Crysis Warhead

作者:trueforce

彈頭真短,就7關,遊俠發布的第一天下了到現在打穿無數遍了。 無聊之餘研究了一下改造武器,這裡寫出來跟大家分享一下。

crysis修改武器很簡單,不需要特別的工具軟件,只要你有IE瀏覽器和winrar就可以了。 不要被下邊長長的代碼嚇到了,其實修改非常簡單!

首先warhead的武器數據保存在X:\Crysis WARHEAD\Game文件夾裡的Warhead_GameData.pak文件裡,這個文件可以用winrar等壓縮軟件直接打開,打開後進入
Warhead_GameData.pak\Scripts\Entities\Items\XML\Weapons(無​​需解壓,可以直接在這裡改, 改前記得備份哦!),在這裡可以看到很多XML文件,這些就是武器的數據,文件名就是對應的武器,下面以SCAR(別說不知道這是什麼,這是美軍初始武 器)為例介紹如何修改:

直接在winrar裡雙擊SCAR.xml,IE瀏覽器打開,這時只能看不能改,點<查看>---<源文件>這時記事本打開就可以修改了。 每個武器的都包含9個大類,就是如下紅字部分,在瀏覽器裡可以單擊收攏展開。 藍字是說明,一般不做修改。 綠字代表常用修改部分。


