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新人测试MakeInfantry用法之影分身术

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发表于 2019-11-3 19:29:04 | 显示全部楼层 |阅读模式
大家好,今天分享一个WEAPON——卡刚门性男之术

注意!需要在Ares平台实现!!!!!!!!!!!
一定要有部署的步兵,必须要有Sequences部署帧。

附件为效果图,没有鸣人的SHP,先用异形代替了

代码如下:
Rulesmd.ini
[General]
;首先你必须在这里注册一个数组(List),来表示makeinfantry会产生哪个士兵 index从0开始,0对应狂兽人,以此类推
AnimToInfantry=BRUTE,RAMBO,E1,XSHADOW

[InfantryTypes]
[XENOIN]   ;主体
UIName=Name:XENOIN
Name=XENOIN
;Image=XENOIN
Category=Soldier
Primary=TankSonicZap
Secondary=CREATEINF     ;部署武器,开启影分身术
OpenTransportWeapon=1;defaults to -1 (decide normally)  What weapon should I use in a Battle Fortress
Occupier=yes;yes ; I can Occupy UC buildings
OccupyWeapon=UCPsychicJab; The weapon I use while Occupying.  Defaults to 0 (Primary)
EliteOccupyWeapon=UCElitePsychicJab; The weapon I use while Occupying.  Defaults to 0 (Primary)
OccupyPip=PersonPurple
CrushSound=InfantrySquish
Strength=3000
Pip=white
Armor=none
TechLevel=2
Sight=6
Speed=10
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=200
Soylent=150
Points=10
IsSelectableCombatant=yes
VoiceSelect=BearSelect
VoiceMove=BearMove
VoiceAttack=BearAttackCommand
VoiceFeedback=none
VoiceSpecialAttack=BearMove
DieSound=BearDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=10 ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
ImmuneToPsionics=yes
ImmuneToRadiation=yes
Bombable=yes
Deployer=yes
DeployFire=yes
; DeployTime=.022  ; PCG; Unused for now.  Was maybe going to make its way in if we did
; a more explicit state machine for deploying b/c of autodeploy.
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=1
Crushable=yes
DeployedCrushable=no
DeploySound=GuardianGIDeploy
UndeploySound=GIUndeploy
ElitePrimary=TankSonicZapE
;EliteSecondary=120mmxE;GEF New Guardian GI weapon
;EliteSecondary=ParaE
IFVMode=16
PixelSelectionBracketDelta=-6;gs higher number draws lower.  Pixel difference from normal for selection bracket
SelfHealing=yes
AIBuildThis=yes
Bounty=yes
Bounty.Value=300


[XSHADOW]   ;步兵   分身
UIName=Name:XENOIN
Name=XENOIN
Image=XENOIN
Category=Soldier
Primary=TankSonicZap
;Secondary=CREATEINF
Secondary=120mmxE
OpenTransportWeapon=1;defaults to -1 (decide normally)  What weapon should I use in a Battle Fortress
Occupier=yes;yes ; I can Occupy UC buildings
OccupyWeapon=UCPsychicJab; The weapon I use while Occupying.  Defaults to 0 (Primary)
EliteOccupyWeapon=UCElitePsychicJab; The weapon I use while Occupying.  Defaults to 0 (Primary)
OccupyPip=PersonPurple
CrushSound=InfantrySquish
Strength=90
Pip=white
Armor=none
TechLevel=-1
Sight=6
Speed=10
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=200
Soylent=150
Points=10
IsSelectableCombatant=yes
VoiceSelect=BearSelect
VoiceMove=BearMove
VoiceAttack=BearAttackCommand
VoiceFeedback=none
VoiceSpecialAttack=BearMove
DieSound=BearDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=10 ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
ImmuneToPsionics=yes
ImmuneToRadiation=yes
Bombable=yes
Deployer=yes
DeployFire=yes
; DeployTime=.022  ; PCG; Unused for now.  Was maybe going to make its way in if we did
; a more explicit state machine for deploying b/c of autodeploy.
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=1
Crushable=yes
DeployedCrushable=no
DeploySound=GuardianGIDeploy
UndeploySound=GIUndeploy
ElitePrimary=TankSonicZapE
;EliteSecondary=120mmxE;GEF New Guardian GI weapon
;EliteSecondary=ParaE
IFVMode=16
PixelSelectionBracketDelta=-6;gs higher number draws lower.  Pixel difference from normal for selection bracket
SelfHealing=yes
AIBuildThis=yes
Bounty=yes
Bounty.Value=300



