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,
},