- <item name="SCAR" class="Weapon" category="medium" priority="12">
+ <params> 關鍵字
<param name="giveable" value="1" /> 1為可以得到,0得不到,這個一般不改
<param name="selectable" value="1" /> 可否選擇,1可選,0不可選。 比如C4的遙控器就是不可選的,武器都是可選的,除非你不想用!
<param name="pose" value="rifle" /> 持槍姿勢
<param name="mass" value="20" /> 質量,可能代表重量
<param name="melee_attack_firemode" value="melee" /> 近戰模式
<param name="raiseable" value="true" />
<param name="raise_distance" value="0.80" />
<param name="attach_to_back" value="1" />
<param name="bone_attachment_01" value="back_item_attachment_01" />
<param name="bone_attachment_02" value="back_item_attachment_02" />
- <dualwield>
<suffix value="akimbo_" />
</dualwield>
</params>
<ai_descriptor handler="instant" burstBulletCountMin="1" burstBulletCountMax="10" burstPauseTimeMin="0.8" burstPauseTimeMax="3.5" singleFireTriggerTime="-1" /> ai描述類,所有武器的這一類基本就一句,沒什麼好改的。
+ <ammos>彈藥
<ammo name="bullet" extra="0" amount="40" minAmmo="25" /> amount是初始彈夾子彈數量,如果想把彈夾容量改為50,還要修改後邊firemodes類中的<p​​aram name="clip_size" value="50" />, minAmmo好像是每個撿到彈夾的補給量。
<ammo name="scargrenade" extra="0" amount="0" accessoryAmmo="1" />
<ammo name="tacbullet" extra="0" amount="0" accessoryAmmo="0" />
<ammo name="tagbullet" extra="0" amount="0" accessoryAmmo="5" />
</ammos>
+ <geometry>幾何,主要是模型視覺效果
<firstperson name="objects/weapons/us/scar/scar_l-c_fp.chr" angles="0,0,0" position="0,0,0" />
<thirdperson name="objects/weapons/us/scar/scar_l-c_tp.cgf" angles="0,0,0" />
- <boneAttachments>
<attachment target="firstperson" name="magazine" bone="magazine" />
<attachment target="firstperson" name="silencer_attach" bone="silencer_attach" />
<attachment target="firstperson" name="muzzle_flash_effect" bone="weapon_term" />
<attachment target="firstperson" name="muzzle_flash_light" bone="weapon_term" />
<attachment target="firstperson" name="muzzle_flash_smoke" bone="weapon_term" />
<attachment target="firstperson" name="attachment_top" bone="attachment_top" />
<attachment target="firstperson" name="attachment_bottom" bone="attachment_bottom" />
<attachment target="firstperson" name="shell_grenade" bone="shell_grenade" />
<attachment target="firstperson" name="grenade_flash_effect" bone="grenade_term" />
<attachment target="firstperson" name="grenade_flash_light" bone="grenade_term" />
<attachment target="firstperson" name="attachment_side" bone="attachment_side" />
<attachment target="firstperson" name="attachment_side_light" bone="attachment_side" />
<attachment target="firstperson" name="attachment_side_Laser" bone="attachment_side" />
</boneAttachments>
</geometry>
+ <actions>動作,做各種動作時的視覺聲音效果,比如開槍的聲音和動作. 每個聲音後邊都有一個參數radius="n",這個就是聲音傳播範圍,如果這個範圍內有敵人,他可以聽到你從而提高警覺並發現你,可以看到消音後警覺範 圍是20,而不消音是200
- <action name="select">
<animation target="firstperson" name="select_01" />
<animation target="owner" name="select" />
<sound target="thirdperson" name="sounds/weapons:scar:select" radius="2" />
</action>
- <action name="d​​eselect">
<animation target="firstperson" name="d​​eselect_01" />
<animation target="owner" name="d​​eselect" />
<sound target="firstperson" name="sounds/weapons:scar:deselect" radius="2" />
<sound target="thirdperson" name="sounds/weapons:scar:deselect" radius="2" />
</action>
- <action name="idle" children="1">
<animation target="firstperson" name="idle_%hand%_%suffix%01" speed="0.7" />
<animation target="owner" name="idle" />
</action>
- <action name="pickedup">
<sound target="firstperson" name="Sounds/weapons:weapon_accessories:pickup_weapon_fp" radius="5" />
<sound target="thirdperson" name="Sounds/weapons:weapon_accessories:pickup_weapon" radius="5" />
</action>
- <action name="fire">
<animation target="firstperson" name="fire_bullets_%hand%_%suffix%01" />
<animation target="owner" name="shoot" />
<sound target="firstperson" name="sounds/weapons:scar:fire_fp_single%env%" radius="200" static="1" />
<sound target="thirdperson" name="sounds/weapons:scar:fire_3rd_single%env%" radius="200" static="1" />
</action>
- <action name="spin_down">
<sound target="firstperson" name="Sounds/weapons:scar:fire_fp_tail%env%" radius="5" static="1" />
<sound target="thirdperson" name="Sounds/weapons:scar:fire_3rd_tail%env%" radius="5" static="1" />
</action>
- <action name="spin_down_silenced">
<sound target="firstperson" name="Sounds/weapons:scar:fire_silenced_fp_tail" radius="5" static="1" />
<sound target="thirdperson" name="Sounds/weapons:scar:fire_silenced_3rd_tail" radius="5" static="1" />
</action>
- <action name="rapid_fire">
<sound target="firstperson" name="Sounds/weapons:scar:fire_fp_loop" radius="250" static="1" synched="1" />
<sound target="thirdperson" name="Sounds/weapons:scar:fire_3rd_loop" radius="250" static="1" synched="1" />
</action>
- <action name="rapid_fire_silenced">
<sound target="firstperson" name="Sounds/weapons:scar:fire_silenced_fp_loop" radius="20" static="1" synched="1" />
<sound target="thirdperson" name="Sounds/weapons:scar:fire_silenced_3rd_loop" radius="20" static="1" synched="1" />
</action>
- <action name="fire_silenced">
<animation target="firstperson" name="fire_bullets_%hand%_%suffix%01" />
<animation target="owner" name="shoot" />
<sound target="firstperson" name="sounds/weapons:scar:fire_silenced_fp_single" radius="18" static="1" />
<sound target="thirdperson" name="sounds/weapons:scar:fire_silenced_3rd_single" radius="18" static="1" />
</action>
- <action name="fire_gl" children="1">
<animation target="firstperson" name="fire_grenade_%hand%_%suffix%01" />
<animation target="owner" name="shoot" />
<sound target="firstperson" name="sounds/weapons:scar:fire_grenademode_fp" radius="25" static="1" />
<sound target="thirdperson" name="sounds/weapons:scar:fire_grenademode" radius="25" static="1" />
</action>
- <action name="change_firemode">
<animation target="firstperson" name="switch_firemode_%hand%_%suffix%01" />
<animation target="owner" name="firemode" />
<sound target="firstperson" name="sounds/weapons:weapon_accessories:change_firemode" radius="5" />
<sound target="thirdperson" name="sounds/weapons:weapon_accessories:change_firemode" radius="5" />
</action>
- <action name="change_firemode_zoomed">
<animation target="owner" name="firemode" />
<sound target="firstperson" name="sounds/weapons:weapon_accessories:change_firemode" radius="3" />
<sound target="thirdperson" name="sounds/weapons:weapon_accessories:change_firemode" radius="3" />
</action>
- <action name="reload_chamber_empty">
<animation target="firstperson" name="reload_chamberempty_01" speed="1.25" />
<animation target="owner" name="reload_chamber_empty" />
- <!-- <sound target="thirdperson" name="sounds/weapons:scar:reload_chamberempty" radius="5" />
-->
</action>