[Weapons]
[CREATEINF]   ;武器:影分身术
Damage=90
ROF=3000
Range=3
;AreaFire=yes
;FireOnce=yes
Warhead=INFWH
Speed=70
;CellRangeFinding=yes
Projectile=NUKESPLITE
;Report=YuriDeploy
;Anim=VTMUZZLE
;OmniFire=yes ; Don't need to turn even though I have no turret (Need since if I am directly over my target it will baffle the CloseEnough
Burst=5
;Suicide=yes
FireOnce=no
AreaFire=yes


[Projectile]
[NUKESPLITE]    ;类似放空履带车的散布
;Arm=2
Shadow=no
;High=yes
;VeryHigh=yes
Ranged=yes
Image=none
;Inviso=yes
AA=no
AG=yes
;ROT=60
IgnoresFirestorm=yes
Cluster=6
;Color=Red
;Splits=yes
;RetargetAccuracy=0.2
;RetargetSelf=no
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no
;Airburst=yes
;AirburstWeapon=Nukebomb
;AirburstSpread=5
Inaccurate=yes
Arcing=true
FlakScatter=yes
BallisticScatter.Min=5.5    ;Ares功能
BallisticScatter.Max=8.0   ;Ares功能


[Warheads]
[INFWH]   ;弹头真的无所谓
CellSpread=0.2
PercentAtMax=0.05
ProneDamage=50%
InfDeath=5
;Rocker=yes
Verses=200%,200%,200%,200%,200%,200%,200%,100%,70%,100%,100%
AnimList=INFDIE2
AffectsAllies=no
AffectsOwner=no


Artmd.ini代码
[INFDIE2]    ;任意动画均可
;Image=ICEDIE
Layer=ground
Rate=500
AnimPalette=yes
CustomPalette=libtem.pal
MakeInfantry=3 ;注意这里和前面呼应
MakeInfantryOwner=invoker




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 楼主| 发表于 2019-11-3 19:30:18 | 显示全部楼层
自己先顶一下,求加精加威严
发表于 2019-11-3 19:53:35 | 显示全部楼层
本帖最后由 紫色放逐 于 2019-11-3 19:55 编辑

大哥 你图不动 而且动画刷兵这个东西也算挺基础的了
发表于 2019-11-3 22:05:15 | 显示全部楼层
這種基礎東西怎麼想的加精加威嚴
发表于 2019-11-4 15:42:32 | 显示全部楼层
紫色放逐 发表于 2019-11-3 19:53
大哥 你图不动 而且动画刷兵这个东西也算挺基础的了

为了解决机场生产各类飞机所带来的机场占位问题,让机场生产各类直升机真正变得可用,

我和圣洁大佬已经几乎没日没夜地奋战了半个月了,期间试了几十种方案,目前仅找到一种可用的,但是需要更改全局的残兵设定,我让圣洁大佬发帖公布出来,她非说无论如何要找到真正完美的方案再公布,目前我们还在不断苦思冥想不断测试中……

希望这周能彻底攻破这个问题,这样以后大家的MOD都可以直接用机场生产所有类型的空军单位了。做好了我让圣洁大佬发帖公布,到时候你能不能多给点威严呀……嘤嘤嘤……
 楼主| 发表于 2019-11-4 19:05:43 | 显示全部楼层
紫色放逐 发表于 2019-11-3 19:53
大哥 你图不动 而且动画刷兵这个东西也算挺基础的了

GIF那个没注意,大佬说的对,这只是基础。我还在学习中。我承认我现在很菜,但我会努力思考。
 楼主| 发表于 2019-11-4 19:07:06 | 显示全部楼层
Sevef 发表于 2019-11-3 22:05
這種基礎東西怎麼想的加精加威嚴

就当我是皮一下吧。刚开始学。见谅哈
发表于 2019-11-4 20:47:32 | 显示全部楼层
尚和道人 发表于 2019-11-4 15:42
为了解决机场生产各类飞机所带来的机场占位问题,让机场生产各类直升机真正变得可用,

我和圣洁大佬已经 ...

gay 都可以gay
发表于 2019-11-4 21:38:21 | 显示全部楼层

鬼知道我们这半个月到底经历了什么,此时此刻都还在一起探讨解决方案,还在努力测试……嘤嘤嘤……
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