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楼主: WCAK47

【代码篇】给喜欢把建造列表塞满满的Moder一个方法

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发表于 2011-2-6 18:06:32 | 显示全部楼层
CommandData文件我这样怎么不行
日军车厂加的
hly97 发表于 2011-2-6 11:08



    你眼睛没问题吧
在<Behaviors>...</Behaviors>里添加如下代码
你在ComandData添加干毛
发表于 2011-2-6 18:35:48 | 显示全部楼层
呵呵,文明用语,不必伤肝火。
发表于 2011-2-6 18:36:48 | 显示全部楼层
到底怎么弄
发表于 2011-2-6 18:41:43 | 显示全部楼层
这是完整的
  1. <Behaviors>

  2. <RemoveUpgradeUpgrade id="CS1">
  3. <TriggeredBy>Upgrade_CommandSetSwitch3</TriggeredBy>
  4. <UpgradeToRemove>Upgrade_CommandSetSwitch4</UpgradeToRemove>
  5. </RemoveUpgradeUpgrade>

  6. <CommandSetUpgrade
  7. id="ModuleTag_CommandSetUpgradeCS1"
  8. CommandSet="JapanWarFactoryCommandSetBase_Switch">
  9. <TriggeredBy>Upgrade_CommandSetSwitch3</TriggeredBy>
  10. </CommandSetUpgrade>

  11. <RemoveUpgradeUpgrade id="CS2">
  12. <TriggeredBy>Upgrade_CommandSetSwitch4</TriggeredBy>
  13. <UpgradeToRemove>Upgrade_CommandSetSwitch3</UpgradeToRemove>
  14. </RemoveUpgradeUpgrade>

  15. <CommandSetUpgrade
  16. id="ModuleTag_CommandSetUpgradeCS2"
  17. CommandSet="JapanWarFactoryCommandSetBase">
  18. <TriggeredBy>Upgrade_CommandSetSwitch4</TriggeredBy>
  19. </CommandSetUpgrade>
  20. <Physics
  21. id="ModuleTag_Physics"/>

  22. <BuildingDestructionBehavior
  23. id="ModuleTag_BuildingDestruction"
  24. FillerMesh="NEWSKIN_FILL">
  25. <DieMuxData
  26. DeathTypes="ALL"
  27. DeathTypesForbidden="ERASED"/>
  28. <Item
  29. BonePrefix="BONE_CONTACT_POINT_"
  30. FX="JapanStructureHit"
  31. CreationObject="AlliedBarracks_Debris"
  32. FlingVelocity="100.0"/>
  33. </BuildingDestructionBehavior>
  34. <FXListBehavior
  35. xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance" id="ModuleTag_FXList">
  36. <DieMuxData
  37. DeathTypes="ALL"
  38. DeathTypesForbidden="SUICIDED ERASED" />
  39. <Event
  40. Index="onDeath"
  41. FX="FX_YU_Hotel02_Explode" />
  42. <Event
  43. Index="onDeath"
  44. FX="FX_LargeBuildingDieExplosionRumble" />
  45. </FXListBehavior>
  46. <FXListBehavior xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance" id="ModuleTag_DieSound">
  47. <DieMuxData DeathTypes="ALL" DeathTypesForbidden="SUICIDED ERASED" />
  48. <Event Index="onDeath" FX="FX_LargeBuildingDieExplosion" />
  49. </FXListBehavior>
  50. <CreateObjectDie
  51. id="ModuleTag_CreateObjectDie"
  52. CreationList="JBWarFactory_Die_OCL">
  53. <DieMuxData
  54. DeathTypes="ALL"
  55. DeathTypesForbidden="SUICIDED ERASED" />
  56. </CreateObjectDie>
  57. <DestroyDie
  58. id="ModuleTag_Die">
  59. <DieMuxData
  60. DeathTypes="ALL"
  61. DeathTypesForbidden="SUICIDED ERASED" />
  62. </DestroyDie>
  63. <AssignSlavesTargetObjectSpecialPower
  64. id="ModuleTag_SpecialPowerRepairVehicle"
  65. SpecialPowerTemplate="SpecialPower_TargetedRepairVehicle" />
  66. <SpawnBehavior
  67. id="ModuleTag_SpawnRepairDrones"
  68. SpawnNumberData="3"
  69. InitialBurst="3"
  70. SpawnReplaceDelayData="10s"
  71. SpawnedRequireSpawner="true"
  72. KillSpawnsOnCaptured="true"
  73. SpawnInsideBuilding="true"
  74. KillSpawnsOnDisabled="true">
  75. <Die
  76. DeathTypes="ALL" />
  77. <SpawnTemplate>JapanWarFactoryRepairDrone</SpawnTemplate>
  78. </SpawnBehavior>