- <action name="reload_chamber_full">
<animation target="firstperson" name="reload_chamberfull_01" speed="1.25" />
<animation target="owner" name="reload_chamber_full" />
- <!-- <sound target="thirdperson" name="sounds/weapons:scar:reload_chamberfull" radius="2" />
-->
</action>
- <action name="empty_clip">
<sound target="firstperson" name="Sounds/weapons:scar:dryfire_fp" radius="2" />
<sound target="thirdperson" name="Sounds/weapons:scar:dryfire" radius="2" />
</action>
- <action name="null_fire">
<sound target="firstperson" name="Sounds/interface:hud:null_fire" radius="2" />
</action>
- <action name="enter_modify">
<animation target="firstperson" name="enter_modify_%hand%_01" speed="2.05" />
<animation target="ownerloop" name="modify_weapon" />
</action>
- <action name="leave_modify">
<animation target="firstperson" name="leave_modify_%hand%_01" speed="2.25" />
<animation target="ownerloop" name="idle" />
</action>
- <action name="zoom_in">
<animation target="firstperson" name="zoom_in_%suffix%01" speed="2.0" />
</action>
- <action name="zoom_out">
<animation target="firstperson" name="zoom_out_%suffix%01" speed="2.0" />
</action>
- <action name="reload_gl" children="1">
<animation target="firstperson" name="reload_grenade_%hand%_%suffix%01" />
<animation target="owner" name="reload_gl" />
- <!-- <sound target="thirdperson" name="sounds/weapons:scar:reload_grenademode" radius="5" />
-->
</action>
- <action name="melee">
<animation target="firstperson" name="melee_%suffix%01" />
<animation target="owner" name="melee" />
- <!-- <sound target="thirdperson" name="sounds/weapons:melee:fire" radius="5" />
-->
</action>
- <action name="hit">
<sound target="firstperson" name="sounds/physics:bullet_impact:melee_impact_mw" radius="5" />
<sound target="thirdperson" name="sounds/physics:bullet_impact:melee_impact_mw" radius="5" />
</action>
- <action name="offhand_on">
<animation target="firstperson" name="remove_arm_%offhand%_01" speed="2.5" />
</action>
- <action name="offhand_off">
<animation target="firstperson" name="grab_weapon_%offhand%_01" />
</action>
- <action name="fire_tac" children="1">
<animation target="firstperson" name="fire_tactical_%hand%_%suffix%01" />
<animation target="owner" name="shoot" />
<sound target="firstperson" name="sounds/weapons:scar:fire_tac_fp" radius="2" static="1" />
<sound target="thirdperson" name="sounds/weapons:scar:fire_tac" radius="2" static="1" />
</action>
- <action name="raise">
<animation target="firstperson" name="raise_%hand%_%suffix%01" />
</action>
- <action name="idle_raised">
<animation target="firstperson" name="idle_raised_%hand%_%suffix%01" />
</action>
- <action name="lower">
<animation target="firstperson" name="lower_%hand%_%suffix%01" />
</action>
</actions>
+ <layers>圖層,決定誰遮蓋誰,比如消音器遮蓋槍管,消音器肯定要在上層
- <layer name="silencer">
<animation target="firstperson" name="silencer_on_layer_01" layerId="1" />
</layer>
- <layer name="scope">
<animation target="firstperson" name="scope_on_layer_01" layerId="2" />
</layer>
- <layer name="gl">
<animation target="firstperson" name="launcher_on_layer_01" layerId="3" />
</layer>
- <layer name="modify_layer">
<animation target="firstperson" name="modify_layer_%hand%_01" layerId="4" /​​>
</layer>
- <layer name="flashlight">
<animation target="firstperson" name="flashlight_on_layer_01" layerId="5" />
</layer>
- <layer name="lever_layer_01">
<animation target="firstperson" name="firemode_single_layer_01" layerId="6" />
</layer>
- <layer name="lever_layer_02">
<animation target="firstperson" name="firemode_rapid_layer_01" layerId="7" />
</layer>
</layers>
+ <firemodes>開火模式,修改最多的一類!
- <firemode type="default"> 默認開火模式
- <fire>
<param name="ammo_type" value="bullet" /> 子彈類型,如火箭發射器的Value=rocket,一般不改
<param name="rate" value="700" /> 開火速率,數值越大越快
<param name="d​​amage" value="120" /> 武器傷害值,越大越猛
<param name="reload_time" value="2.75" /> 換彈夾的時間(crysis換彈夾已經很快了,米必要改,又不是CS)
<param name="bullet_chamber" value="1" /> 槍膛容彈量,一般不改
<param name="clip_size" value="50" /> 彈夾容量
<param name="helper_tp" value="weapon_term" />
<param name="nearmiss_signal" value="OnNearMiss" />
<param name="d​​amage_drop_per_meter" value="0.1" /> 子彈的傷害下降值/m(就是子彈飛過一米傷害下降多少,現在知道為什麼遠距離打人半天打不死了吧?)
<param name="d​​amage_drop_min_distance" value="50" /> 傷害下降最短距離(就是子彈飛出這個距離後開始傷害下降,這個距離之內完全傷害)


