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[求助] 关于高达3.1航母改防导弹系统修改问题

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发表于 2012-2-20 13:57:40 | 显示全部楼层 |阅读模式
请问可不可以为ship 文件夹EFSF_MS_CARRIER航母改防导弹系统?

EFSF_MS_CARRIER文件内发现三种武器

efsf_battlecruiserturretedioncannon
zeon_mshulldefensegunside
Efsf_BattleCruiserKineticBurstCannon

也不能防GP02导弹, 所以我改 efsf_battlecruiserturretedioncannon  和
zeon_mshulldefensegunside 有防导弹功能....

efsf_battlecruiserturretedioncannon:........
  
setAccuracy(NewWeaponType,1,{
  Missile = 1,                 <-------
},{
  Fighter = 0,
},{
  Corvette = 0.2,
},{
  munition = 0,
},{
  Frigate = 0.2,
  damage = 1,

zeon_mshulldefensegunside:.......
setAccuracy(NewWeaponType,1,{
  Missile = 1,                <-----------
},{
  Fighter = 0.2,
},{
  Corvette = 0.2,
},{
  munition = 0.2,
},{
  Frigate = 0.2,
  damage = 1,
})

但是GP02导弹飞来时, 航母还是静静地接受GP02的折磨, 多次尝试结果无变,
是他命该如此.....还是...他真名叫Titanic?,
里面居住是机动战士, ... 还是游客?....
希望GP02不要杀无辜的老百姓....

不知有没有其他方法...?请高人帮忙

谢谢
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发表于 2012-2-20 18:21:33 | 显示全部楼层
在ship文件下
EFSF_MS_CARRIER的参数中:
addAbility(NewShipType,"CanAttack",1,1,0,0,0.35,1.2,"Mothership, Capturer, SmallCapitalShip, BigCapitalShip, Frigate, Corvette, Utility, Fighter","Frontal",{
  Fighter = "MoveToTargetAndShoot",
},{
  Corvette = "MoveToTargetAndShoot",
},{
  Frigate = "MoveToTargetAndShoot",
},{
  Munition = "MoveToTargetAndShoot",
},{
  SubSystem = "FrontalVsSubSystem",
})

绿色部分是航母的攻击对像和优先攻击,第一个是Mothership,就是说优击攻击Mothership。

在Mothership前面加上导弹他就会攻击弹导了
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发表于 2012-2-20 18:22:22 | 显示全部楼层
这个只是理论

希望可以帮到你

因为我没试过
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 楼主| 发表于 2012-2-21 09:47:40 | 显示全部楼层
wuzhenxingamu 发表于 2012-2-20 18:21
在ship文件下
EFSF_MS_CARRIER的参数中:
addAbility(NewShipType,"CanAttack",1,1,0,0,0.35,1.2,"Mother ...

谢谢你老兄的建议,  非常感激, 这个推论讲得通,  但我刚刚
尝试, 发现效果相同, titanic 对 GP02 攻击非常冷漠
....zeon_mshulldefensegunside小火炮也不反击....我改射范围加9000还一样, 给GP02欺负就像和他没有关系

scripts文件夹--->weaponfire文件夹---->zeon_wqgp02a-文件夹内
有两个文件有下面这句
nopenetratefx = "dmg_capital_explosion_large_hull_flare_mothership_noscar"
不知有没有关系....

还有我把 missle 和 munition 的 Accuracy 已经改成1
missle文件夹 zeon_smallmissile文件说:
    NewShipType.DisplayFamily="Munition"

但是还一样{:soso_e101:}

谢谢
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 楼主| 发表于 2012-2-21 09:54:53 | 显示全部楼层
wuzhenxingamu 发表于 2012-2-20 18:22
这个只是理论

希望可以帮到你

希望我们这样地研究下去,  有一天有能力写0087-0093出来,  {:soso_e108:} 把艾美号变为沙扎比
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 楼主| 发表于 2012-2-21 10:01:27 | 显示全部楼层
wuzhenxingamu 发表于 2012-2-20 18:22
这个只是理论

希望可以帮到你

把ma05变 Psycho高达, Z高达要问seed mod高人....Mothership 变 Argama
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发表于 2012-2-22 09:10:11 | 显示全部楼层
反导必须拥有布雷功能
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 楼主| 发表于 2012-2-22 12:02:41 | 显示全部楼层
MKII4号机 发表于 2012-2-22 09:10
反导必须拥有布雷功能

谢谢

我想不要太复杂, 要有像EFSF Battlecrusier一样, 拦截导弹, 因为EFSF MS carrier 是 Mothership, 应该有这个功能, 不知有没有方法改, 上面方法都尝试, 但是没效果.....{:soso_e118:}



