你可长一点心😄 没枪走两步
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有用的,回家做改版需要 [Thing Template=AABuilding] { IDS = minefield name = "#minefield_name" editor_name ="#minefield_name" [BodyComponent] { defense_icon = /Properties/AbilityIcons/IconAbilityDefense.png rot_time = 0.1 sink_time = 0.1 health = 100 defense = 0 } [ConstructionComponent] { ;; TODO: are construction nodes necessary? construction_node_name_prefix = Stage finished_node_name = Final } [DefenderComponent] { control_range = 5 [Ability Template=AAAttackLocal] { reload_time = 0 priority = 20 move_weight = 0 use_weight = 1 wait_weight = 0 move_bonus = 1 use_bonus = 1 wait_bonus = 1 [AbilityDefinition Template=AABunkerAttack] { IDS = mine_self_attack name = "#minefield_DefenderComponent_AbilityDefinition_name" ability_type = null range = 5 recharge_time = 50 [Effect Template=BlastDamageEffect] { targets = SELF amount = 250 } } } [Ability Template=AAAttackLocal] { reload_time = 0 priority = 20 move_weight = 0 use_weight = 1 wait_weight = 0 move_bonus = 1 use_bonus = 2 wait_bonus = 1 [AbilityDefinition Template=AABunkerAttack] { IDS = mine_attack_enemy name = "#minefield_DefenderComponent_AbilityDefinition_name_2" ability_type = null range = 4 recharge_time = 50 area = 5 impact_impulse = 2000 [Flags] { center_on_source = true } [Effect Template=BlastDamageEffect] { amount = 250 } ;;explosion on target [WhenDo template=FXC_CreateVFX] { VFX_IDS = temperate_medium_explosion_1 at = SELF attached = false } } } } [DetectionComponent] { detection_range = 0 remote_detection_range = 0 } [EconomyComponent] { [Cost] money = 60 [Production] [Upkeep] ammo = 3 } [Flags] { axis_locked = false } ;; Needed to make the Defender Component work. [PerformerComponent] [PropertiesComponent] { [Property] { property_ids = minefield } } [Placement] { placement_group_IDS = group_campaign } [Size] { height = 2 blocking_shape = CIRCLE blocking_radius = 0.1 soft_shape = CIRCLE soft_radius = 0.1 } [StructureComponent] [View] { resource_prefix = minefield/minefield icon = /1/dilei2.png shadow_type = NONE shadow_texture = null [WhenDestroyed template=FXC_PlaySFX] audio_ids = explosion_landmine at = TARGET_GROUND } }
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