</fire>
- <recoil>武器後坐力,個人認為後坐力沒必要改,遊戲菜單裡可以調節後坐力的
<param name="max_recoil" value="4" /​​> 最大後坐力
<param name="attack" value="0.4" />
<param name="d​​ecay" value="1.25" />
<param name="maxx" value="30" />
<param name="maxy" value="0" />
<param name="randomness" value="0.0" />
- <hints>
<hint x="0.02" y="0.00" />
<hint x="0.02" y="0.00" />
<hint x="0.10" y="0.00" />
<hint x="0.28" y="0.00" />
<hint x="0.35" y="0.00" />
<hint x="0.43" y="0.00" />
<hint x="0.50" y="0.00" />
<hint x="0.50" y="0.00" />
<hint x="0.50" y="0.00" />
<hint x="0.50" y="0.00" />
</hints>
</recoil>
- <spread>後坐力造成的散射
<param name="min" value="1.5" />
<param name="max" value="3.0" />
<param name="attack" value="0.8" />
<param name="d​​ecay" value="0.5" />
<param name="speed_m" value="1.5" />
</spread>
- <muzzleflash>槍口火焰
<firstperson effect="muzzleflash.AssaultRifle.SCAR" helper="muzzle_flash_effect" light_helper="muzzle_flash_light" light_radius="2" light_time="0.010" light_color="1,1,0.8" light_diffuse_mult="8" />
<thirdperson effect="muzzleflash.AssaultRifle.SCAR_tp" helper="weapon_term" light_helper="weapon_term" light_radius="2.5" light_time="0.01" light_color="1,1,0.8" light_diffuse_mult="8" />
</muzzleflash>
- <reject>彈殼彈出
<firstperson effect="weapon_fx.shells.scar" helper="shells" />
<thirdperson effect="weapon_fx.shells.scar" helper="shells" />
</reject>
</firemode>
- <firemode name="Rapid" type="Rapid">連續射擊模式
- <tracer>
<param name="geometryFP" value="objects/effects/tracer_standard_new.cgf" />
<param name="geometry" value="objects/effects/tracer_standard_new.cgf" />
<param name="effectFP" value="weapon_fx.tracer.standardfp" />
<param name="effect" value="weapon_fx.tracer.standard" />
<param name="speed" value="300" />
<param name="speedFP" value="1100" />
<param name="frequency" value="3" />
<param name="helper_fp" value="weapon_term" />
<param name="helper_tp" value="weapon_term" />
</tracer>
- <outofammotracer>
<param name="geometryFP" value="objects/effects/tracer_standard_red_new.cgf" />
<param name="geometry" value="objects/effects/tracer_standard_red_new.cgf" />
<param name="effectFP" value="weapon_fx.tracer.standardfp" />
<param name="effect" value="weapon_fx.tracer.standard" />
<paran name="speed" value="300" />
<param name="speedFP" value="1100" />
<param name="frequency" value="2" />
<param name="helper_fp" value="weapon_term" />
<param name="helper_tp" value="weapon_term" />
</outofammotracer>
- <fire>
<param name="autozoom" value="1" /> 連續開火時的視野自動縮進,不喜歡可以設置為0
<param name="ooatracer_treshold" value="5" />
</fire>
- <rapid>
<param name="min_speed" value="0.001" />
<param name="max_speed" value="0.001" />
<param name="acceleration" value="2.35" />
<param name="d​​eceleration" value="-3.0" />
</rapid>
- <recoil>
<param name="angular_impulse" value="0.3" />
<param name="back_impulse" value="0.3" />
</recoil>
- <muzzlesmoke>
<firstperson effect="muzzleflash.AssaultRifle.shiten_smoke" helper="muzzle_flash_smoke" />
<thirdperson effect="muzzleflash.AssaultRifle.shiten_smoke_tp" helper="weapon_term" />
</muzzlesmoke>
- <muzzlesmoke_ice>
<firstperson effect="weapon_fx.gun.cold_steam_on_barrel" helper="muzzle_flash_smoke" />
<thirdperson effect="weapon_fx.gun.cold_steam_on_barrel" helper="weapon_term" />
</muzzlesmoke_ice>
</firemode>
- <firemode name="Single" type="Single">單發射擊模式,狙擊和高斯步槍沒有連續開火模式,只有Single模式,這類武器涉及到開火速率,有一項< param name="rate" value ="90" /> 數值越大開火越快。

 