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发表于 2012-2-22 14:40:12 | 显示全部楼层
添加反导弹功能需要有三个条件
第一个就是要单位必须有武器
至于导弹能不能反导这个没试过

第二个就是给单位添加布雷能力
这个是游戏引擎绑定的功能
在.ship文件中添加布雷功能的字段就可以
具体的参考教程区

第三就是将导弹这个类型加入到单位的可攻击目标的队列里面
特别要注意的是攻击优先权列表
同样也是在.ship文件里

对于MOD来说这些只能说是最最简单的了
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 楼主| 发表于 2012-2-23 01:48:03 | 显示全部楼层
隐风之狼 发表于 2012-2-22 14:40
添加反导弹功能需要有三个条件
第一个就是要单位必须有武器
至于导弹能不能反导这个没试过

谢谢你,

我刚刚尝试和看教程, 修改后 zeon_mshulldefensegunside小火炮一点反应也没有,  我怀疑作者要EFSF_MS_CARRIER非死不可......{:soso_e134:}
加武器叫....不反抗神盾{:soso_e120:}


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发表于 2012-2-23 13:13:15 | 显示全部楼层
你还是没明白,单位要反导必须具有布雷功能,否则你武器写100%命中率,只对导弹开火也是没用的,不开火
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 楼主| 发表于 2012-2-23 17:08:15 | 显示全部楼层
MKII4号机 发表于 2012-2-23 13:13
你还是没明白,单位要反导必须具有布雷功能,否则你武器写100%命中率,只对导弹开火也是没用的,不开火

谢谢你,

但我真的按照指示加布雷能力, 会不会做错什么....{:soso_e134:}




addAbility(NewShipType,"MoveCommand",1,0)
addAbility(NewShipType,"CanDock",1,0)
addAbility(NewShipType,"MinelayerAbility",1,3.5)                       <-------请看
NewShipType.dockTimeBetweenTwoFormations = 1
NewShipType.dockTimeBeforeStart = 2
NewShipType.dockNrOfShipsInDockFormation = 1
NewShipType.dockFormation = "delta"
NewShipType.queueFormation = "dockline"
NewShipType.dontDockWithOtherRaceShips = 1
NewShipType.ignoreRaceWhenDocking = 0
addAbility(NewShipType,"CanLaunch")
NewShipType.launchTimeBetweenTwoFormations = 1
NewShipType.launchTimeBeforeStart = 2
NewShipType.launchNrOfShipsInDockFormation = 1
NewShipType.launchFormation = "delta"
addAbility(NewShipType,"ShipHold",1,250,20,"rallypoint","Platform, Frigate, Corvette, Fighter, Utility",25,{
  SuperCap = "2000",
},{
  Frigate = "2000",
},{
  Platform = "2000",
},{
  Fighter = "12",
},{
  Corvette = "600",
})
addAbility(NewShipType,"WaypointMove")
addAbility(NewShipType,"HyperSpaceCommand",0,1,500,1000,0,3)
addAbility(NewShipType,"CanAttack",1,1,0,0,0.35,1.2,"Missile, Mothership, BigCapitalShip, SmallCapitalShip, Utility, Capturer, Frigate, Corvette, Fighter","Frontal",{                    
  Fighter = "MoveToTargetAndShoot",
},{
  Corvette = "MoveToTargetAndShoot",
},{
  Frigate = "MoveToTargetAndShoot",
},{
  Missile = "MoveToTargetAndShoot",
},{
  Munition = "MoveToTargetAndShoot",
},{
  SubSystem = "FrontalVsSubSystem",
})
addAbility(NewShipType,"CanBuildShips",1,"Fighter_Efsf, Corvette_Efsf, Frigate_Efsf, SuperCap_Efsf, Utility_Efsf, Platform_Efsf, SubSystem_Efsf, SubSystemLarge_Efsf, Battlecruiser_Efsf, Shipyard_Efsf, Probe_Efsf","Utility, Fighter, Corvette, Frigate, Capital, Platform, SubSystemModule")
addAbility(NewShipType,"CanBeRepaired")
addAbility(NewShipType,"CloakAbility",0,2,2000,4000,3,100,1,1000)
addAbility(NewShipType,"RetireAbility",1,0)
addAbility(NewShipType,"HyperspaceInhibitorAbility",0,12000)
addAbility(NewShipType,"GuardCommand",1,7000,1000)
LoadModel(NewShipType,1)
StartShipWeaponConfig(NewShipType,"Zeon_MSHullDefenseGunSide","Weapon_HullDefense1","Weapon_HullDefense1")
StartShipWeaponConfig(NewShipType,"Zeon_MSHullDefenseGunSide","Weapon_HullDefense2","Weapon_HullDefense2")
StartShipWeaponConfig(NewShipType,"Zeon_MSHullDefenseGunSide","Weapon_HullDefense3","Weapon_HullDefense3")
StartShipWeaponConfig(NewShipType,"Zeon_MSHullDefenseGunSide","Weapon_HullDefense4","Weapon_HullDefense4")
StartShipWeaponConfig(NewShipType,"Zeon_MSHullDefenseGunSide","Weapon_HullDefense5","Weapon_HullDefense5")
StartShipWeaponConfig(NewShipType,"Zeon_MSHullDefenseGunSide","Weapon_HullDefense6","Weapon_HullDefense6")
StartShipWeaponConfig(NewShipType,"Zeon_MSHullDefenseGunSide","Weapon_HullDefense7","Weapon_HullDefense7")
StartShipWeaponConfig(NewShipType,"Zeon_MSHullDefenseGunSide","Weapon_HullDefense8","Weapon_HullDefense8")
addShield(NewShipType,"EMP",10000,20)
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发表于 2012-2-24 10:59:10 | 显示全部楼层
优先攻击类表不对,优先攻击导弹不是写missle,而是写军需品munition,没有missle这个类别
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发表于 2012-2-24 16:19:00 | 显示全部楼层
翻出来GP01的来做对比就能找到了
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 楼主| 发表于 2012-2-25 00:01:16 | 显示全部楼层
MKII4号机 发表于 2012-2-24 10:59
优先攻击类表不对,优先攻击导弹不是写missle,而是写军需品munition,没有missle这个类别

