槍械數據
(由於每把槍都有不同數據,本人不會在此一一列出,只拿手槍,步槍,散彈槍各一作為例子,因為大概可分為此三類。)
(本人的內容可能有錯,麻煩知道者請指出)
※紅色字為說明
weapon_pistol_magnum.txt 內數據(未改) |
WeaponData { // Terror-specific Data -------------------- "VerticalPunch" "4.0" (射擊後準星向上的程度,數值越細越好) "SpreadPerShot" "2" (射擊後準星自行偏差的程度,數值越細越好) "MaxSpread" "30" (準星最大時的程度,數值越細越好) "SpreadDecay" "5" (準星變小的時間,數值越細越好) "MinDuckingSpread" "0.5" (蹲下時準星的最小程度,數值越細越好) "MinStandingSpread" "1.25" (站立時準星的最小程度,數值越細越好) "MinInAirSpread" "3.0" (跳起時準星的最小程度,數值越細越好) "MaxMovementSpread" "3.0" (行走時準星的最大程度,數值越細越好) "DeployDuration" "0.5" (轉換成此槍所需要的時間,數值越細越好) "DualDeployDuration" "0.65" (轉換成此雙槍所需要的時間,數值越細越好) "AddonAttachment" "pistol" "addon_offset" "2 0 -2" "addon_angles" "0 0 0" "Team" "Survivor" (使用者) "Tier" "0" // valid entries are 0, 1, 2 "ResponseRulesName" "magnum" // particle muzzle flash effect to play when fired "MuzzleFlashEffect_1stPerson" "weapon_muzzle_flash_shotgun_FP" "MuzzleFlashEffect_3rdPerson" "weapon_muzzle_flash_autoshotgun" // model for the shell casing to eject when we fire bullets "EjectBrassEffect" "weapon_shell_casing_9mm" // Used in the music system when this weapon fires "MusicDynamicSpeed" "0.8" "DisplayName" "#L4D_Weapon_magnum" "DisplayNameAllCaps" "#L4D_Weapon_magnum_CAPS" // 360 Terror Data "MaxAutoAimDeflection1" "10.0" "MaxAutoAimRange1" "0" //This value determins how "big" a target is for auto aim. If a target is 10.0 units big then it is considered 10.0*scale. //You can think about this value controlling a falloff value on distant targets, the smaller the value the harder it is to hit at a distance. "WeaponAutoAimScale" "1.0" // End Terror-specific Data ---------------- "MaxPlayerSpeed" "250" (拿著此槍的行走速度,但本人未見有效果) "WeaponType" "pistol" "WeaponPrice" "500" "WeaponArmorRatio" "1.0" "CrosshairMinDistance" "8" "CrosshairDeltaDistance" "3" "BuiltRightHanded" "1" "PlayerAnimationExtension" "pistol" "MuzzleFlashScale" "1" "CanEquipWithShield" "1" "NoiseFactor" "350" (射擊後的聲浪,越大會越吸引屍) "Rumble" "1" (似乎都是射擊後的聲浪,越大會越吸引屍) // Weapon characteristics: "PenetrationNumLayers" "2" (穿透數目,超過此數目會消失) "PenetrationPower" "50" (穿透力,似乎是傷害的百分比) "PenetrationMaxDistance" "0" // none (穿透距離,0即無,數值請參考下面的range) "Damage" "80" (每一粒彈粒的傷害,即bullet乘damage為最後傷害) "Range" "3500" (射程距離,超過此距離子彈會消失) "RangeModifier" "0.75" (射程修改。