- <tracer>
<param name="geometryFP" value="objects/effects/tracer_standard_new.cgf" />
<param name="geometry" value="objects/effects/tracer_standard_new.cgf" />
<param name="effectFP" value="weapon_fx.tracer.standardfp" />
<param name="effect" value="weapon_fx.tracer.standard" />
<param name="speed" value="375" />
<param name="speedFP" value="1100" />
<param name="frequency" value="2" />
<param name="helper_fp" value="weapon_term" />
<param name="helper_tp" value="weapon_term" />
</tracer>
- <outofammotracer>
<param name="geometryFP" value="objects/effects/tracer_standard_red_new.cgf" />
<param name="geometry" value="objects/effects/tracer_standard_red_new.cgf" />
<param name="effectFP" value="weapon_fx.tracer.standardfp" />
<param name="effect" value="weapon_fx.tracer.standard" />
<paran name="speed" value="375" />
<param name="speedFP" value="1100" />
<param name="frequency" value="2" />
<param name="helper_fp" value="weapon_term" />
<param name="helper_tp" value="weapon_term" />
</outofammotracer>
- <fire>
<param name="ooatracer_treshold" value="5" />
<param name="auto_fire" value="true" />
</fire>
- <recoil>
<param name="angular_impulse" value="0.3" />
<param name="back_impulse" value="0.3" />
</recoil>
</firemode>
- <firemode name="Tac Sleep" type="Single" enabled="0">戰術副掛(麻醉針)
- <fire>
<param name="ammo_type" value="tacbullet" />
<param name="clip_size" value="-1" /> 彈夾容量
<param name="d​​amage" value="30" /> 傷害值
<param name="rate" value="6" /> 開火速率,數值越大越快
<param name="hit_type" value="tac" />
<param name="helper_tp" value="weapon_term" />
</fire>
- <actions>
<param name="fire" value="fire_tac" />
<param name="fire_cock" value="fire_tac" />
</actions>
- <reject>
<firstperson effect="" helper="" />
<thirdperson effect="" helper="" />
</reject>
</firemode>
- <firemode name="GrenadeLauncher" type="Single" enabled="0">榴彈發射器
- <fire>
<param name="ammo_type" value="scargrenade" /> 子彈類型
<param name="clip_size" value="1" /> 彈夾容量
<param name="max_clips" value="10" /> 最大彈藥攜帶量
<param name="rate" value="40" /> 開火速率,越大越快
<param name="d​​amage" value="250" />
<param name="reload_time" value="3.2" />
<param name="bullet_chamber" value="0" />
<param name="helper_tp" value="weapon_term" />
<param name="aim_helper" value="1" />
<param name="d​​istance" value="-1" />
</fire>
- <muzzleflash>
<firstperson effect="muzzleflash.AssaultRifle.grenade" helper="grenade_flash_effect" light_helper="grenade_flash_light" />
<thirdperson effect="muzzleflash.AssaultRifle.grenade_tp" helper="grenade_term" light_helper="grenade_term" />
</muzzleflash>
- <reject>
<firstperson effect="" helper="" />
<thirdperson effect="" helper="" />
</reject>
- <actions>
<param name="fire" value="fire_gl" />
<param name="fire_cock" valueh="fire_gl" />
<param name="reload_chamber_empty" value="reload_gl" />
<param name="reload_chamber_full" value="reload_gl" />
<param name="reload" value="reload_gl" />
</actions>
</firemode>
- <firemode name="melee" type="Melee"> 近戰
- <melee>
<param name="helper" value="collision" />
<param name="offset" value="0.35" />
<param name="d​​amage" value="65" /> 傷害值
<param name="impulse" value="60" /> 衝擊力
<param name="d​​elay" value="0.10" /> 攻擊延時
<param name="d​​uration" value="0.45" /> 持續時間
</melee>
- <actions>
<param name="attack" value="melee" />
</actions>
</firemode>
</firemodes>

 