谢谢,

就像我四楼提到, GP02核弹
应该是 muniton, 但后来我比较游戏里
能反导弹机体, efsf_battlecruiser 和 efsf_destroyer都是写 Missile 排第一, 所以把他们复制, 即使
GP01也是一样, 所以我想这个应该可以.

efsf_destroyer:
addAbility(NewShipType,"CanAttack",1,1,0,0,0.35,1.2,"Missile, Utility, Capturer, Mothership, SmallCapitalShip, BigCapitalShip, Frigate, Corvette, Fighter","Frontal",{
  Fighter = "MoveToTargetAndShoot",
},{
  Corvette = "MoveToTargetAndShoot",
},{
  Frigate = "MoveToTargetAndShoot",
},{
  Missile = "MoveToTargetAndShoot",
},{
  Munition = "MoveToTargetAndShoot",
},{
  SubSystem = "FrontalVsSubSystem",

efsf_battlecruiser:
addAbility(NewShipType,"CanAttack",1,1,0,0,0.35,1.2,"Missile, Utility, Capturer, Mothership, SmallCapitalShip, BigCapitalShip, Frigate, Corvette, Fighter","Frontal",{
  Fighter = "MoveToTargetAndShoot",
},{
  Corvette = "MoveToTargetAndShoot",
},{
  Frigate = "MoveToTargetAndShoot",
},{
  Missile = "MoveToTargetAndShoot",
},{
  Munition = "MoveToTargetAndShoot",
},{
  SubSystem = "FrontalVsSubSystem",
})

efsf_gundam_gp01fb:
addAbility(NewShipType,"CanAttack",1,1,1,0,0.35,1,"Missile, Frigate, Corvette, Fighter, Utility, Capturer, Mothership, SmallCapitalShip, BigCapitalShip","Flyby_Bomber_vs_Mothership",{
  Fighter = "DogFight",
},{
  Missile = "FlyBy",
},{
  Frigate = "DogFight",
},{
  Corvette = "CircleStrafe",
},{
  SubSystem = "TopAttack",
},{
  Utility = "FlyBy",
})

我不明白是为什么efsf_destroyer  和 efsf_battlecruiser
这样写便能把GP02核弹拦截,
请再帮我想想看

谢谢


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 楼主| 发表于 2012-2-25 00:02:22 | 显示全部楼层
MKII4号机 发表于 2012-2-24 10:59
优先攻击类表不对,优先攻击导弹不是写missle,而是写军需品munition,没有missle这个类别

谢谢,

就像我四楼提到, GP02核弹
应该是 muniton, 但后来我比较游戏里
能反导弹机体, efsf_battlecruiser 和 efsf_destroyer都是写 Missile 排第一, 所以把他们复制, 即使
GP01也是一样, 所以我想这个应该可以.