1為不修改,數值越小即不能打到該射程) "Bullets" "1" (每發子彈內的子彈數目,即如散彈槍一發會有十到二十粒彈粒) //"CycleTime" "0.15" (每發子彈的時間間距) "CycleTime" "0.3" (雙槍時每發子彈的時間間距) // Weapon data is loaded by both the Game and Client DLLs. "printname" "Magnum" "playermodel" "models/w_models/weapons/w_desert_eagle.mdl" "viewmodel" "models/v_models/v_desert_eagle.mdl" "CharacterViewmodelAddon" { "Coach" "models/weapons/arms/v_arms_coach_new.mdl" "Mechanic" "models/weapons/arms/v_arms_mechanic_new.mdl" "Producer" "models/weapons/arms/v_arms_producer_new.mdl" "Gambler" "models/weapons/arms/v_arms_gambler_new.mdl" } "anim_prefix" "anim" "bucket" "1" "bucket_position" "0" "clip_size" "8" (彈夾內子彈數目) // custom ammo - adds dismemberment, and full damage on expert to kill infected "primary_ammo" "AMMO_TYPE_PISTOL_MAGNUM" (槍的第一種子彈類型,可以把普通手槍都改用麥林的子彈,但用途不大) "secondary_ammo" "None" (槍的第二種子彈類型,請勿修改,server會出問題) "weight" "5" "item_flags" "0" 在此以下的文件修改後可能會出現錯誤,故不列出 |
未修改的weapon_autoshotgun.txt |
WeaponData { // Terror-specific Data -------------------- "VerticalPunch" "3" (射擊後準星向上的程度,數值越細越好) "SpreadPerShot" "20" //reduced from 30 (射擊後準星自行偏差的程度,數值越細越好) "MaxSpread" "5" (準星最大時的程度,數值越細越好) "SpreadDecay" "5" (準星變小的時間,數值越細越好) "MinDuckingSpread" "0" (蹲下時準星的最小程度,數值越細越好) "MinStandingSpread" "0.8" (站立時準星的最小程度,數值越細越好) "MinInAirSpread" "2.5" //increased accuracy (跳起時準星的最小程度,數值越細越好) "MaxMovementSpread" "1.5" //increased accuracy (行走時準星的最大程度,數值越細越好) "PelletScatterPitch" "4.0" //increased accuracy "PelletScatterYaw" "8.5" //decreased accuracy "ReloadDuration" "0.396" (入每粒子彈所需要的時間,數值越細越好,但切勿太細,會出現手部顯示問題) "AddonAttachment" "primary" (主槍,如改為以上的pistol,就會拿起時,拿到手槍那,詳細修改會在下文提出) "team" "survivor" "Tier" "2" // valid entries are 0, 1, 2 (武器等級,0為最低,2為最高,修改後會影響槍支出現可能既%) "ResponseRulesName" "AutoShotgun" // particle muzzle flash effect to play when fired "MuzzleFlashEffect_1stPerson" "weapon_muzzle_flash_shotgun_FP" "MuzzleFlashEffect_3rdPerson" "weapon_muzzle_flash_autoshotgun" // model for the shell casing to eject when we fire bullets "EjectBrassEffect" "weapon_shell_casing_shotgun" // Used in the music system when this weapon fires "MusicDynamicSpeed" "1.5" "DisplayName" "#L4D_Weapon_AutoShotgun" "DisplayNameAllCaps" "#L4D_Weapon_AutoShotgun_CAPS" // 360 Terror Data "MaxAutoAimDeflection1" "10.0" "MaxAutoAimRange1" "0" //This value determins how "big" a target is for auto aim. If a target is 10.0 units big then it is considered 10.0*scale. //You can think about this value controlling a falloff value on distant targets, the smaller the value the harder it is to hit at a distance. "WeaponAutoAimScale" "1.0" // End Terror-specific Data ---------------- "Rumble" "5" (似乎都是射擊後的聲浪,越大會越吸引屍) "MaxPlayerSpeed" "240" (拿著此槍的行走速度,但本人未見有效果) "WeaponType" "shotgun" "WeaponPrice" "3000" "WeaponArmorRatio" "1.0" "CrosshairMinDistance" "9" "CrosshairDeltaDistance" "4" "Team" "ANY" "BuiltRightHanded" "1" "PlayerAnimationExtension" "xm1014" "MuzzleFlashScale" "1.3" "CanEquipWithShield" "0" // Weapon