+ <zoommodes>縮放模式,瞄準時的一切都在這裡改,包括很多人關心的瞄準時抖動的問題,一共4種瞄準方 式:ironsight,reflexsight,assaultscope和Sniper scope,前三種type="Ironsight" ,狙擊鏡的type="scope"說明前三種不能縮放,狙擊鏡可以縮放,下邊主要以狙擊鏡為例說明修改
- <zoommode name="ironsight" type="IronSight"> 機械瞄準
- <zoom>
<param name="suffix" value="ironsight_" />
<param name="suffix_FC" value="fc_" />
<param name="support_FC_IronSight" value="true" />
<param name="d​​of_mask" value="textures/weapons/ironzoom_blurmask.dds" />
<param name="zoom_in_time" value="0.2" />
<param name="zoom_out_time" value="0.2" />
- <stages>
<stage value="1.4" />
</stages>
</zoom>
- <zoomSway>
<param name="maxX" value="0.012" />
<param name="maxY" value="0.015" />
<param name="stabilizeTime" value="1.5" />
<param name="minScale" value="0.25" />
<param name="strengthScale" value="0.75" />
<param name="strengthScaleTime" value="0.75" />
<param name="crouchScale" value="0.75" />
<param name="proneScale" value="0.0" />
</zoomSway>
- <spreadMod>
<param name="max_mod" value="0.1" />
<param name="attack_mod" value="1.0" />
<param name="d​​ecay_mod" value="1.0" />
<param name="speed_m_mod" value="1.0" />
<param name="min_mod" value="0.0001" />
<param name="rotation_m_mod" value="1.5" />
<param name="spread_crouch_m_mod" value="0.75" />
<param name="spread_prone_m_mod" value="0.5" />
<param name="spread_jump_m_mod" value="1.0" />
</spreadMod>
- <recoilMod>
<param name="max_recoil_mod" value="0.5" />
<param name="attack_mod" value="0.5" />
<param name="d​​ecay_mod" value="0.8" />
<param name="impulse_mod" value="1.0" />
<param name="maxx_mod" value="0.75" />
<param name="maxy_mod" value="0.75" />
<param name="angular_impulse_mod" value="1.0" />
<param name="back_impulse_mod" value="1.0" />
<param name="recoil_crouch_m_mod" value="0.75" />
<param name="recoil_prone_m_mod" value="0.5" />
<param name="recoil_jump_m_mod" value="2.0" />
<param name="recoil_strMode_m_mod" value="2.0" />
</recoilMod>
</zoommode>
- <zoommode name="reflexsight" type="IronSight" enabled="0"> 反射鏡
- <zoom>
<param name="suffix" value="reflex_" />
<param name="d​​of_mask" value="textures/weapons/ironzoom_blurmask.dds" />
<param name="zoom_in_time" value="0.2" />
<param name="zoom_out_time" value="0.2" />
<param name="reflex_aimDot" value="0" />
<param name="reflex_dotEffect" value="Objects/Weapons/Attachments/reflex_rifle/dot.cgf" />
<param name="hbob_ratio" value="2.5" />
<param name="scope_mode" value="1" />
<param name="scope_nearFov" value="28" />
- <stages>
<stage value="1.8" />
</stages>
</zoom>
- <zoomSway>
<param name="maxX" value="0.012" />
<param name="maxY" value="0.015" />
<param name="stabilizeTime" value="1.5" />
<param name="minScale" value="0.25" />
<param name="strengthScale" value="0.75" />
<param name="strengthScaleTime" value="0.75" />
<param name="crouchScale" value="0.75" />
<param name="proneScale" value="0.0" />
</zoomSway>
- <spreadMod>
<param name="max_mod" value="0.1" />
<param name="attack_mod" value="1.0" />
<param name="d​​ecay_mod" value="1.0" />
<param name="speed_m_mod" value="0.25" />
<param name="min_mod" value="0.0001" />
<param name="rotation_m_mod" value="1.0" />
<param name="spread_crouch_m_mod" value="0.75" />
<param name="spread_prone_m_mod" value="0.5" />
<param name="spread_jump_m_mod" value="1.0" />
</spreadMod>
- <recoilMod>
<param name="max_recoil_mod" value="0.5" />
<param name="attack_mod" value="0.5" />
<param name="d​​ecay_mod" value="0.8" />
<param name="impulse_mod" value="1.0" />
<param name="maxx_mod" value="0.75" />
<param name="maxy_mod" value="0.75" />
<param name="angular_impulse_mod" value="1.0" />
<param name="back_impulse_mod" value="1.0" />
<param name="recoil_crouch_m_mod" value="0.75" />
<param name="recoil_prone_m_mod" value="0.5" />
<param name="recoil_jump_m_mod" value="2.0" />
<param name="recoil_strMode_m_mod" value="2.0" />
</recoilMod>
</zoommode>
- <zoommode name="assaultscope" type="IronSight" enabled="0"> 低精度瞄準鏡
- <zoom>
<param name="suffix" value="scope_" />
<param name="blur_amount" value="1" />
<param name="blur_mask" value="textures/weapons/assaultscope_blur.dds" />
<param name="d​​of_mask" value="textures/weapons/assaultscope_blur.dds" />
<param name="zoom_in_time" value="0.2" />
<param name="zoom_out_time" value="0.2" />
<param name="scope_mode" value="1" />
<param name="scope_nearFov" value="8" />
<param name="scope_offset" value="-0.0005,0.17,-0.0015" />
- <stages>
<stage value="3.5" />
</stages>
</zoom>
- <zoomSway>
<param name="maxX" value="0.012" />
<param name="maxY" value="0.015" />
<param name="stabilizeTime" value="3.0" />
<param name="minScale" value="0.4" />
<param name="strengthScale" value="0.6" />
<param name="strengthScaleTime" value="0.75" />
<param name="crouchScale" value="0.75" />
<param name="proneScale" value="0.0" />
</zoomSway>
- <spreadMod>
<param name="max_mod" value="0.1" />
<param name="attack_mod" value="1.0" />
<param name="d​​ecay_mod" value="1.0" />
<param name="speed_m_mod" value="0.5" />
<param name="min_mod" value="0.0001" />
<param name="rotation_m_mod" value="1.5" />
<param name="spread_crouch_m_mod" value="0.75" />
<param name="spread_prone_m_mod" value="0.5" />
<param name="spread_jump_m_mod" value="1.0" />
</spreadMod>
- <recoilMod>
<param name="max_recoil_mod" value="0.5" />
<param name="attack_mod" value="0.4" />
<param name="d​​ecay_mod" value="1.25" />
<param name="impulse_mod" value="1.0" />
<param name="maxx_mod" value="0.5" />
<param name="maxy_mod" value="1.0" />
<param name="angular_impulse_mod" value="1.0" />
<param name="back_impulse_mod" value="1.0" />
<param name="recoil_crouch_m_mod" value="0.75" />
<param name="recoil_prone_m_mod" value="0.5" />
<param name="recoil_jump_m_mod" value="2.0" />
<param name="recoil_strMode_m_mod" value="1.5" />
</recoilMod>
</zoommode>
- <zoommode name="sniper" type="Scope" enabled="0"> 狙擊鏡
- <zoom>
<param name="suffix" value="scope_" />
<param name="blur_amount" value="1" />
<param name="blur_mask" value="textures/weapons/assaultscope_blur.dds" />
<param name="d​​of_mask" value="textures/weapons/assaultscope_blur.dds" />
<param name="zoom_in_time" value="0.15" />
<param name="zoom_out_time" value="0.125" />
<param name="scope_mode" value="1" />
<param name="scope_nearFov" value="6" />
<param name="scope_offset" value="0.0,0.23,0.0044" />
<param name="hbob_ratio" value="2.5" />
- <stages>縮放倍數
<stage value="4" /​​> 4倍縮放,可以改
<stage value="10" /> 10倍縮放,可以改
<stage value="16" /> 縮放倍數還可以加,我覺得縮放倍數不夠所以加了一條16倍縮放,可以任意加,遊戲中有效果,不過自己添加的放大倍數沒有數值顯示,目前還不知道如何顯示出來。 (說到這順便提一下望遠鏡的放大也可以改,在Warhead_GameData.pak\Scripts\Entities\Items\XML\Weapons\binoculars.xml)

