最高指挥官吧 关注:8,856贴子:154,492

谁知道最高指挥官中单位的真实数据,尤其是胖小子的

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IP属地:四川来自Android客户端1楼2023-06-21 15:29回复
    记得faforever里边有,不过那是他们改版后的数据


    IP属地:广东2楼2023-06-21 16:41
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      可以参考【http://fa.zdtpc.com:980/replay/unit



      IP属地:北京3楼2023-06-22 12:07
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        那些数据游戏文件里当然是齐全的,不用到处找,所有单位的数据就在gamedata\unit.scd里,那些scd其实都是zip文件,任何压缩软件都能打开看。例如小胖的内部名称是uel0401,所以在unit.scd里找到UEL0401目录,打开uel0401.bp,那些bp文件都是文本文件。
        把fatboy的数据摘录些:
        Defense = {
        AirThreatLevel = 16,
        ArmorType = 'Experimental',
        EconomyThreatLevel = 0,
        Health = 12500,
        MaxHealth = 12500,
        RegenRate = 20,
        Shield = {
        ImpactEffects = 'UEFShieldHit01',
        ImpactMesh = '/effects/entities/ShieldSection01/ShieldSection01_mesh',
        Mesh = '/effects/entities/Shield01/Shield01_mesh',
        MeshZ = '/effects/entities/Shield01/Shield01z_mesh',
        RegenAssistMult = 60,
        ShieldEnergyDrainRechargeTime = 5,
        ShieldMaxHealth = 20000,
        ShieldRechargeTime = 160,
        ShieldRegenRate = 64,
        ShieldRegenStartTime = 1,
        ShieldSize = 25,
        ShieldVerticalOffset = -7,
        },
        SubThreatLevel = 40,
        SurfaceThreatLevel = 380,
        },
        Description = '<LOC uel0401_desc>Experimental Mobile Factory',
        Economy = {
        BuildCostEnergy = 307500,
        BuildCostMass = 24600,
        BuildRate = 180,
        BuildTime = 18450,
        BuildableCategory = {
        'BUILTBYTIER3FACTORY UEF MOBILE LAND',
        'BUILTBYTIER2FACTORY UEF MOBILE LAND',
        'BUILTBYLANDTIER2FACTORY UEF MOBILE LAND',
        },
        MaintenanceConsumptionPerSecondEnergy = 500,
        StorageEnergy = 1000,
        StorageMass = 200,
        },
        Veteran = {
        Level1 = 25,
        Level2 = 50,
        Level3 = 75,
        Level4 = 100,
        Level5 = 125,
        },
        Weapon = {
        {
        AboveWaterFireOnly = true,
        AboveWaterTargetsOnly = true,
        Audio = {
        Fire = Sound {
        Bank = 'UELWeapon',
        Cue = 'UEL0401_Cannon_Exp_Lrg',
        LodCutoff = 'Weapon_LodCutoff',
        },
        },
        BallisticArc = 'RULEUBA_LowArc',
        CollideFriendly = false,
        Damage = 250,
        DamageRadius = 1.5,
        DamageType = 'Normal',
        DisplayName = 'Gauss Cannon',
        FireTargetLayerCapsTable = {
        Land = 'Land|Water|Seabed',
        Seabed = 'Land|Water|Seabed',
        },
        FiringRandomness = 1.1,
        FiringTolerance = 2,
        HeadingArcCenter = 75,
        HeadingArcRange = 120,
        Label = 'RightTurret01',
        MaxRadius = 100,
        MuzzleSalvoDelay = 0,
        MuzzleSalvoSize = 1,
        MuzzleVelocity = 25,
        MuzzleVelocityReduceDistance = 90,
        ProjectileId = '/projectiles/TDFGauss04/TDFGauss04_proj.bp',
        ProjectileLifetimeUsesMultiplier = 1.15,
        ProjectilesPerOnFire = 3,
        RackBones = {
        {
        MuzzleBones = {
        'Turret_Right01_Muzzle01',
        },
        RackBone = 'Turret_Right01_Barrel01',
        },
        {
        MuzzleBones = {
        'Turret_Right01_Muzzle02',
        },
        RackBone = 'Turret_Right01_Barrel02',
        },
        {
        MuzzleBones = {
        'Turret_Right01_Muzzle03',
        },
        RackBone = 'Turret_Right01_Barrel03',
        },
        },
        RackFireTogether = true,
        RackRecoilDistance = -1,
        RackReloadTimeout = 10,
        RackSalvoChargeTime = 0,
        RackSalvoReloadTime = 0,
        RackSalvoSize = 1,
        RackSlavedToTurret = true,
        RangeCategory = 'UWRC_DirectFire',
        RateOfFire = 1,
        TargetCheckInterval = 0.5,
        TargetPriorities = {
        'SPECIALHIGHPRI',
        'TECH3 MOBILE',
        'TECH2 MOBILE',
        'TECH1 MOBILE',
        'STRUCTURE DEFENSE',
        'SPECIALLOWPRI',
        'ALLUNITS',
        },
        TargetRestrictDisallow = 'UNTARGETABLE',
        TrackingRadius = 1.15,
        TurretBoneMuzzle = 'Turret_Right01_Muzzle02',
        TurretBonePitch = 'Turret_Right01_Barrel02',
        TurretBoneYaw = 'Turret_Right01',
        TurretDualManipulators = false,
        TurretPitch = 0,
        TurretPitchRange = 60,
        TurretPitchSpeed = 50,
        TurretYaw = -20,
        TurretYawRange = 100,
        TurretYawSpeed = 50,
        Turreted = true,
        WeaponCategory = 'Direct Fire',
        WeaponRepackTimeout = 0,
        WeaponUnpacks = false,
        },


