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楼主: 赤雪

一个想法,集思广益,共同学习~如何创建一个‘类暴民’

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 楼主| 发表于 2012-3-1 02:05:58 | 显示全部楼层
狙击手代码中的 : P  被显示成调皮的表情了。。。在DESIGN parameters 里面。。。
 楼主| 发表于 2012-3-1 02:14:24 | 显示全部楼层
Object ChinaInfantrySniperTeamObserver

;**** ART Parameters ***
  Draw = W3DModelDraw DrawTag_01
    OkToChangeModelColor = Yes


    DefaultConditionState ;Idle with Pistol Holstered
      Model = UIMOB01_SKN
      IdleAnimation = UIMOB01_SKL.UIMOB01_IDA1 0 12
      IdleAnimation = UIMOB01_SKL.UIMOB01_IDA2 0 5
      IdleAnimation = UIMOB01_SKL.UIMOB01_CHA  0 5
      IdleAnimation = UIMOB01_SKL.UIMOB01_STA  0 5
      AnimationMode = ONCE
      AnimationSpeedFactorRange 0.9 1.1
      TransitionKey = TRANS_STAND_A

      WeaponFireFXBone = PRIMARY Muzzle
      WeaponMuzzleFlash = PRIMARY MuzzleFX
      WeaponFireFXBone = SECONDARY MuzzleAK
      WeaponMuzzleFlash = SECONDARY MuzzleAKFX
    End

    ConditionState  = PREATTACK_A
      Animation     = UIMOB01_SKL.UIMOB01_ATA1_ST ; start firing
      AnimationMode = ONCE
    End
    AliasConditionState = PREATTACK_A FIRING_A
    AliasConditionState = PREATTACK_A BETWEEN_FIRING_SHOTS_A

    ConditionState = FIRING_A
      Animation = UIMOB01_SKL.UIMOB01_ATA1_LP ; looping firing
      AnimationMode = LOOP
      TransitionKey = TRANS_FIRING_A
    End
    AliasConditionState  = BETWEEN_FIRING_SHOTS_A
   
    ConditionState  = RELOADING_A
      Animation     = UIMOB01_SKL.UIMOB01_ATA1_ED ; end firing
      AnimationMode = ONCE
    End

    TransitionState = TRANS_FIRING_A TRANS_STAND_A
      Animation     = UIMOB01_SKL.UIMOB01_ATA1_ED ; end firing
      AnimationMode = ONCE
    End

    ConditionState = MOVING
      Animation = UIMOB01_SKL.UIMOB01_RNA
      AnimationMode = LOOP
      Flags = RANDOMSTART
      TransitionKey   = MOVING
      ParticleSysBone   = None InfantryDustTrails
    End
    AliasConditionState = MOVING RELOADING_A
    AliasConditionState = MOVING PREATTACK_A
    AliasConditionState = MOVING FIRING_A
    AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A
    AliasConditionState = MOVING RELOADING_C RELOADING_A
    AliasConditionState = MOVING PREATTACK_C BETWEEN_FIRING_SHOTS_A

    ConditionState = DYING
      Animation = UIMOB01_SKL.UIMOB01_DA1   
      Animation = UIMOB01_SKL.UIMOB01_DA2
      AnimationMode = ONCE
      TransitionKey = TRANS_Dying
    End


    ConditionState = SPECIAL_CHEERING
      Animation = UIMOB01_SKL.UIMOB01_CHA
      AnimationMode = ONCE
    End

    TransitionState = TRANS_STAND_A TRANS_STAND_AK
      Animation = UIMOB01_SKL.UIMOB01_TA-D
      AnimationMode = ONCE
    End

    ConditionState WEAPONSET_PLAYER_UPGRADE ;Idle with AK Slung
      Model = UIMOB01_SKN
      IdleAnimation = UIMOB01_SKL.UIMOB01_IDD1 0 6
      IdleAnimation = UIMOB01_SKL.UIMOB01_IDD2 0 6
      IdleAnimation = UIMOB01_SKL.UIMOB01_CHD  0 6
      IdleAnimation = UIMOB01_SKL.UIMOB01_STD
      AnimationMode = ONCE
      AnimationSpeedFactorRange 0.9 1.1
      TransitionKey = TRANS_STAND_AK
    End

