连续射击
像格林机枪那种连发六子弹、诸葛弩连发三子弹的原理很简单,在动画xml加几个语句就能达成了。
下面来观察一下三个单位的动画xml,你能找出哪个是定义连发的语句吗?
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musketeer.xml(火枪手) - 记事本 |
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<!-- converted from XMB to XML -->
<animfile> <definebone>bone_hat</definebone> <definebone>Bip01_AttachRt</definebone> <definebone>Bip01_AttachLt</definebone> <definebone>bone_sword</definebone> <definebone>bone_gun</definebone> <definebone>Bip01 Prop1</definebone> <definebone>Bip01 Prop2</definebone> <attachment> gun <include>units\infantry_ranged\musketeer\musketeer_guns.xml</include> </attachment> <attachment> hats <include>units\infantry_ranged\musketeer\musketeer_hats.xml</include> </attachment> <attachment> sword <include>units\attachments\sword.xml</include> </attachment> <attachment> torch <include>effects\projectiles\torch.xml</include> </attachment> <attachment> measure tape <component> measure tape <assetreference type="GrannyModel"> <file>units\attachments\measuring_tape</file> </assetreference> </component> <anim> Idle <component>measure tape</component> </anim> </attachment> <attachment> saw <component> saw_villager <assetreference type="GrannyModel"> <file>units\attachments\saw_villager</file> </assetreference> </component> <anim> Idle <component>saw_villager</component> </anim> </attachment> <attachment> hammer <component> hammer <assetreference type="GrannyModel"> <file>units\attachments\hammer_villager</file> </assetreference> </component> <anim> Idle <component>hammer</component> </anim> </attachment> <component> ModelComp <logic type="Tech"> <none> <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\musketeer_2age</file> </assetreference> <attach a="hats" frombone="bone_hat" tobone="HEAD" syncanims="0"/> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\lp_musketeer_2age</file> </assetreference> </lowpoly> </logic> </none> <veteranmusketeers> <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\musketeer_3age</file> </assetreference> <attach a="hats" frombone="bone_hat" tobone="HEAD" syncanims="0"/> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\lp_musketeer_3age</file> </assetreference> </lowpoly> </logic> </veteranmusketeers> <guardmusketeers> <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\musketeer_4age</file> </assetreference> <attach a="hats" frombone="bone_hat" tobone="HEAD" syncanims="0"/> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\lp_musketeer_4age</file> </assetreference> </lowpoly> </logic> </guardmusketeers> </logic> <decal> <effecttype>default</effecttype> <texture isfakeshadow="1">shadows_selections\shadow_circle_32x32</texture> <selectedtexture>shadows_selections\selection_circle_32x32</selectedtexture> <width>1.0</width> <height>1.0</height> </decal> </component> <anim> Death_by_melee <assetreference type="GrannyAnim"> <file>animation_library\range\death_standing_rifleman_A</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.51</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\death_standing_rifleman_B</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.18</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\death_standing_rifleman_C</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.73</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Death_by_range <assetreference type="GrannyAnim"> <file>animation_library\shared\death_by_rangeA</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.50</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\death_by_rangeB</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.55</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\death_by_rangeC</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.45</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Death_by_havoc <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_death</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_deathB</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_deathC</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_deathD</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Death_havoc_flail <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_flail</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Death_havoc_spin <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_spin</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Cheer <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_A</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_B</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_C</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_D</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_E</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Recoil <assetreference type="GrannyAnim"> <file>animation_library\shared\recoil_A</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\recoil_C</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\recoil_E</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\recoil_G</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> OpenDoor <assetreference type="GrannyAnim"> <file>animation_library\shared\doorOpen</file> </assetreference> <component>ModelComp</component> </anim> <anim> CloseDoor <assetreference type="GrannyAnim"> <file>animation_library\shared\doorClose</file> </assetreference> <component>ModelComp</component> </anim> <anim> Raze_Idle <assetreference type="GrannyAnim"> <file>animation_library\shared\torch_throw_idle</file> </assetreference> <component>ModelComp</component> <attach a="torch" frombone="ATTACHPOINT" tobone="L HAND" syncanims="0"/> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Raze_Attack <assetreference type="GrannyAnim"> <file>animation_library\shared\torch_throwA</file> <tag type="Attack">0.61</tag> <tag type="SpecificSoundSet" checkvisible="1" set="TorchSwing">0.52</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\torch_throwB</file> <tag type="Attack">0.56</tag> <tag type="SpecificSoundSet" checkvisible="1" set="TorchSwing">0.44</tag> </assetreference> <component>ModelComp</component> <attach a="torch" frombone="ATTACHPOINT" tobone="L HAND" syncanims="0"/> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Cover_ranged_idle <assetreference type="GrannyAnim"> <file>animation_library\range\cover\cover_idle</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Cover_bored <assetreference type="GrannyAnim"> <file>animation_library\range\cover\cover_bored</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Cover_Walk <assetreference type="GrannyAnim"> <file>animation_library\range\cover\cover_walk</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.28</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.80</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Cover_Jog <assetreference type="GrannyAnim"> <file>animation_library\range\cover\cover_jog</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.29</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.76</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Cover_Run <assetreference type="GrannyAnim"> <file>animation_library\range\cover\cover_run</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.68</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.12</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_standing_idle <assetreference type="GrannyAnim"> <file>animation_library\range\volley\volley_standing_idle</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_standing_attack <assetreference type="GrannyAnim"> <file>animation_library\range\volley\volley_standing_fire</file> <tag type="Attack">0.48</tag> <tag type="SpecificSoundSet" checkvisible="1" set="MusketShot">0.48</tag> <tag type="Particles" particlename="musketshot">0.48</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_standing_reload <assetreference type="GrannyAnim"> <file>animation_library\range\volley\volley_standing_reload</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_standing_bored <assetreference type="GrannyAnim"> <file>animation_library\range\volley\volley_standing_boredA</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_walk <assetreference