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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

《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

k73更懂你:钢铁雄心4

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