</stages>
</zoom>
- <zoomSway> 抖動,想瞄準的時候像cs那樣紋絲不動嗎?
<param name="maxX" value="0.012" /> 最大橫向抖動值
<param name="maxY" value="0.015" /> 最大縱向抖動值,這兩個一改成0就可以體驗cs的狙擊了
<param name="stabilizeTime" value="3.0" />
<param name="minScale" value="0.4" />
<param name="strengthScale" value="0.6" /> 力量模式下抖動係數,越小越穩定,0為不抖
<param name="strengthScaleTime" value="0.75" />
<param name="crouchScale" value="0.75" /> 蹲下時的抖動係數,越小越穩定,0為蹲下不抖
<param name="proneScale" value="0.0" /> 趴下時的抖動係數,越小越穩定,0為趴下不抖
</zoomSway>
- <scope>
<param name="scope" value="scope_sniper" />
<param name="d​​ark_in_time" value="0.15" />
<param name="d​​ark_out_time" value="0.15" />
</scope>
- <spreadMod>
<param name="max_mod" value="0.1" />
<param name="attack_mod" value="1.0" />
<param name="d​​ecay_mod" value="1.0" />
<param name="speed_m_mod" value="0.5" />
<param name="min_mod" value="0.0001" />
<param name="rotation_m_mod" value="1.5" />
<param name="spread_crouch_m_mod" value="0.75" />
<param name="spread_prone_m_mod" value="0.5" />
<param name="spread_jump_m_mod" value="1.0" />
</spreadMod>
- <recoilMod>
<param name="max_recoil_mod" value="0.25" />
<param name="attack_mod" value="0.2" />
<param name="d​​ecay_mod" value="1.25" />
<param name="impulse_mod" value="1.0" />
<param name="maxx_mod" value="0.5" />
<param name="maxy_mod" value="1.0" />
<param name="angular_impulse_mod" value="1.0" />
<param name="back_impulse_mod" value="1.0" />
<param name="recoil_crouch_m_mod" value="0.75" />
<param name="recoil_prone_m_mod" value="0.5" />
<param name="recoil_jump_m_mod" value="2.0" />
<param name="recoil_strMode_m_mod" value="1.25" />
</recoilMod>
</zoommode>
</zoommodes>
+ <accessories> 武器副掛
- <initialsetup> 初始武器副掛,默認的只有子彈,消音器和反射鏡,想一出來就要什麼副掛,在這條下邊粘貼。 比如我要個狙擊瞄準鏡,加上如下綠字部分
<accessory name="GrenadeShell" />
<accessory name="SCARNormalAmmo" />
<accessory name="SniperScope"/>
</initialsetup>
- <accessory name="Silencer"> 消音器
<attach helper="silencer_attach" layer="silencer" />
<detach />
- <params>
- <firemodes>
- <firemode type="default">
- <fire>
<param name="d​​amage_drop_per_meter" value="2.0" /> 由於加裝消音器子彈威力每米減小值,知道為什麼裝了消音器離老遠打不死人了吧? (SCAR的威力是120,裝了消音器每米減少2點攻擊,加上下邊10米的保值距離,就是說無聲SCAR在70米的時候就沒有殺傷力了!不過實際好像不是,反正離遠我都是打頭,一槍解決)
<param name="d​​amage_drop_min_distance" value="10" /> 子彈威力開始減小的距離
</fire>
- <muzzleflash>
<firstperson effect="muzzleflash.AssaultRifle.silenced_smoke" helper="muzzle_flash_effect" time="0.1" />
<thirdperson effect="muzzleflash.AssaultRifle.silenced_smoke_tp" helper="weapon_term" time="0.1" />
</muzzleflash>
- <actions>
<param name="fire" value="fire_silenced" />
<param name="fire_cock" value="fire_silenced" />
<param name="rapid_fire" value="rapid_fire_silenced" />
<param name="spin_down" value="spin_down_silenced" />
</actions>
</firemode>
</firemodes>
</params>
</accessory>
- <accessory name="AssaultScope" zoommode="assaultscope" exclusive="1"> 低精度瞄準鏡
<attach helper="attachment_top" layer="scope" />
<detach />
</accessory>
- <accessory name="Reflex" zoommode="reflexsight" exclusive="1"> 反射鏡
<attach helper="attachment_top" layer="scope" />
<detach />
</accessory>
- <accessory name="SniperScope" zoommode="sniper" exclusive="1"> 狙擊瞄準鏡
<attach helper="attachment_top" layer="scope" />
<detach />
</accessory>
- <accessory name="GrenadeLauncher" firemodes="GrenadeLauncher" exclusive="1"> 榴彈發射器
<attach helper="attachment_bottom" layer="gl" />
<detach />
</accessory>
- <accessory name="SCARNormalAmmo"> SCAR彈藥
<attach helper="magazine" layer="" />
<detach />
</accessory>
- <accessory name="TacticalAttachment" firemodes="Tac Sleep" exclusive="1" client_only="0"> 麻醉針發射器
<attach helper="attachment_bottom" layer="gl" />
<detach />
</accessory>
- <accessory name="GrenadeShell"> 槍榴彈
<attach helper="shell_grenade" layer="" />
<detach />
</accessory>
- <accessory name="LAMRifle"> 步槍激光瞄準器
<attach helper="attachment_side" layer="flashlight" />
<detach />
- <params>
- <firemodes>
- <firemode type="default">
- <spread>
<param name="min" value="0.5" />
<param name="max" value="3.0" />
<param name="speed_m" value="0.05" />
<param name="rotation_m" value="0.05" />
</spread>
</firemode>
</firemodes>
</params>
</accessory>
- <accessory name="LAMRifleFlashLight"> 步槍手電筒
<attach helper="attachment_side" layer="flashlight" />
<detach />
</accessory>
</accessories>
</item>