type="GrannyAnim"> <file>animation_library\range\march_rifleman</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.62</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.08</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_jog <assetreference type="GrannyAnim"> <file>animation_library\range\march_rifleman_run</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.58</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.11</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_run <assetreference type="GrannyAnim"> <file>animation_library\range\march_rifleman_run</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.58</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.11</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Defend_idle <assetreference type="GrannyAnim"> <file>animation_library\range\defend\defend_idle</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Defend_bored <assetreference type="GrannyAnim"> <file>animation_library\range\defend\defend_boredA</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Charge_idle <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_idleA</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_idleB</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Charge_bored <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_bored</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Charge_attack <assetreference type="GrannyAnim"> <file>animation_library\range\charge\cacadore_charge_attackA</file> <tag type="Attack">0.53</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.42</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\charge\cacadore_charge_attackB</file> <tag type="Attack">0.52</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.38</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_attackA</file> <tag type="Attack">0.53</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_attackB</file> <tag type="Attack">0.69</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_attackC</file> <tag type="Attack">0.50</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.42</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Charge_Walk <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_walk</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.65</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.06</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Charge_Jog <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_jog</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.65</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.11</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Charge_Run <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_runA</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.66</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.12</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> IGC_Pointing <assetreference type="GrannyAnim"> <file>animation_library\range\pointing_rifleman_A</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> NuggetPirate1_Idle <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_diga</file> <weight>90</weight> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_dig_boreda</file> <weight>10</weight> </assetreference> <component>ModelComp</component> <attach a="shovel" frombone="Bip01 Prop2" tobone="bip01 Prop2" syncanims="0"/> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> NuggetPirate2_Idle <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleA</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleB</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleC</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleD</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleE</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleF</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> NuggetPirate3_Idle <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate3_idleA</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate3_idleb</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate3_idlec</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate3_idled</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate3_idleE</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> NuggetPirate1_Exit <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_draw_gun</file> </assetreference> <component>ModelComp</component> <attach a="shovel" frombone="Bip01 Prop2" tobone="bip01 Prop2" syncanims="0"/> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> NuggetPirate2_Exit <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_exit</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> kidnap_outlawA_idle <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleA</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleB</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleC</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleD</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleE</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleF</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> kidnap_outlawA_exit <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_exit</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> BuildLifting <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\BuildLifting</file> <weight>90</weight> <tag type="Attack">0.66</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Build">0.38</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Build">0.67</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Build">1.00</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\human_build_standing_idlea</file> <weight>10</weight> <tag type="Attack">0.66</tag> </assetreference> <component>ModelComp</component> <attach a="hammer" frombone="MASTER" tobone="bip01 Prop1" syncanims="0"/> </anim> <anim> BuildSaw <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\human_saw_standing</file> <weight>90</weight> <tag type="SpecificSoundSet" checkvisible="1" set="BuildSaw">0.09</tag> <tag type="SpecificSoundSet" checkvisible="1" set="BuildSaw">0.32</tag> <tag type="SpecificSoundSet" checkvisible="1" set="BuildSaw">0.70</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\human_saw_standing_idlea</file> <weight>10</weight> </assetreference> <component>ModelComp</component> <attach a="saw" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/> </anim> <anim> BuildStaking <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\human_saw_a</file> <weight>90</weight> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\human_saw_idlea</file> <weight>10</weight> </assetreference> <component>ModelComp</component> <attach a="saw" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/> </anim> <anim> Build <assetreference type="GrannyAnim"> <file>animation_library\villager\villager_male_build1</file> <weight>90</weight> <tag type="SpecificSoundSet" checkvisible="1" set="Build">0.36</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Build">0.66</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Build">1.00</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\Build_b</file> <weight>10</weight> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\Build_c</file> <weight>10</weight> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\Build_d</file> <weight>10</weight> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\Build_e</file> <weight>10</weight> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\Build_f</file> <weight>10</weight> </assetreference> <component>ModelComp</component> <attach a="measure tape" frombone="MASTER" tobone="Bip01 Prop2" syncanims="0"/> <attach a="hammer" frombone="MASTER" tobone="bip01 Prop1" syncanims="0"/> </anim> </animfile> |
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3.2版本传送门
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chu_ko_nu.xml(诸葛弩) - 记事本 |
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<!-- converted from XMB to XML -->