efsf_destroyer:
addAbility(NewShipType,"CanAttack",1,1,0,0,0.35,1.2,"Missile, Utility, Capturer, Mothership, SmallCapitalShip, BigCapitalShip, Frigate, Corvette, Fighter","Frontal",{
  Fighter = "MoveToTargetAndShoot",
},{
  Corvette = "MoveToTargetAndShoot",
},{
  Frigate = "MoveToTargetAndShoot",
},{
  Missile = "MoveToTargetAndShoot",
},{
  Munition = "MoveToTargetAndShoot",
},{
  SubSystem = "FrontalVsSubSystem",

efsf_battlecruiser:
addAbility(NewShipType,"CanAttack",1,1,0,0,0.35,1.2,"Missile, Utility, Capturer, Mothership, SmallCapitalShip, BigCapitalShip, Frigate, Corvette, Fighter","Frontal",{
  Fighter = "MoveToTargetAndShoot",
},{
  Corvette = "MoveToTargetAndShoot",
},{
  Frigate = "MoveToTargetAndShoot",
},{
  Missile = "MoveToTargetAndShoot",
},{
  Munition = "MoveToTargetAndShoot",
},{
  SubSystem = "FrontalVsSubSystem",
})

efsf_gundam_gp01fb:
addAbility(NewShipType,"CanAttack",1,1,1,0,0.35,1,"Missile, Frigate, Corvette, Fighter, Utility, Capturer, Mothership, SmallCapitalShip, BigCapitalShip","Flyby_Bomber_vs_Mothership",{
  Fighter = "DogFight",
},{
  Missile = "FlyBy",
},{
  Frigate = "DogFight",
},{
  Corvette = "CircleStrafe",
},{
  SubSystem = "TopAttack",
},{
  Utility = "FlyBy",
})

我不明白是为什么efsf_destroyer  和 efsf_battlecruiser
这样写便能把GP02核弹拦截,
请再帮我想想看

谢谢


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 楼主| 发表于 2012-3-2 19:05:56 | 显示全部楼层
没有答案....{:soso_e127:}
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 楼主| 发表于 2012-3-2 22:15:30 | 显示全部楼层
wuzhenxingamu 发表于 2012-2-20 18:21
在ship文件下
EFSF_MS_CARRIER的参数中:
addAbility(NewShipType,"CanAttack",1,1,0,0,0.35,1.2,"Mother ...

你好
想问老兄一个GP02问题, GP02 weapon文件夹有三个武器
zeon_dreadnaughtioncannongp02a核弹
zeon_destroyertorpedolaunchergp02a---这个不知道
zeon_torpedolaunchergp02a鱼雷

但是ship文件夹只写两个....zeon_dreadnaughtioncannongp02a和....zeon_torpedolaunchergp02a
LoadModel(NewShipType,1)
StartShipWeaponConfig(NewShipType,"Zeon_kineticautogunGP02A","Weapon_FrontGun","Fire")
StartShipWeaponConfig(NewShipType,"Zeon_dreadnaughtioncannonGP02A","weapon_Torpedo","Weapon_Torpedo")
StartShipWeaponConfig(NewShipType,"Zeon_torpedolauncherGP02A","weapon_Torpedo","")
StartShipWeaponConfig(NewShipType,"Efsf_kineticautogunRX78s","Weapon_FrontGun1","")
StartShipWeaponConfig(NewShipType,"EFSF_TBR","Weapon_FrontGun2","")
StartShipWeaponConfig(NewShipType,"EFSF_TBL","Weapon_FrontGun3","")
StartShipWeaponConfig(NewShipType,"EFSF_TBR1","Weapon_FrontGun4","")
StartShipWeaponConfig(NewShipType,"EFSF_TBR2","Weapon_FrontGun5","")
StartShipWeaponConfig(NewShipType,"EFSF_TBL1","Weapon_FrontGun6","")
StartShipWeaponConfig(NewShipType,"EFSF_TBL2","Weapon_FrontGun7","")
addShield(NewShipType,"EMP",10000,20)

请问知不知道怎么把zeon_destroyertorpedolaunchergp02a加上
我尝试这样写黑屏退出
--->StartShipWeaponConfig(NewShipType,"zeon_destroyertorpedolaunchergp02a","weapon_Torpedo","")
这样写也不成功
--->StartShipWeaponConfig(NewShipType,"zeon_destroyertorpedolaunchergp02a","weapon_Torpedo","Weapon_Torpedo")
这样写也不成功
--->StartShipWeaponConfig(NewShipType,"zeon_destroyertorpedolaunchergp02a",,"Weapon_TurretTop","Weapon_TurretTop")

不知道还有没有其他的方法

谢谢
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