當修改好後,直接保存文檔,這是winrar會跳出來說文件已更改是否保存並替換,點是就行了。

想解壓後修改也可以,修改完的文件或文件夾直接拖進winrar覆蓋原來的就可以了,注意解壓出來的都是只讀文件,要去掉只讀屬性才能保存更改!

-------------------------------------------------- -----------------------分割---------------線---------- -------------------------------------------------- --------

每個武器改法大同小異,FY71的燃燒彈攻擊力在accessories類下的<accessory name="FY71IncendiaryAmmo">這一條下改,同理,能換子彈類型的武器,可選子彈都在accessories類下改。
-------------------------------------------------- -------------------------------------------------- -------------------------------------------------- --------------------------
載具武器數據在Warhead_GameData.pak\Scripts\Entities\Items\XML\Weapons\Vehicles文件夾下
-------------------------------------------------- -------------------------------------------------- -------------------------------------------------- --------------------------


值得一提的是火箭發射器,其實是有鎖定跟踪功能的,只是默認沒有打開,修改方法:

文件名是LAW.xml, 在firemodes類下的
<firemode name="Single" type="Single">
<fire>
<param name="autoaim" value="true" /> 將這條的false改為true,進遊戲試試吧。 不過經測試這個功能對那個天上飛的大型外形怪物不好用,它會躲,而且它橫向移動時導彈有相當大的概率打空,不過這個怪物在遠距離的時候命中還可以,對車輛直升機很有用,只要別被障礙物擋著基本鎖定必中!
<param name="autoaim_zoom" value="true" />
<param name="autoaim_locktime" value="0.5" /> 鎖定速度,這個不用改,已經很快了,想更快就改小
<param name="autoaim_distance" value="500" /> 鎖定距離,500夠大了
<param name="autoaim_tolerance" value="90" /> 鎖定後允許偏離值,就是鎖定後準心移開一定距離鎖定仍然有效,個人認為不用改這項,90已經很高了,記得前作開VTOL那關嗎,這個飛機的跟踪導彈的這項 值為30,說到這就勾起了當時痛苦掙扎在那一關的悲慘回憶!
<param name="autoaim_minvolume" value="16" />
<param name="autoaim_maxvolume" value="8192" />
<param name="autoaim_autofiringdir" value="false" />
<param name="autoaim_timeout" value="true" /> 鎖定超時,這項改為false的話,將持續鎖定一個目標,除非目標掛了或者你鎖定其他目標或者按右鍵退出瞄準鏡,建議還是別改好
</fire>
</firemode>

-------------------------------------------------- -------------------------------------------------- -------------------------------------------------- ---------------------------------

還有,大家用激光瞄準器時發現沒有,超過一定距離,那個小紅點就沒有了,這是因為激光瞄準器的設置了150的有效距離,這個小紅點對遠距離殺人來說太有用了,狙擊鏡會有誤差,而這個小紅點就是指哪打哪,個人覺得150米不夠所以要改

在Warhead_GameData.pak\Scripts\Entities\Items\XML\Accessories下找到LAMRifle.xml
有 這麼一句<firstperson laser_dot="muzzleflash.LAM.aimdot_FP" laser_range="150" /> 這個150就是有效距離,我改成300了,PSG1的有效射程是800米,這個遊戲把這把槍低估太多了! 不過建議不要改太高,300就可以了,因為瞄準鏡最大顯示距離也只有300. 大家也不要想改太多有什麼用,這個遊戲場景很大,但是敵人一般都在一定範圍內刷出來,要么就被地形限制了,除了最後一關機場,我真不記得哪裡還能300米開外狙擊敵人玩的! )。


arrow
arrow
    全站熱搜

    John Hsiao 發表在 痞客邦 留言(0) 人氣()