<animfile> <definebone>bone_hat</definebone> <definebone>bone_bow</definebone> <definebone>bone_quiver</definebone> <definebone>BIP01 PROP1</definebone> <definebone>bone01</definebone> <attachment> hat <component> hat <assetreference type="GrannyModel"> <file>units\asians\chinese\chu_ko_nu\chokonu_age1_hat</file> </assetreference> </component> <anim> Idle <component>hat</component> </anim> </attachment> <attachment> crossbows <component> crossbows <assetreference type="GrannyModel"> <file>units\asians\chinese\chu_ko_nu\chokonu_bow</file> </assetreference> </component> <anim> Idle <component>crossbows</component> </anim> </attachment> <attachment> flaming_arrow <component> emitter <assetreference type="ParticleSystem"> <file>effects\fire\arrowFire_Longbow.particle</file> </assetreference> </component> <anim> None <component>emitter</component> </anim> </attachment> <attachment> hat2 <component> hat2 <assetreference type="GrannyModel"> <file>units\asians\chinese\chu_ko_nu\chokonu_age2_hat</file> </assetreference> </component> <anim> Idle <component>hat2</component> </anim> </attachment> <component> ModelComp <logic type="Tech"> <none> <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>units\asians\chinese\chu_ko_nu\chokonu_age1</file> </assetreference> <attach a="hat" frombone="bone_hat" tobone="Bip01 Head" syncanims="0"/> <attach a="crossbows" frombone="bone_crossbow" tobone="BIP01 PROP1" syncanims="0"/> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>units\asians\chinese\chu_ko_nu\lp_chokonu_age1</file> </assetreference> <attach a="hat" frombone="bone_hat" tobone="Bip01 Head" syncanims="0"/> <attach a="crossbows" frombone="bone_crossbow" tobone="BIP01 PROP1" syncanims="0"/> </lowpoly> </logic> </none> <ypdisciplinedchukonu> <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>units\asians\chinese\chu_ko_nu\chokonu_age2</file> </assetreference> <attach a="hat2" frombone="bone_hat" tobone="Bip01 Head" syncanims="0"/> <attach a="crossbows" frombone="bone_crossbow" tobone="BIP01 PROP1" syncanims="0"/> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>units\asians\chinese\chu_ko_nu\lp_chokonu_age2</file> </assetreference> <attach a="hat2" frombone="bone_hat" tobone="Bip01 Head" syncanims="0"/> <attach a="crossbows" frombone="bone_crossbow" tobone="BIP01 PROP1" syncanims="0"/> </lowpoly> </logic> </ypdisciplinedchukonu> <yphonoredchukonu> <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>units\asians\chinese\chu_ko_nu\chokonu_age3</file> </assetreference> <attach a="hat2" frombone="bone_hat" tobone="Bip01 Head" syncanims="0"/> <attach a="crossbows" frombone="bone_crossbow" tobone="BIP01 PROP1" syncanims="0"/> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>units\asians\chinese\chu_ko_nu\lp_chokonu_age3</file> </assetreference> <attach a="hat2" frombone="bone_hat" tobone="Bip01 Head" syncanims="0"/> <attach a="crossbows" frombone="bone_crossbow" tobone="BIP01 PROP1" syncanims="0"/> </lowpoly> </logic> </yphonoredchukonu> </logic> <decal> <effecttype>default</effecttype> <texture isfakeshadow="1">shadows_selections\shadow_circle_32x32</texture> <selectedtexture>shadows_selections\selection_circle_32x32</selectedtexture> <width>1.0</width> <height>1.0</height> </decal> </component> <anim> Death_by_melee <assetreference type="GrannyAnim"> <file>animation_library\range\death_standing_rifleman_A</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.52</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\death_standing_rifleman_B</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.18</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\death_standing_rifleman_C</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.73</tag> </assetreference> <component>ModelComp</component> </anim> <anim> Death_by_range <assetreference type="GrannyAnim"> <file>animation_library\range\death_standing_rifleman_A</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.53</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\death_standing_rifleman_B</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.19</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\death_standing_rifleman_C</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.73</tag> </assetreference> <component>ModelComp</component> </anim> <anim> Death_by_havoc <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_death</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_deathB</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_deathC</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_deathD</file> </assetreference> <component>ModelComp</component> </anim> <anim> Death_havoc_flail <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_flail</file> </assetreference> <component>ModelComp</component> </anim> <anim> Cheer <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_A</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_B</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_C</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_D</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_E</file> </assetreference> <component>ModelComp</component> </anim> <anim> Recoil <assetreference type="GrannyAnim"> <file>animation_library\shared\recoil_A</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\recoil_C</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\recoil_E</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\recoil_G</file> </assetreference> <component>ModelComp</component> </anim> <anim> HC_openDoor <assetreference type="GrannyAnim"> <file>animation_library\shared\doorOpen</file> </assetreference> <component>ModelComp</component> </anim> <anim> HC_closeDoor <assetreference type="GrannyAnim"> <file>animation_library\shared\doorClose</file> </assetreference> <component>ModelComp</component> </anim> <anim> Raze_Idle <assetreference type="GrannyAnim"> <file>animation_library\range\volley\crossbow_volley_idle</file> </assetreference> <component>ModelComp</component> </anim> <anim> Raze_Attack <assetreference type="GrannyAnim"> <file>animation_library\range\volley\volley_standing_fire</file> <tag type="Attack">0.48</tag> <tag type="SpecificSoundSet" checkvisible="1" set="CrossbowShoot">0.48</tag> </assetreference> <component>ModelComp</component> <attach a="flaming_arrow" frombone="bone01" tobone="L HAND" syncanims="0"/> </anim> <anim> Cover_ranged_idle <assetreference type="GrannyAnim"> <file>animation_library\range\cover\cover_idle</file> </assetreference> <component>ModelComp</component> </anim> <anim> Cover_bored <assetreference type="GrannyAnim"> <file>animation_library\shared\human_crossbow_bored_a</file> </assetreference> <component>ModelComp</component> </anim> <anim> Cover_Walk <assetreference type="GrannyAnim"> <file>animation_library\range\cover\cover_walk</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.28</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.80</tag> </assetreference> <component>ModelComp</component> </anim> <anim> Cover_Jog <assetreference type="GrannyAnim"> <file>animation_library\range\cover\cover_jog</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.29</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.76</tag> </assetreference> <component>ModelComp</component> </anim> <anim> Cover_Run <assetreference type="GrannyAnim"> <file>animation_library\range\cover\cover_run</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.68</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.12</tag> </assetreference> <component>ModelComp</component> </anim> <anim> Volley_standing_idle <assetreference type="GrannyAnim"> <file>animation_library\range\volley\crossbow_volley_idle</file> </assetreference> <component>ModelComp</component> </anim> <anim> Volley_standing_attack <assetreference type="GrannyAnim"> <file>units\asians\chinese\chu_ko_nu\chokonu_volley_standing_fire</file> <tag type="Attack">0.45</tag> <tag type="Attack">0.30</tag> <tag type="Attack">0.15</tag> <tag type="SpecificSoundSet" checkvisible="1" set="CrossbowShoot">0.48</tag> </assetreference> <assetreference type="GrannyAnim"> <file>units\asians\chinese\chu_ko_nu\chokonu_volley_standing_fire</file> <tag type="Attack">0.42</tag> <tag type="Attack">0.27</tag> <tag type="Attack">0.15</tag> <tag type="SpecificSoundSet" checkvisible="1" set="CrossbowShoot">0.48</tag> </assetreference> <assetreference