    ConditionState = MOVING WEAPONSET_PLAYER_UPGRADE
      Animation = UIMOB01_SKL.UIMOB01_RND
      AnimationMode = LOOP
      Flags = RANDOMSTART
      TransitionKey   = MOVING_AK
    End

    ConditionState = DYING WEAPONSET_PLAYER_UPGRADE
      Animation = UIMOB01_SKL.UIMOB01_DD1   
      Animation = UIMOB01_SKL.UIMOB01_DD2
      AnimationMode = ONCE
      TransitionKey = TRANS_Dying
    End

    ConditionState = SPECIAL_CHEERING WEAPONSET_PLAYER_UPGRADE
      Animation = UIMOB01_SKL.UIMOB01_CHD
      AnimationMode = ONCE
    End

    ConditionState  = PREATTACK_B WEAPONSET_PLAYER_UPGRADE
      Animation     = UIMOB01_SKL.UIMOB01_ATD1_ST ; start firing
      AnimationMode = ONCE
    End
    AliasConditionState = PREATTACK_B FIRING_B WEAPONSET_PLAYER_UPGRADE
    AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE

    ConditionState = FIRING_B WEAPONSET_PLAYER_UPGRADE
      Animation = UIMOB01_SKL.UIMOB01_ATD1_LP ; looping firing
      AnimationMode = LOOP
      WeaponFireFXBone = SECONDARY MuzzleAK
      WeaponMuzzleFlash = SECONDARY MuzzleAKFX
      TransitionKey = TRANS_FIRING_AK
    End
    AliasConditionState  = BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE

    ConditionState  = RELOADING_B WEAPONSET_PLAYER_UPGRADE
      Animation     = UIMOB01_SKL.UIMOB01_ATD1_ED ; end firing
      AnimationMode = ONCE
    End

    TransitionState = TRANS_FIRING_AK TRANS_STAND_AK
      Animation     = UIMOB01_SKL.UIMOB01_ATD1_ED ; end firing
      AnimationMode = ONCE
    End

    TransitionState = TRANS_Dying TRANS_Flailing
      Animation = UIMOB01_SKL.UIMOB01_A_ADTE1
      Animation = UIMOB01_SKL.UIMOB01_D_ADTE1
      AnimationMode = ONCE
    End

    ConditionState = DYING EXPLODED_FLAILING
      Animation = UIMOB01_SKL.UIMOB01_A_ADTE2
      Animation = UIMOB01_SKL.UIMOB01_D_ADTE2
      AnimationMode = LOOP
      TransitionKey = TRANS_Flailing
    End

    ConditionState = DYING EXPLODED_BOUNCING
      Animation = UIMOB01_SKL.UIMOB01_A_ADTE3
      Animation = UIMOB01_SKL.UIMOB01_D_ADTE3
      AnimationMode = ONCE
      TransitionKey = None
    End
  End

;**** DESIGN parameters ***

  DisplayName      = OBJECT:AngryMob
  Side = China
  EditorSorting = INFANTRY
  TransportSlotCount = 0

  WeaponSet
    Conditions = None
    Weapon = PRIMARY ChinaSniperTeamPistolWeapon
    Weapon = SECONDARY ChinaSniperTeamObserverHighExplosiveGrenadeWeapon
  End

  ArmorSet
    Conditions      = None
    Armor           = HumanArmor
    DamageFX        = InfantryDamageFX
  End

  VisionRange = 150
  ShroudClearingRange = 400
  Prerequisites
    Object = GLABarracks
  End
  BuildCost = 100
  BuildTime = 0.0           

  ExperienceValue = 40 40 60 80
  ExperienceRequired = 0 50 100 200
  IsTrainable = Yes
  CrushableLevel = 2

