钢铁雄心4自建国教程
时间:2016-06-10 09:10:46来源:3dm作者:琉璃一世自独白热度:678次
《钢铁雄心4》中很多小伙伴不想用固有的国家,而是想自己设定个自建国进行游戏,那么本作中怎么样才能用自建国呢?下面分享一下方法。
6
该兵模 哇哈哈
gfx/entities/ 下 夷步兵文本为例子 units_infantry跟 infantry
units_infantr 打开 如果用美国步兵兵模的话 打开 搜索 USA
entity = {
name = "USA_infantry_entity" 改成name = "ZHG_infantry_entity"
pdxmesh = "USA_infantry_mesh"
default_state = "idle"
state = { name = "attack" animation = "charge_rifle" animation_blend_time = 0.0 animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle2 = "idle" } }
state = { name = "attack" animation = "charge_rifle_shoot" animation_blend_time = 0.0 animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
state = { name = "defend" animation = "attack" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "support_attack" animation = "support_attack" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "move" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "retreat" animation = "retreat" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "death" animation = "death" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
state = { name = "idle" animation = "long_idle02" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
state = { name = "idle" animation = "long_idle03" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no propagate_state = { lighter = "smoke" }
event = { time = 0 node="head" particle = "cigarette_smoke_particle" keep_particle = yes }
}
state = { name = "idle" animation = "long_idle04" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
state = { name = "idle" animation = "long_idle05" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
state = { name = "training" animation = "training" animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
state = { name = "training" animation = "jumping_jacks" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
state = { name = "training" animation = "pushup" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
state = { name = "training" animation = "guard_rifle" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
state = { name = "training" animation = "aim_exercise" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
attach = { name = "rifle1" Right_Hand_node = "USA_infantry_weapon_rifle_right_entity" }
attach = { name = "rifle4" Root_node_2 = "USA_infantry_weapon_rifle_right_entity" }
attach = { name = "rifle2" Left_Hand_node = "USA_infantry_weapon_rifle_left_entity" }
attach = { name = "rifle3" mid_back_node = "USA_infantry_weapon_rifle_long_idle_entity" }
attach = { name = "lighter" Right_Hand_node_4 = "lighter_entity" }
attach = { name = "cigarette1" Right_Hand_node_2 = "cigarette_entity" }
attach = { name = "cigarette_package1" Right_Hand_node_3 = "cigarette_package_entity" }
attach = { name = "cigarette_package2" Left_Hand_node_2 = "cigarette_package_entity" }
attach = { name = "cigarette2" Root_node_1 = "cigarette_entity" }
scale = 0.8
}
都这样改
gfx/leaders 是将领 图像
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