type="GrannyAnim"> <file>units\asians\chinese\chu_ko_nu\chokonu_volley_standing_fire</file> <tag type="Attack">0.46</tag> <tag type="Attack">0.26</tag> <tag type="Attack">0.15</tag> <tag type="SpecificSoundSet" checkvisible="1" set="CrossbowShoot">0.48</tag> </assetreference> <assetreference type="GrannyAnim"> <file>units\asians\chinese\chu_ko_nu\chokonu_volley_standing_fire</file> <tag type="Attack">0.47</tag> <tag type="Attack">0.32</tag> <tag type="Attack">0.14</tag> <tag type="SpecificSoundSet" checkvisible="1" set="CrossbowShoot">0.48</tag> </assetreference> <assetreference type="GrannyAnim"> <file>units\asians\chinese\chu_ko_nu\chokonu_volley_standing_fire</file> <tag type="Attack">0.46</tag> <tag type="Attack">0.29</tag> <tag type="Attack">0.14</tag> <tag type="SpecificSoundSet" checkvisible="1" set="CrossbowShoot">0.48</tag> </assetreference> <component>ModelComp</component> </anim> <anim> Volley_standing_reload <assetreference type="GrannyAnim"> <file>units\asians\chinese\chu_ko_nu\chokonu_volley_standing_reload</file> </assetreference> <component>ModelComp</component> </anim> <anim> Volley_standing_bored <assetreference type="GrannyAnim"> <file>animation_library\shared\human_crossbow_bored_a</file> </assetreference> <component>ModelComp</component> </anim> <anim> Volley_walk <assetreference type="GrannyAnim"> <file>animation_library\range\walk_crossbow_upper</file> <file>animation_library\shared\walk_generic_lower</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.14</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.61</tag> </assetreference> <component>ModelComp</component> </anim> <anim> Volley_jog <assetreference type="GrannyAnim"> <file>animation_library\range\jog_rifleman_A</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.04</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.54</tag> </assetreference> <component>ModelComp</component> </anim> <anim> Volley_run <assetreference type="GrannyAnim"> <file>animation_library\range\run_rifleman_A</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.13</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.60</tag> </assetreference> <component>ModelComp</component> </anim> <anim> Defend_idle <assetreference type="GrannyAnim"> <file>animation_library\range\defend\defend_idle</file> </assetreference> <component>ModelComp</component> </anim> <anim> Defend_bored <assetreference type="GrannyAnim"> <file>animation_library\range\cover\cover_bored</file> </assetreference> <component>ModelComp</component> </anim> <anim> Charge_idle <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_idleA</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_idleB</file> </assetreference> <component>ModelComp</component> </anim> <anim> Charge_bored <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_bored</file> </assetreference> <component>ModelComp</component> </anim> <anim> Charge_attack <assetreference type="GrannyAnim"> <file>animation_library\range\charge\cacadore_charge_attackA</file> <tag type="Attack">0.52</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.38</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\charge\cacadore_charge_attackB</file> <tag type="Attack">0.53</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.39</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_attackA</file> <tag type="Attack">0.53</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_attackB</file> <tag type="Attack">0.70</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_attackC</file> <tag type="Attack">0.50</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.45</tag> </assetreference> <component>ModelComp</component> </anim> <anim> Charge_Walk <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_walk</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.65</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.06</tag> </assetreference> <component>ModelComp</component> </anim> <anim> Charge_Jog <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_jog</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.65</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.11</tag> </assetreference> <component>ModelComp</component> </anim> <anim> Charge_Run <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_runA</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.66</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.12</tag> </assetreference> <component>ModelComp</component> </anim> </animfile> |
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在上面没找到,没关系,下面继续找。
3.2版本传送门
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gatling_gun.xml(格林机枪) - 记事本 |
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文件(F) 编辑(E) 格式(O) 查看(V) 帮助(H) |
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<!-- converted from XMB to XML -->
<animfile> <definebone>bone_ammo</definebone> <definebone>bone_wheelRight</definebone> <definebone>bone_wheelLeft</definebone> <definebone>bone_launchpoint</definebone> <definebone>bone_muzzle</definebone> <attachment> ammo_magazine <include>units\artillery\gatling_gun\ammo_magazine.xml</include> </attachment> <attachment> ammo_drum <include>units\artillery\gatling_gun\ammo_drum.xml</include> </attachment> <attachment> ammo_attach <component> ammo_attach <assetreference type="GrannyModel"> <file>units\artillery\gatling_gun\ammo_attach</file> </assetreference> </component> <anim> Idle <component>ammo_attach</component> </anim> </attachment> <component> gatling_gun <logic type="LowPoly"> <normal> <logic type="Tech"> <none> <assetreference type="GrannyModel"> <file>units\artillery\gatling_gun\gatling_gun</file> <replacetexture> <from>units\artillery\gatling_gun\gatling_gun</from> <to>units\artillery\gatling_gun\gatling_gun</to> </replacetexture> </assetreference> <attach a="ammo_magazine" frombone="hotspot" tobone="bone_master" syncanims="1"/> </none> <rabauld> <assetreference type="GrannyModel"> <file>units\artillery\gatling_gun\gatling_gun</file> <replacetexture> <from>units\artillery\gatling_gun\gatling_gun</from> <to>units\artillery\gatling_gun\gatling_gun_upgrade</to> </replacetexture> </assetreference> <attach a="ammo_drum" frombone="hotspot" tobone="bone_master" syncanims="1"/> </rabauld> </logic> </normal> <lowpoly> <logic type="Tech"> <none> <assetreference type="GrannyModel"> <file>units\artillery\gatling_gun\lp_gatling_gun</file> <replacetexture> <from>units\artillery\gatling_gun\gatling_gun</from> <to>units\artillery\gatling_gun\gatling_gun</to> </replacetexture> </assetreference> <attach a="ammo_magazine" frombone="hotspot" tobone="bone_master" syncanims="1"/> </none> <rabauld> <assetreference type="GrannyModel"> <file>units\artillery\gatling_gun\lp_gatling_gun_upgrade</file> </assetreference> <attach a="ammo_drum" frombone="hotspot" tobone="bone_master" syncanims="1"/> </rabauld> </logic> </lowpoly> </logic> <decal> <effecttype>default</effecttype> <texture isfakeshadow="1">shadows_selections\shadow_circle_64x64</texture> <selectedtexture>shadows_selections\selection_circle_64x64</selectedtexture> <width>2.50</width> <height>3.00</height> <xoffset>0.00</xoffset> <zoffset>0.15</zoffset> </decal> <watersplash> <texture>units\artillery\cannon\wheel_B</texture> <width>1.75</width> <height>2.00</height> </watersplash> </component> <anim> Walk <assetreference type="GrannyAnim"> <file>animation_library\artillery\gatling_gun\bombard_walk</file> </assetreference> <component>gatling_gun</component> </anim> <anim> Jog <assetreference type="GrannyAnim"> <file>animation_library\artillery\gatling_gun\bombard_walk</file> </assetreference> <component>gatling_gun</component> </anim> <anim> Run <assetreference type="GrannyAnim"> <file>animation_library\artillery\gatling_gun\bombard_walk</file> </assetreference> <component>gatling_gun</component> </anim> <anim> idle <assetreference type="GrannyAnim"> <file>animation_library\artillery\gatling_gun\idle</file> </assetreference> <component>gatling_gun</component> </anim> <anim> bored <assetreference