦察机去侦查的话,当侦察到敌人的时候也已经被敌人发现了。
然后"addShield(NewShipType,“EMP“,10000,20)"是EMP护盾,即使没有这一条照样会被EMP瘫痪(例如侦察机),而最后的20指的是护盾的恢复时间,而非从瘫痪中恢复的时间,即使改为1一旦被瘫痪照样要过很长时间才恢复得过来。
以上内容均经过测试,结论真实可靠。
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发表于 2009-11-26 06:31:25 | 显示全部楼层
感謝分享!!~
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发表于 2010-1-24 13:25:51 | 显示全部楼层
每取一经,必回帖感谢
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发表于 2010-1-27 17:06:42 | 显示全部楼层
谢谢分享,受教了
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发表于 2010-8-12 17:13:43 | 显示全部楼层
是ship文件的教程。。。有些地方说明的还是不够详细
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