characteristics: "PenetrationNumLayers" "2" (穿透數目,超過此數目會消失) "PenetrationPower" "30" (穿透力,似乎是傷害的百分比) "PenetrationMaxDistance" "500" (穿透距離,0即無,數值請參考下面的range) "CharacterPenetrationMaxDistance" "300" // Shooting through infected is doesn't count against penetration count out to this range (穿透距離,0即無,數值請參考下面的range,不同於PenetrationMaxDistance,此數值針對人形物件,如普屍、特屍與四位主角) "Damage" "23" (每一粒彈粒的傷害,即bullet乘damage為最後傷害) "Range" "3000" (射程距離,超過此距離子彈會消失) "RangeModifier" "0.7" (射程修正。1為不修改,數值越小即越不能打到該射程) "Bullets" "11" (每發子彈內的彈粒數目,即如散彈槍一發會有十到二十粒彈粒) "CycleTime" "0.15" (每發子彈的時間間距) // Weapon data is loaded by both the Game and Client DLLs. "printname" "Auto Shotgun" "playermodel" "models/w_models/weapons/w_autoshot_m4super.mdl" "viewmodel" "models/v_models/v_autoshotgun.mdl" "CharacterViewmodelAddon" { "Coach" "models/weapons/arms/v_arms_coach_new.mdl" "Mechanic" "models/weapons/arms/v_arms_mechanic_new.mdl" "Producer" "models/weapons/arms/v_arms_producer_new.mdl" "Gambler" "models/weapons/arms/v_arms_gambler_new.mdl" } "anim_prefix" "anim" "bucket" "0" "bucket_position" "0" "clip_size" "10" //increased from 9 (彈夾內子彈數目) "primary_ammo" "AMMO_TYPE_AUTOSHOTGUN" (槍的第一種子彈類型,可以改用其他子彈,但用途不大) "secondary_ammo" "None" (槍的第二種子彈類型,請勿修改,server會出問題) "weight" "20" "item_flags" "0" "LoadoutSlots" "2" (此處不明) |
未修改的weapon_rifle_ak47.txt |
WeaponData { // Terror-specific Data -------------------- "VerticalPunch" "2" (射擊後準星向上的程度,數值越細越好,可理解為後助力) "SpreadPerShot" "1.6" (射擊後準星自行偏差的程度,數值越細越好) "MaxSpread" "35" (準星最大時的程度,數值越細越好) "SpreadDecay" "7" (準星變小的時間,數值越細越好) "MinDuckingSpread" "0.5" (蹲下時準星的最小程度,數值越細越好) "MinStandingSpread" "1" (站立時準星的最小程度,數值越細越好) "MinInAirSpread" "3" (跳起時準星的最小程度,數值越細越好) "MaxMovementSpread" "6" (行走時準星的最大程度,數值越細越好) "AddonAttachment" "primary" "Team" "Survivor" "Tier" "2" // valid entries are 0, 1, 2 (武器等級,0為最低,2為最高,修改後會影響槍支出現可能既%) "ResponseRulesName" "Rifle_AK47" // particle muzzle flash effect to play when fired "MuzzleFlashEffect_1stPerson" "weapon_muzzle_flash_smg_FP" "MuzzleFlashEffect_3rdPerson" "weapon_muzzle_flash_smg" // model for the shell casing to eject when we fire bullets "EjectBrassEffect" "weapon_shell_casing_rifle" // Used in the music system when this weapon fires "MusicDynamicSpeed" "0.35" "DisplayName" "#L4D_Weapon_Rifle_AK47" "DisplayNameAllCaps" "#L4D_Weapon_Rifle_AK47_CAPS" "NewInL4D2" "1" (是否在L4D第二代才出現。