type="GrannyAnim"> <file>animation_library\artillery\gatling_gun\idle</file> </assetreference> <component>gatling_gun</component> </anim> <anim> Death <assetreference type="GrannyAnim"> <file>animation_library\artillery\gatling_gun\bombard_death</file> <tag type="SpecificSoundSet" checkvisible="1" set="Thud">0.11</tag> <tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.05</tag> <tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.08</tag> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.12</tag> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.16</tag> </assetreference> <component>gatling_gun</component> </anim> <anim> Death_by_melee <assetreference type="GrannyAnim"> <file>animation_library\artillery\gatling_gun\bombard_death</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.12</tag> <tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.08</tag> <tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.05</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Thud">0.11</tag> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.16</tag> </assetreference> <component>gatling_gun</component> </anim> <anim> Death_by_range <assetreference type="GrannyAnim"> <file>animation_library\artillery\gatling_gun\bombard_death</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.12</tag> <tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.08</tag> <tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.05</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Thud">0.11</tag> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.16</tag> </assetreference> <component>gatling_gun</component> </anim> <anim> Cheer <assetreference type="GrannyAnim"> <file>animation_library\artillery\gatling_gun\cheer</file> </assetreference> <component>gatling_gun</component> </anim> <anim> Limber <assetreference type="GrannyAnim"> <file>animation_library\artillery\gatling_gun\limber</file> </assetreference> <component>gatling_gun</component> </anim> <anim> Unlimber <assetreference type="GrannyAnim"> <file>animation_library\artillery\gatling_gun\unlimber</file> </assetreference> <component>gatling_gun</component> <attach a="ammo_attach" frombone="ATTACHPOINT" tobone="MASTER" syncanims="0"/> </anim> <anim> Bombard_ranged_idle <assetreference type="GrannyAnim"> <file>animation_library\artillery\gatling_gun\bombard_idle</file> </assetreference> <component>gatling_gun</component> <attach a="ammo_attach" frombone="ATTACHPOINT" tobone="MASTER" syncanims="0"/> </anim> <anim> Bombard_ranged_attack <assetreference type="GrannyAnim"> <file>animation_library\artillery\gatling_gun\bombard_attack</file> <tag type="Attack">0.27</tag> <tag type="Attack">0.41</tag> <tag type="Attack">0.55</tag> <tag type="Attack">0.68</tag> <tag type="Attack">0.74</tag> <tag type="Attack">0.81</tag> 你要不要回去看看诸葛弩是不是有三个Attack语句?3.2版本传送门 <tag type="SpecificSoundSet" checkvisible="1" set="GatlingGunShoot">0.27</tag> <tag type="Particles" particlename="organgunmuzzle01">0.27</tag> <tag type="Particles" particlename="organgunmuzzle01">0.34</tag> <tag type="Particles" particlename="organgunmuzzle01">0.40</tag> <tag type="Particles" particlename="organgunmuzzle01">0.47</tag> <tag type="Particles" particlename="organgunmuzzle01">0.54</tag> <tag type="Particles" particlename="organgunmuzzle01">0.60</tag> <tag type="Particles" particlename="organgunmuzzle01">0.67</tag> <tag type="Particles" particlename="organgunmuzzle01">0.73</tag> <tag type="Particles" particlename="organgunmuzzle01">0.80</tag> </assetreference> <component>gatling_gun</component> <attach a="ammo_attach" frombone="ATTACHPOINT" tobone="MASTER" syncanims="0"/> </anim> <anim> Bombard_aim <assetreference type="GrannyAnim"> <file>animation_library\artillery\gatling_gun\bombard_idle</file> </assetreference> <component>gatling_gun</component> <attach a="ammo_attach" frombone="ATTACHPOINT" tobone="MASTER" syncanims="0"/> </anim> <anim> Bombard_reload <assetreference type="GrannyAnim"> <file>animation_library\artillery\gatling_gun\bombard_reload</file> </assetreference> <component>gatling_gun</component> <attach a="ammo_attach" frombone="ATTACHPOINT" tobone="MASTER" syncanims="0"/> </anim> <anim> Bombard_bored <assetreference type="GrannyAnim"> <file>animation_library\artillery\gatling_gun\bombard_idle</file> </assetreference> <component>gatling_gun</component> <attach a="ammo_attach" frombone="ATTACHPOINT" tobone="MASTER" syncanims="0"/> </anim> <anim> Bombard_melee_idle <assetreference type="GrannyAnim"> <file>animation_library\artillery\gatling_gun\bombard_idle</file> </assetreference> <component>gatling_gun</component> <attach a="ammo_attach" frombone="ATTACHPOINT" tobone="MASTER" syncanims="0"/> </anim> <anim> Bombard_melee_attack <assetreference type="GrannyAnim"> <file>animation_library\artillery\gatling_gun\bombard_attack</file> <tag type="Attack">0.27</tag> <tag type="Attack">0.41</tag> <tag type="Attack">0.55</tag> <tag type="Attack">0.68</tag> <tag type="Attack">0.74</tag> <tag type="Attack">0.81</tag> <tag type="SpecificSoundSet" checkvisible="1" set="GatlingGunShoot">0.27</tag> <tag type="Particles" particlename="organgunmuzzle01">0.27</tag> <tag type="Particles" particlename="organgunmuzzle01">0.34</tag> <tag type="Particles" particlename="organgunmuzzle01">0.40</tag> <tag type="Particles" particlename="organgunmuzzle01">0.47</tag> <tag type="Particles" particlename="organgunmuzzle01">0.54</tag> <tag type="Particles" particlename="organgunmuzzle01">0.60</tag> <tag type="Particles" particlename="organgunmuzzle01">0.67</tag> <tag type="Particles" particlename="organgunmuzzle01">0.73</tag> <tag type="Particles" particlename="organgunmuzzle01">0.80</tag> </assetreference> <component>gatling_gun</component> <attach a="ammo_attach" frombone="ATTACHPOINT" tobone="MASTER" syncanims="0"/> </anim> <anim> Bombard_walk <assetreference type="GrannyAnim"> <file>animation_library\artillery\gatling_gun\bombard_walk</file> </assetreference> <component>gatling_gun</component> </anim> <anim> Bombard_jog <assetreference type="GrannyAnim"> <file>animation_library\artillery\gatling_gun\bombard_walk</file> </assetreference> <component>gatling_gun</component> </anim> <anim> Bombard_run <assetreference type="GrannyAnim"> <file>animation_library\artillery\gatling_gun\bombard_walk</file> </assetreference> <component>gatling_gun</component> </anim> <anim> Bombard_limber <assetreference type="GrannyAnim"> <file>animation_library\artillery\gatling_gun\limber</file> </assetreference> <component>gatling_gun</component> </anim> <anim> Bombard_unlimber <assetreference type="GrannyAnim"> <file>animation_library\artillery\gatling_gun\unlimber</file> </assetreference> <component>gatling_gun</component> <attach a="ammo_attach" frombone="ATTACHPOINT" tobone="MASTER" syncanims="0"/> </anim> </animfile>
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现在知道怎样弄连击了吧?
你没增加一次<tag type="Attack">X.00</tag>就会输出一次攻击。
例如我要给堡垒添加一次十发炮弹: 传送门1 传送门2 传送门3 (红色语句是多发炮弹,蓝色语句是开炮的声音)
这是给那些问完就完事、想一步登天、只想针对性修改的人看的
先去protoy.xml查找堡垒的动画xml
<Unit id ='391' name ='FortFrontier'>
<DBID>212</DBID>
<DisplayNameID>25270</DisplayNameID>
<ObstructionRadiusX>6.0000</ObstructionRadiusX>
<ObstructionRadiusZ>6.0000</ObstructionRadiusZ>
<MaxVelocity>0.0000</MaxVelocity>
<MovementType>land</MovementType>
<AnimFile>buildings\fort\fort.xml</AnimFile>
<DeadReplacement>BuildingRubble6x6</DeadReplacement>
然后用AOE3ED去art5.bar搜索buildings\fort\fort.xml,art5.bar找不到就去art4.bar,art4.bar找不到就去art3.bar,art3.bar找不到就去art2.bar,art2.bar找不到就去art1.bar,总之不要给我嫌麻烦,嫌麻烦就不要来修改,嫌麻烦可以找人付费解决。
提取完后将xmb转换成xml格式,然后删除xmb那个文件,将这个xml文件按原路径复制到帝国3命令的art文件夹里面。
然后修改这个文件:
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fort.xml - 记事本 |
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文件(F) 编辑(E) 格式(O) 查看(V) 帮助(H) |
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<!-- converted from XMB to XML -->
