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[我解决不了自己的问题] AI使用超武在就绪后会有30s内的延迟后发射,能去掉吗?

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发表于 2025-1-11 23:04:22 | 显示全部楼层 |阅读模式
Ares3.0平台
我做了个在一定范围内随机发射大量核弹的超武,使用一个1s充能的核弹,挂载建筑在通过父超武投放后30s内自毁

  1. [CNSSingleSpecial] ; Use Nuke around NATGT in 30 Nukes
  2. UIName=Name:CNSSingle
  3. Name=Single Nuke in Comprehensive Nuclear Strike
  4. IsPowered=no
  5. RechargeVoice=
  6. ChargingVoice=
  7. ImpatientVoice=
  8. SuspendVoice=
  9. ; RechargeTime=1
  10. RechargeTime=0.016667
  11. Type=MultiMissile
  12. SidebarImage=NukeIcon
  13. Action=Custom
  14. WeaponType=NukeCarrier
  15. ShowTimer=no
  16. DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox
  17. AIDefendAgainst=no;AI will use AISuperDefense system to decide to block this
  18. Range=7
  19. LineMultiplier=2
  20. SW.ActivationSound=none
  21. EVA.Detected=none
  22. EVA.Ready=none
  23. EVA.Activated=none
  24. SW.Designators=GATGT
  25. SW.AITargeting=LightningRandom
  26. SW.AutoFire=yes
  27. SW.ManualFire=no
  28. SW.CreateRadarEvent=yes
  29. SW.ShowCameo=no
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相同的代码,玩家可以正常触发,但是AI会在随机延时后发射这个子核弹(父超武正常运行),导致一轮父超武平均下来只有一发核弹发射
发表于 2025-1-11 23:20:52 | 显示全部楼层
是硬编码,PbsB44还是b45有相关解开
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发表于 2025-1-11 23:49:44 | 显示全部楼层

New-or-Enhanced-Logics.md

Super Weapons

AI Superweapon delay timer

  • By default AI houses only process superweapon logic e.g checks if it can fire any superweapons firing them at randomized intervals of 106 to 112 game frames. This behaviour can now be customized by setting explicit delay, or disabling it entirely. Values of 0 and below disable the delay and cause AI houses to check superweapons on every game frame.

In rulesmd.ini:

[General]
AISuperWeaponDelay=  ; integer, game frames
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 楼主| 发表于 2025-1-12 07:24:01 | 显示全部楼层
谢谢各位大佬
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