此用處不明,修改後無特別情況出現) // 360 Terror Data "MaxAutoAimDeflection1" "10.0" "MaxAutoAimRange1" "0" //This value determins how "big" a target is for auto aim. If a target is 10.0 units big then it is considered 10.0*scale. //You can think about this value controlling a falloff value on distant targets, the smaller the value the harder it is to hit at a distance. "WeaponAutoAimScale" "1.0" // End Terror-specific Data ---------------- "Rumble" "4" (似乎都是射擊後的聲浪,越大會越吸引屍) "MaxPlayerSpeed" "230" (拿著此槍的行走速度,但本人未見有效果) "WeaponType" "rifle" "WeaponPrice" "3100" "WeaponArmorRatio" "1.4" "CrosshairMinDistance" "4" "CrosshairDeltaDistance" "3" "BuiltRightHanded" "1" "PlayerAnimationExtension" "m4" "CanEquipWithShield" "0" // Weapon characteristics: "PenetrationNumLayers" "2" (穿透數目,超過此數目會消失) "PenetrationPower" "50" (穿透力,似乎是傷害的百分比) "PenetrationMaxDistance" "0" // none (穿透距離,0即無,數值請參考下面的range) "Damage" "58" //was 33 (每一粒彈粒的傷害,即bullet乘damage為最後傷害) "Range" "3000" (射程距離,超過此距離子彈會消失) "RangeModifier" "0.97" (射程修正。1為不修改,數值越小即越不能打到該射程) "GainRange" "1500" // range at which to use a gain curve to fall off to zero (步槍專有,可理解為子彈因地心吸力而落到地面的距離) "Bullets" "1" (每發子彈內的彈粒數目,即如散彈槍一發會有十到二十粒彈粒) "CycleTime" "0.13" (每發子彈的時間間距,切勿過細) "TimeToIdle" "1.5" "IdleInterval" "60" // Weapon data is loaded by both the Game and Client DLLs. "printname" "Assault Rifle" "playermodel" "models/w_models/weapons/w_rifle_ak47.mdl" "viewmodel" "models/v_models/v_rifle_AK47.mdl" "CharacterViewmodelAddon" { "Coach" "models/weapons/arms/v_arms_coach_new.mdl" "Mechanic" "models/weapons/arms/v_arms_mechanic_new.mdl" "Producer" "models/weapons/arms/v_arms_producer_new.mdl" "Gambler" "models/weapons/arms/v_arms_gambler_new.mdl" } "anim_prefix" "anim" "bucket" "0" "bucket_position" "0" "clip_size" "40" //was 50 (彈夾內子彈數目) "primary_ammo" "AMMO_TYPE_ASSAULTRIFLE" (槍的第一種子彈類型,可以改用其他子彈,但用途不大) "secondary_ammo" "None" (槍的第二種子彈類型,請勿修改,server會出問題) "weight" "25" "item_flags" "0" "LoadoutSlots" "2" (此處不明) |
原帖由 leo221094 於 2010-5-11 20:49 發表
提議: 索性改好個vpk放出去比佢地dl啦
註: so far我用插件黎改彈數
anyway出教學者都係有heart的
支持下![]()
原帖由 catwongkit 於 2010-5-12 15:55 發表
因為有三個VPK檔,避免下載果陣出問題(例如放錯位置)
都係留返D人自行修改
PS:其實我係懶XD,你唔好講出去
再PS:我記得係有插件改彈夾內彈數,不過插件改唔到槍械其他數據如攻擊力
所以我先出黎整教學
再再PS:呢個改槍數據由L ...
原帖由 samhon011328 於 2010-5-12 17:51 發表
呢個改法同改script/radialmenu一樣...咁樣唔會出現同radialmenu一樣既問題(server is enforcing consistency)咩?
原帖由 catwongkit 於 2010-5-17 18:15 發表
抱歉,呢兩日有事忙緊上唔到黎,要今日先回復你。
可否具體少少,是你開啟srcd.exe之後,再按開場之後出現?
因為我暫時未能夠試到你有既問題,網上都搵唔到開啟srcd.exe之後出現類似問題。
但是搵到開game過完動畫出現,如果是 ...
原帖由 jy02887149 於 2010-5-18 15:30 發表
我係開左srcd.exe 之后,再禁 開始服務器 , 就彈戈舊野出黎
75494
我直接開game ge 話就會彈喱舊野出黎
75495
原帖由 toto345618433 於 2010-5-18 16:32 發表
我都試過玩下之後變左咁
聽講你咁改錯左任何野都會令pak001 既破解失效... so...
好彩我backup左個vpk 先玩姐... xD
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