<animfile> <definebone>bone_f1</definebone> <definebone>bone_f2</definebone> <definebone>bone_f3</definebone> <definebone>bone_f4</definebone> <definebone>bone_f5</definebone> <definebone>bone_s1</definebone> <definebone>bone_s2</definebone> <definebone>bone_debris_1a</definebone> <definebone>bone_debris_1b</definebone> <definebone>bone_debris_1c</definebone> <definebone>bone_debris_1d</definebone> <definebone>bone_debris_1e</definebone> <definebone>bone_debris_1f</definebone> <definebone>bone_debris_1g</definebone> <definebone>bone_debris_1h</definebone> <definebone>bone_debris_1i</definebone> <definebone>bone_debris_1j</definebone> <definebone>bone_debris_1k</definebone> <definebone>bone_debris_1l</definebone> <definebone>bone_debris_2a</definebone> <definebone>bone_debris_2b</definebone> <definebone>bone_debris_2c</definebone> <definebone>bone_debris_2d</definebone> <definebone>bone_debris_2e</definebone> <definebone>bone_debris_2f</definebone> <definebone>bone_debris_2g</definebone> <definebone>bone_debris_3a</definebone> <definebone>bone_debris_3b</definebone> <definebone>bone_debris_3c</definebone> <definebone>bone_debris_3d</definebone> <definebone>bone_debris_3e</definebone> <definebone>bone_debris_3f</definebone> <definebone>bone_debris_3g</definebone> <definebone>bone_debris_3h</definebone> <definebone>bone_debris_3i</definebone> <definebone>bone_debris_3j</definebone> <definebone>bone_debris_3k</definebone> <definebone>bone_debris_4a</definebone> <definebone>bone_debris_4b</definebone> <definebone>bone_debris_4c</definebone> <definebone>bone_debris_4d</definebone> <definebone>bone_debris_4e</definebone> <definebone>bone_debris_4f</definebone> <definebone>bone_debris_5a</definebone> <definebone>bone_debris_5b</definebone> <definebone>bone_debris_5c</definebone> <definebone>bone_debris_5d</definebone> <definebone>bone_debris_5e</definebone> <definebone>bone_debris_6a</definebone> <definebone>bone_debris_6b</definebone> <definebone>bone_debris_6c</definebone> <definebone>bone_debris_6d</definebone> <definebone>bone_debris_6e</definebone> <definebone>bone_debris_6f</definebone> <definebone>bone_debris_7a</definebone> <definebone>bone_debris_7b</definebone> <definebone>bone_debris_7c</definebone> <definebone>bone_debris_7d</definebone> <definebone>bone_debris_7e</definebone> <definebone>bone_debris_7f</definebone> <definebone>bone_debris_7g</definebone> <definebone>bone_debris_7h</definebone> <definebone>bone_debris_8a</definebone> <definebone>bone_object40</definebone> <definebone>bone_object32</definebone> <definebone>bone_debris_9a</definebone> <definebone>bone_debris_9b</definebone> <definebone>bone_debris_9c</definebone> <definebone>bone_debris_9d</definebone> <definebone>bone_debris_9e</definebone> <definebone>bone_debris_10a</definebone> <definebone>bone_debris_10b</definebone> <definebone>bone_debris_11a</definebone> <definebone>bone_debris_11b</definebone> <submodel> sub_construction_stage_01 <component> construction_stage_01 <assetreference type="GrannyModel"> <file>buildings\constructions\6x6_stage1</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\constructions\2x2_construction_decal</texture> <selectedtexture>shadows_selections\selection_square_128x128</selectedtexture> <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture> <width>18.00</width> <height>18.00</height> </decal> </component> <anim> Idle <component>construction_stage_01</component> </anim> </submodel> <submodel> west_fort <attachment> base smoke <component> smoke base <assetreference type="ParticleSystem"> <file>effects\smoke\collapsesmoke01.particle</file> </assetreference> </component> <anim> Idle <component>smoke base</component> </anim> </attachment> <attachment> base smoke2 <component> smoke wave <assetreference type="ParticleSystem"> <file>effects\smoke\collapse_smoke_wave.particle</file> </assetreference> </component> <anim> Idle <component>smoke wave</component> </anim> </attachment> <attachment> base smoke3 <component> smoke wave center <assetreference type="ParticleSystem"> <file>effects\smoke\collapse_smoke_fort.particle</file> </assetreference> </component> <anim> Idle <component>smoke wave center</component> </anim> </attachment> <attachment> collapse_smoke <component> collapse_smoke <assetreference type="ParticleSystem"> <file>effects\smoke\collapse_smoke_a.particle</file> </assetreference> </component> <anim> Idle <component>collapse_smoke</component> </anim> </attachment> <attachment> pendentflag <component> flag <assetreference type="ClothFlag"> <flag> <blending>alphatest_color</blending> <texture>buildings\flags\pendent</texture> <width>3.00</width> <height>1.00</height> </flag> </assetreference> </component> <anim> Idle <component>flag</component> </anim> </attachment> <attachment> pendentflag01 <component> flag <assetreference type="ClothFlag"> <flag> <blending>alphatest_color</blending> <texture>buildings\flags\pendent01</texture> <width>2.00</width> <height>1.00</height> </flag> </assetreference> </component> <anim> Idle <component>flag</component> </anim> </attachment> <attachment> civflag <component> flag <assetreference type="ClothFlag"> <flag> <blending>alphatest_color</blending> <specialtexture/> <width>2.00</width> <height>1.50</height> </flag> </assetreference> </component> <anim> Idle <component>flag</component> </anim> </attachment> <attachment> smokey <component> smoke <assetreference type="ParticleSystem"> <file>effects\smoke\factory_smoke.particle</file> </assetreference> </component> <anim> idle <component>smoke</component> </anim> </attachment> <attachment> towersmoke <component> smoke base <assetreference type="ParticleSystem"> <file>effects\smoke\collapse_smoke_tower.particle</file> </assetreference> </component> <anim> Idle <component>smoke base</component> </anim> </attachment> <component> fort <logic type="LowPoly"> <normal> <logic type="Destruction"> <p1> <assetreference type="GrannyModel" shape="west_fort"> <file>buildings\fort\west_fort_damaged</file> </assetreference> </p1> <p99> <assetreference type="GrannyModel" shape="west_fort"> <file>buildings\fort\west_fort</file> </assetreference> </p99> </logic> </normal> <lowpoly> <assetreference type="GrannyModel" shape="west_fort"> <file>buildings\fort\lp_west_fort</file> </assetreference> </lowpoly> </logic> <decal> <effecttype>bump</effecttype> <texture>buildings\fort\west_fort_decal</texture> <selectedtexture>shadows_selections\selection_square_128x128</selectedtexture> <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture> <width>14.00</width> <height>14.00</height> </decal> <attach a="pendentflag" frombone="bone_f1" tobone="bone_f1" syncanims="0"/> <attach a="pendentflag01" frombone="bone_f2" tobone="bone_f2" syncanims="0"/> <attach a="pendentflag" frombone="bone_f3" tobone="bone_f3" syncanims="0"/> <attach a="pendentflag01" frombone="bone_f4" tobone="bone_f4" syncanims="0"/> <attach a="civflag" frombone="bone_f5" tobone="bone_f5" syncanims="0"/> </component> <component> fort_death <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>buildings\fort\west_fort_deathModel</file> </assetreference> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>buildings\fort\lp_west_fort</file> </assetreference> </lowpoly> </logic> <decal> <effecttype>bump</effecttype> <texture>buildings\fort\west_fort_decal</texture> <selectedtexture>shadows_selections\selection_square_128x128</selectedtexture> <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture> <width>14.00</width> <height>14.00</height> </decal> <attach a="civflag" frombone="bone_f5" tobone="bone_f5" syncanims="0"/> <attach a="pendentflag" frombone="bone_f1" tobone="bone_f1" syncanims="0"/> <attach a="pendentflag01" frombone="bone_f2" tobone="bone_f2" syncanims="0"/> <attach a="pendentflag" frombone="bone_f3" tobone="bone_f3" syncanims="0"/> <attach a="pendentflag01" frombone="bone_f4" tobone="bone_f4" syncanims="0"/> </component> <anim> Idle <assetreference type="GrannyAnim"> <file>buildings\fort\west_fort_idle</file> </assetreference> <component>fort</component> <simskeleton> <model>buildings\fort\west_fort_damaged</model> <damagetemplate>buildings\fort\west_fort.dmg</damagetemplate> </simskeleton> <attach a="smokey" frombone="bone_s2" tobone="bone_s2" syncanims="0"/> <attach a="smokey" frombone="bone_s1" tobone="bone_s1" syncanims="0"/> </anim> <anim> RangedAttack <assetreference type="GrannyAnim"> <file>buildings\fort\west_fort_idle</file> <tag