  ; *** AUDIO Parameters ***
  VoiceSelect = NoSound
  VoiceMove = NoSound   
  VoiceAttack = NoSound

;**** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY

SALVAGER IGNORED_IN_GUI

  Body = ActiveBody BodyTag_01
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
    AutoAcquireEnemiesWhenIdle = No
  End

  Behavior = MobMemberSlavedUpdate ModuleTag_04
    MustCatchUpRadius   = 80
    NoNeedToCatchUpRadius = 40
    Squirrelliness = 0.05
    CatchUpCrisisBailTime = 30
  End

  Locomotor = SET_NORMAL RedguardLocomotor

  Behavior = PhysicsBehavior BehaviorTag_01
    Mass = 5.0
  End

  Behavior = SquishCollide ModuleTag_05
    ;nothing
  End

  Behavior = StealthDetectorUpdate ModuleTag_08
    DetectionRate   = 500   ; rescan stealthed things (msec)
    DetectionRange = 400
    CanDetectWhileGarrisoned  = Yes ;in structure
    CanDetectWhileContained   = Yes ;in transport or tunnel network.
  End
  Behavior = StealthUpdate ModuleTag_09
    StealthDelay                = 0
    StealthForbiddenConditions  = MOVING ATTACKING
    FriendlyOpacityMin          = 30.0%
    FriendlyOpacityMax          = 80.0%
    PulseFrequency              = 500   ; msec
    MoveThresholdSpeed          = 3
    InnateStealth               = Yes
    OrderIdleEnemiesToAttackMeUponReveal  = Yes
  End




; --- begin Death modules ---
  Behavior = SlowDeathBehavior DeathTag_01
    DeathTypes          = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -

POISONED_GAMMA
    SinkDelay           = 3000
    SinkRate            = 0.5
    DestructionDelay    = 8000
    FX                  = INITIAL FX_CivilianArabMaleDie
  End
  Behavior = SlowDeathBehavior DeathTag_02
    DeathTypes          = NONE +CRUSHED +SPLATTED
    SinkDelay           = 3000
    SinkRate            = 0.5
    DestructionDelay    = 8000
    FX                  = INITIAL FX_GIDieCrushed
  End
  Behavior = SlowDeathBehavior DeathTag_03
    DeathTypes          = NONE +EXPLODED
    SinkDelay           = 3000
    SinkRate            = 0.5
    DestructionDelay    = 8000
    FX                  = INITIAL FX_CivilianArabMaleDie
    FlingForce          = 8
    FlingForceVariance  = 3
    FlingPitch          = 60
    FlingPitchVariance  = 10
  End
  Behavior = SlowDeathBehavior DeathTag_04
    DeathTypes          = NONE +BURNED
    DestructionDelay    = 0
    FX                  = INITIAL FX_GIDie
    OCL                 = INITIAL OCL_FlamingInfantry
  End
  Behavior = SlowDeathBehavior ModuleTag_Death05
    DeathTypes          = NONE +POISONED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinGLA
    OCL                 = INITIAL OCL_ToxicInfantry
  End
  Behavior = SlowDeathBehavior ModuleTag_Death06
    DeathTypes          = NONE +POISONED_BETA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinGLA
    OCL                 = INITIAL OCL_ToxicInfantryBeta
  End
  Behavior = SlowDeathBehavior ModuleTag_Death07
    DeathTypes          = NONE +POISONED_GAMMA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinGLA
    OCL                 = INITIAL OCL_ToxicInfantryGamma
  End

  Behavior = PoisonedBehavior BehaviorTag_02
    PoisonDamageInterval = 100
    PoisonDuration = 3000
  End

  Geometry = CYLINDER
  GeometryMajorRadius = 4.0
  GeometryHeight = 12.0
  GeometryIsSmall = Yes
  Shadow = SHADOW_DECAL
  ShadowSizeX = 14;
  ShadowSizeY = 14;
  ShadowTexture = ShadowI;
  BuildCompletion = APPEARS_AT_RALLY_POINT

End
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