  79. <ProductionUpdate
  80. id="ModuleTag_ProductionUpdate"
  81. GiveNoXP="true"
  82. Type="VEHICLE"
  83. NumDoorAnimations="1"
  84. DoorOpeningTime="0.66s"
  85. DoorWaitOpenTime="3.00s"
  86. DoorCloseTime="0.66s">
  87. <GiveUpgradeToProduced>
  88. <UpgradeTranslate
  89. RequiredUpgrade="Upgrade_ProductionVeterancy_VETERAN"
  90. ProvidedUpgrade="Upgrade_CreationVeterancy_VETERAN" />
  91. <UpgradeTranslate
  92. RequiredUpgrade="Upgrade_ProductionVeterancy_ELITE"
  93. ProvidedUpgrade="Upgrade_CreationVeterancy_ELITE" />
  94. <UpgradeTranslate
  95. RequiredUpgrade="Upgrade_ProductionVeterancy_HEROIC"
  96. ProvidedUpgrade="Upgrade_CreationVeterancy_HEROIC" />
  97. </GiveUpgradeToProduced>
  98. </ProductionUpdate>
  99. <QueueProductionExitUpdate
  100. id="ModuleTag_QueueProduction"
  101. ExitDelaySeconds="0.07s">
  102. <UnitCreatePoint
  103. x="-12.0"
  104. y="0.0"
  105. z="0.0" />
  106. <NaturalRallyPoint
  107. x="80.0"
  108. y="0.0"
  109. z="0.0" />
  110. </QueueProductionExitUpdate>

  111. <SubObjectsUpgrade
  112. id="ModuleTag_SubObjectsUpgrade">
  113. <TriggeredBy>Upgrade_JapanWarFactoryTech2</TriggeredBy>
  114. <Nugget
  115. ShowSubObjects="Upgrade_02"
  116. HideSubObjects="Upgrade_01 Upgrade_03"
  117. Upgrade="Upgrade_JapanWarFactoryTech2">
  118. <CustomAnimAndDuration AnimState="USER_2"/>
  119. </Nugget>
  120. </SubObjectsUpgrade>
  121. <SubObjectsUpgrade
  122. id="ModuleTag_SubObjectsUpgrade2">
  123. <TriggeredBy>Upgrade_JapanWarFactoryTech3</TriggeredBy>
  124. <Nugget
  125. ShowSubObjects="Upgrade_03"
  126. HideSubObjects="Upgrade_01 Upgrade_02"
  127. Upgrade="Upgrade_JapanWarFactoryTech3">
  128. <CustomAnimAndDuration AnimState="USER_3"/>
  129. </Nugget>
  130. </SubObjectsUpgrade>
  131. <LUAEventList
  132. id="ModuleTag_LUAEventList"
  133. EventListName="GenericJapanBuildingFunctions" />

  134. <BuildingBehavior
  135. id="ModuleTag_BuildingBehavior"
  136. NightWindowObject="LIGHT_01" />
  137. <StructureUnpackUpdate
  138. id="ModuleTag_StructureUnpackUpdate"
  139. UnpackTime="16s" />
  140. <xi:include
  141. href="DATA:Includes/GenericBuildingRepair.xml" />
  142. <xi:include
  143. href="DATA:Includes/GenericEngineerContain.xml" />
  144. <xi:include
  145. href="DATA:Includes/GenericJapanBuildingDestruction.xml" />
  146. <xi:include
  147. href="DATA:Includes/GenericJapanBuildingSuicide.xml" />
  148. <xi:include
  149. href="DATA:Includes/InfiltratorContainVehicle.xml" />
  150. <StancesBehavior
  151. id="ModuleTag_Stance"
  152. StanceTemplate="Generic" />
  153. <CommandSetUpgrade
  154. id="ModuleTag_CommandSetUpgrade"
  155. CommandSet="JapanWarFactoryCommandSetTech2">
  156. <TriggeredBy>Upgrade_JapanWarFactoryTech2</TriggeredBy>
  157. </CommandSetUpgrade>

  158. <!-- Attribute Modifiers based on the Tech Level of the building -->
  159. <AttributeModifierUpgrade
  160. id="ModuleTag_JapanWarFactoryTech2_AttributeModifier"
  161. AttributeModifier="AttributeModifer_JapanTech2_JapanWarFactory">
  162. <TriggeredBy>Upgrade_JapanWarFactoryTech2</TriggeredBy>
  163. </AttributeModifierUpgrade>
  164. <AttributeModifierUpgrade
  165. id="ModuleTag_JapanWarFactoryTech3_AttributeModifier"
  166. AttributeModifier="AttributeModifer_JapanTech3_JapanWarFactory">
  167. <TriggeredBy>Upgrade_JapanWarFactoryTech3</TriggeredBy>
  168. </AttributeModifierUpgrade>

  169. </Behaviors>
复制代码
发表于 2011-2-6 18:45:01 | 显示全部楼层
War.rar (6.15 KB, 下载次数: )
发表于 2011-2-6 18:56:41 | 显示全部楼层
我认为你应该先去学怎么加技能,能把技能加上,这个就无比简单好吧,我照抄无问题
发表于 2011-2-6 21:05:10 | 显示全部楼层
AK,不会告我只能退一次吧,现在我搞了3页,到了第二页以后就不能退回第一页了
 楼主| 发表于 2011-2-7 13:33:18 | 显示全部楼层
我认为你应该先去学怎么加技能,能把技能加上,这个就无比简单好吧,我照抄无问题 ...
740066290 发表于 2011-2-6 18:56



    ACU+1
发表于 2011-2-7 14:03:29 | 显示全部楼层
ACU+1
WCAK47 发表于 2011-2-7 13:33



    我要解决方法ak...不然这样太囧了
发表于 2011-2-9 21:06:52 | 显示全部楼层
这样子行不行? War.rar (6.79 KB, 下载次数: )
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