type="Attack">0.05</tag> <tag type="Attack">0.10</tag> <tag type="Attack">0.15</tag> <tag type="Attack">0.20</tag> <tag type="Attack">0.25</tag> <tag type="Attack">0.30</tag> <tag type="Attack">0.35</tag> <tag type="Attack">0.40</tag> <tag type="Attack">0.45</tag> <tag type="Attack">0.55</tag> <tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.05</tag> <tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.15</tag> <tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.20</tag> <tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.25</tag> <tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.30</tag> <tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.35</tag> <tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.40</tag> <tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.45</tag> <tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.50</tag> <tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.55</tag> </assetreference> <component>fort</component> <simskeleton> <model>buildings\fort\west_fort_damaged</model> <damagetemplate>buildings\fort\west_fort.dmg</damagetemplate> </simskeleton> <attach a="smokey" frombone="bone_s2" tobone="bone_s2" syncanims="0"/> <attach a="smokey" frombone="bone_s1" tobone="bone_s1" syncanims="0"/> </anim> <anim> death <assetreference type="GrannyAnim"> <file>buildings\fort\west_fort_deathAnim</file> </assetreference> <component>fort_death</component> <attach a="base smoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> <attach a="base smoke2" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> <attach a="base smoke3" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> <attach a="collapse_smoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> <attach a="towersmoke" frombone="ATTACHPOINT" tobone="bone_object40" syncanims="0"/> </anim> </submodel> <submodel> med_fort <attachment> base smoke <component> smoke base <assetreference type="ParticleSystem"> <file>effects\smoke\collapsesmoke01.particle</file> </assetreference> </component> <anim> Idle <component>smoke base</component> </anim> </attachment> <attachment> base smoke2 <component> smoke wave <assetreference type="ParticleSystem"> <file>effects\smoke\collapse_smoke_wave.particle</file> </assetreference> </component> <anim> Idle <component>smoke wave</component> </anim> </attachment> <attachment> base smoke3 <component> smoke wave center <assetreference type="ParticleSystem"> <file>effects\smoke\collapse_smoke_fort.particle</file> </assetreference> </component> <anim> Idle <component>smoke wave center</component> </anim> </attachment> <attachment> collapse_smoke <component> collapse_smoke <assetreference type="ParticleSystem"> <file>effects\smoke\collapse_smoke_a.particle</file> </assetreference> </component> <anim> Idle <component>collapse_smoke</component> </anim> </attachment> <attachment> pendentflag <component> flag <assetreference type="ClothFlag"> <flag> <blending>alphatest_color</blending> <texture>buildings\flags\pendent</texture> <width>3.00</width> <height>1.00</height> </flag> </assetreference> </component> <anim> Idle <component>flag</component> </anim> </attachment> <attachment> pendentflag01 <component> flag <assetreference type="ClothFlag"> <flag> <blending>alphatest_color</blending> <texture>buildings\flags\pendent01</texture> <width>2.00</width> <height>1.00</height> </flag> </assetreference> </component> <anim> Idle <component>flag</component> </anim> </attachment> <attachment> civflag <component> flag <assetreference type="ClothFlag"> <flag> <blending>alphatest_color</blending> <specialtexture/> <width>2.00</width> <height>1.50</height> </flag> </assetreference> </component> <anim> Idle <component>flag</component> </anim> </attachment> <attachment> smokey <component> smoke <assetreference type="ParticleSystem"> <file>effects\smoke\factory_smoke.particle</file> </assetreference> </component> <anim> idle <component>smoke</component> </anim> </attachment> <attachment> towersmoke <component> smoke base <assetreference type="ParticleSystem"> <file>effects\smoke\collapse_smoke_tower.particle</file> </assetreference> </component> <anim> Idle <component>smoke base</component> </anim> </attachment> <component> fort <logic type="LowPoly"> <normal> <logic type="Destruction"> <p1> <assetreference type="GrannyModel" shape="med_fort"> <file>buildings\fort\med_fort_damaged</file> </assetreference> </p1> <p99> <assetreference type="GrannyModel" shape="med_fort"> <file>buildings\fort\med_fort</file> </assetreference> </p99> </logic> </normal> <lowpoly> <assetreference type="GrannyModel" shape="east_fort"> <file>buildings\fort\lp_med_fort</file> </assetreference> </lowpoly> </logic> <decal> <effecttype>bump</effecttype> <texture>buildings\fort\west_fort_decal</texture> <selectedtexture>shadows_selections\selection_square_128x128</selectedtexture> <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture> <width>14.00</width> <height>14.00</height> </decal> <attach a="pendentflag" frombone="bone_f1" tobone="bone_f1" syncanims="0"/> <attach a="pendentflag01" frombone="bone_f2" tobone="bone_f2" syncanims="0"/> <attach a="pendentflag" frombone="bone_f3" tobone="bone_f3" syncanims="0"/> <attach a="pendentflag01" frombone="bone_f4" tobone="bone_f4" syncanims="0"/> <attach a="civflag" frombone="bone_f5" tobone="bone_f5" syncanims="0"/> <attach a="smokey" frombone="ATTACHPOINT" tobone="bone_s2" syncanims="0"/> <attach a="smokey" frombone="ATTACHPOINT" tobone="bone_s1" syncanims="0"/> </component> <component> fort_death <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>buildings\fort\med_fort_deathModel</file> </assetreference> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>buildings\fort\lp_med_fort</file> </assetreference> </lowpoly> </logic> <decal> <effecttype>bump</effecttype> <texture>buildings\fort\west_fort_decal</texture> <selectedtexture>shadows_selections\selection_square_128x128</selectedtexture> <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture> <width>14.00</width> <height>14.00</height> </decal> <attach a="pendentflag" frombone="bone_f1" tobone="bone_f1" syncanims="0"/> <attach a="pendentflag01" frombone="bone_f2" tobone="bone_f2" syncanims="0"/> <attach a="pendentflag" frombone="bone_f3" tobone="bone_f3" syncanims="0"/> <attach a="pendentflag01" frombone="bone_f4" tobone="bone_f4" syncanims="0"/> <attach a="civflag" frombone="bone_f5" tobone="bone_f5" syncanims="0"/> </component> <anim> Idle <assetreference type="GrannyAnim"> <file>buildings\fort\med_fort_idle</file> </assetreference> <component>fort</component> <simskeleton> <model>buildings\fort\med_fort_damaged</model> <damagetemplate>buildings\fort\med_fort.dmg</damagetemplate> </simskeleton> <attach a="smokey" frombone="bone_s2" tobone="bone_s2" syncanims="0"/> <attach a="smokey" frombone="bone_s1" tobone="bone_s1" syncanims="0"/> </anim> <anim> RangedAttack <assetreference type="GrannyAnim"> <file>buildings\fort\med_fort_idle</file> <tag type="Attack">0.05</tag> <tag type="Attack">0.10</tag> <tag type="Attack">0.15</tag> <tag type="Attack">0.20</tag> <tag type="Attack">0.25</tag> <tag type="Attack">0.30</tag> <tag type="Attack">0.35</tag> <tag type="Attack">0.40</tag> <tag type="Attack">0.45</tag> <tag type="Attack">0.55</tag> <tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.05</tag> <tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.15</tag> <tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.20</tag> <tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.25</tag> <tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.30</tag> <tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.35</tag> <tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.40</tag> <tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.45</tag> <tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.50</tag> <tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.55</tag> </assetreference> <component>fort</component> <simskeleton> <model>buildings\fort\med_fort_damaged</model> <damagetemplate>buildings\fort\med_fort.dmg</damagetemplate> </simskeleton> <attach