        IP属地:四川4楼2023-07-15 22:04
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          水平有限,尝试找了一些涉及“高宽“的数据。
          1.用3Dconverter将UEL0401_lod0.scm转换成.3DS,然后用3DSMAX看了一下:

          2.B站up主【Lynn_Lynn_嗷】作品:【最高指挥官】原版及其DLC单位尺寸对比
          https://www.bilibili.com/video/av774059954/ (2022-10-16 12:00:52)
          【摘录】作品中的单位尺寸对比游戏内所有单位均为真实比例出现视频中数据根据官方提供的《灼烧者》《破片》《泰坦》《毒刺》《EG-200》《银河级》这些单位的尺寸数据推导出的适用性公式计算实际情况以官方数据为准公式为:单位3D模型导出后尺寸*UniformScale(单位bp文件中数据)*20=单位实际尺寸(m)推导中除了泰坦以外其他模型尺寸完全吻合泰坦不吻合的原因猜测是由于游戏早期开发版本的泰坦背部火箭炮被移除导致

          3.早年间新浪游戏文章:《最高指挥官》之Cybran作战单位及建筑物图解
          http://games.sina.com.cn/j/n/2006-07-28/1525160591.shtml (2006-07-28 15:25 新浪游戏)


          IP属地:北京6楼2023-07-16 17:32
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            只找到这一篇,谨供参考。


            IP属地:北京8楼2023-07-16 19:05
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              图片文件里的大小远非出现在游戏里的单位的大小,有个关键参数定义了缩放比例,就在每个unit的.bp文件里,找这个:UniformScale = 0.16
              图片里单元个头很大,所以这个参数几乎都比1小很多,不到0.1的都很多,小胖的就是0.16。
              但只改这个参数不行,图案也和原来不同。单元个头虽然变化了,占地等指标却没变。
              还需要改这些:
              SelectionCenterOffsetX = 0,
              SelectionCenterOffsetZ = -0.3,
              SelectionSizeX = 3,
              SelectionSizeZ = 4,
              SelectionThickness = 0.34,
              SizeX = 4,
              SizeY = 1.5,
              SizeZ = 6,
              我恰好制作过小个头版的小胖,取名为GoodGirl,贴个图吧:


              IP属地:四川9楼2023-07-17 02:09
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                截图上不仅有GoodGirl,还有小个头的战略轰炸机和甲壳虫炮艇,改动多得一言难尽,总之我现在基本上玩自己做的mod。


                IP属地:四川10楼2023-07-17 02:30
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                  GoodGirl的图标是三级发电机,因为她以前就是三级发电机,由于很多AI都喜欢狂造发电机,极度供大于求,所以就将占地太多的发电机改成了移动坦克,虽然很能作战,却仍然发电2500。
                  同样,小个头的战略轰炸机以前是三级护盾,也化防御为进攻了,玩那些对手一波比一波更强大的Survival型地图时,这样好玩很多,但轰炸机的血只2万,轰炸范围也由25*25缩小为15*15,特效更去掉了一大半。


                  IP属地:四川11楼2023-07-17 03:28
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                    为了支持楼上的@000Ben ,特此再次致敬一下【Flail Supreme 2 】










                    IP属地:北京12楼2023-07-17 12:33
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                      IP属地:北京13楼2023-07-17 12:33
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                        IP属地:北京14楼2023-07-17 19:06
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                          【Angel.Supreme】





                          IP属地:北京15楼2023-07-17 19:10
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                            IP属地:北京16楼2023-07-17 19:12
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                              IP属地:北京17楼2023-07-17 19:14
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