a="smokey" frombone="bone_s2" tobone="bone_s2" syncanims="0"/> <attach a="smokey" frombone="bone_s1" tobone="bone_s1" syncanims="0"/> </anim> <anim> Death <assetreference type="GrannyAnim"> <file>buildings\fort\med_fort_deathAnim</file> </assetreference> <component>fort_death</component> <attach a="base smoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> <attach a="base smoke2" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> <attach a="base smoke3" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> <attach a="collapse_smoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> <attach a="towersmoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> </anim> </submodel> <submodel> east_fort <attachment> base smoke <component> smoke base <assetreference type="ParticleSystem"> <file>effects\smoke\collapsesmoke01.particle</file> </assetreference> </component> <anim> Idle <component>smoke base</component> </anim> </attachment> <attachment> base smoke2 <component> smoke wave <assetreference type="ParticleSystem"> <file>effects\smoke\collapse_smoke_wave.particle</file> </assetreference> </component> <anim> Idle <component>smoke wave</component> </anim> </attachment> <attachment> base smoke3 <component> smoke wave center <assetreference type="ParticleSystem"> <file>effects\smoke\collapse_smoke_fort.particle</file> </assetreference> </component> <anim> Idle <component>smoke wave center</component> </anim> </attachment> <attachment> collapse_smoke <component> collapse_smoke <assetreference type="ParticleSystem"> <file>effects\smoke\collapse_smoke_a.particle</file> </assetreference> </component> <anim> Idle <component>collapse_smoke</component> </anim> </attachment> <attachment> pendentflag <component> flag <assetreference type="ClothFlag"> <flag> <blending>alphatest_color</blending> <texture>buildings\flags\pendent</texture> <width>3.00</width> <height>1.00</height> </flag> </assetreference> </component> <anim> Idle <component>flag</component> </anim> </attachment> <attachment> pendentflag01 <component> flag <assetreference type="ClothFlag"> <flag> <blending>alphatest_color</blending> <texture>buildings\flags\pendent01</texture> <width>2.00</width> <height>1.00</height> </flag> </assetreference> </component> <anim> Idle <component>flag</component> </anim> </attachment> <attachment> civflag <component> flag <assetreference type="ClothFlag"> <flag> <blending>alphatest_color</blending> <specialtexture/> <width>2.00</width> <height>1.50</height> </flag> </assetreference> </component> <anim> Idle <component>flag</component> </anim> </attachment> <attachment> smokey <component> smoke <assetreference type="ParticleSystem"> <file>effects\smoke\factory_smoke.particle</file> </assetreference> </component> <anim> idle <component>smoke</component> </anim> </attachment> <attachment> towersmoke <component> smoke base <assetreference type="ParticleSystem"> <file>effects\smoke\collapse_smoke_tower.particle</file> </assetreference> </component> <anim> Idle <component>smoke base</component> </anim> </attachment> <component> fort <logic type="LowPoly"> <normal> <logic type="Destruction"> <p1> <assetreference type="GrannyModel" shape="east_fort"> <file>buildings\fort\east_fort_damaged</file> </assetreference> </p1> <p99> <assetreference type="GrannyModel" shape="east_fort"> <file>buildings\fort\east_fort</file> </assetreference> </p99> </logic> </normal> <lowpoly> <assetreference type="GrannyModel" shape="east_fort"> <file>buildings\fort\lp_east_fort</file> </assetreference> </lowpoly> </logic> <decal> <effecttype>bump</effecttype> <texture>buildings\fort\east_fort_decal</texture> <selectedtexture>shadows_selections\selection_square_128x128</selectedtexture> <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture> <width>15.75</width> <height>15.75</height> <xoffset>-0.15</xoffset> <zoffset>-0.20</zoffset> </decal> <attach a="pendentflag" frombone="ATTACHPOINT" tobone="bone_f1" syncanims="0"/> <attach a="pendentflag01" frombone="ATTACHPOINT" tobone="bone_f2" syncanims="0"/> <attach a="pendentflag" frombone="ATTACHPOINT" tobone="bone_f3" syncanims="0"/> <attach a="pendentflag01" frombone="ATTACHPOINT" tobone="bone_f4" syncanims="0"/> <attach a="civflag" frombone="ATTACHPOINT" tobone="bone_f5" syncanims="0"/> <attach a="smokey" frombone="ATTACHPOINT" tobone="bone_s2" syncanims="0"/> <attach a="smokey" frombone="ATTACHPOINT" tobone="bone_s1" syncanims="0"/> </component> <component> fort_death <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>buildings\fort\east_fort_deathModel</file> </assetreference> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>buildings\fort\lp_east_fort</file> </assetreference> </lowpoly> </logic> <decal> <effecttype>bump</effecttype> <texture>buildings\fort\east_fort_decal</texture> <selectedtexture>shadows_selections\selection_square_128x128</selectedtexture> <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture> <width>15.75</width> <height>15.75</height> <xoffset>-0.15</xoffset> <zoffset>-0.20</zoffset> </decal> <attach a="pendentflag01" frombone="ATTACHPOINT" tobone="bone_f2" syncanims="0"/> <attach a="pendentflag" frombone="ATTACHPOINT" tobone="bone_f3" syncanims="0"/> <attach a="pendentflag01" frombone="ATTACHPOINT" tobone="bone_f4" syncanims="0"/> <attach a="civflag" frombone="ATTACHPOINT" tobone="bone_f5" syncanims="0"/> <attach a="pendentflag" frombone="ATTACHPOINT" tobone="bone_f1" syncanims="0"/> </component> <anim> Idle <component>fort</component> <simskeleton> <model>buildings\fort\east_fort_damaged</model> <damagetemplate>buildings\fort\east_fort.dmg</damagetemplate> </simskeleton> </anim> <anim> Death <assetreference type="GrannyAnim"> <file>buildings\fort\east_fort_deathAnim</file> </assetreference> <component>fort_death</component> <attach a="base smoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> <attach a="base smoke2" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> <attach a="base smoke3" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> <attach a="collapse_smoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> <attach a="towersmoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> </anim> <anim> RangedAttack <assetreference type="GrannyAnim"> <file>buildings\fort\east_fort_idle</file> <tag type="Attack">0.05</tag> <tag type="Attack">0.10</tag> <tag type="Attack">0.15</tag> <tag type="Attack">0.20</tag> <tag type="Attack">0.25</tag> <tag type="Attack">0.30</tag> <tag type="Attack">0.35</tag> <tag type="Attack">0.40</tag> <tag type="Attack">0.45</tag> <tag type="Attack">0.55</tag> <tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.05</tag> <tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.15</tag> <tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.20</tag> <tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.25</tag> <tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.30</tag> <tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.35</tag> <tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.40</tag> <tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.45</tag> <tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.50</tag> <tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.55</tag> </assetreference> <component>fort</component> <simskeleton> <model>buildings\fort\east_fort_damaged</model> <damagetemplate>buildings\fort\east_fort.dmg</damagetemplate> </simskeleton> </anim> </submodel> <submodel> east_fort_con <attachment> con <component> scaffolding <assetreference type="GrannyModel"> <file>buildings\fort\east_fort_con</file> </assetreference> </component> <anim> Idle <component>scaffolding</component> </anim> </attachment> <component> east_fort <assetreference type="GrannyModel"> <file>buildings\constructions\6x6_stage2</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\fort\east_fort_decal</texture> <selectedtexture>shadows_selections\selection_square_128x128</selectedtexture> <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture> <width>15.75</width> <height>15.75</height> <xoffset>-0.15</xoffset> <zoffset>-0.20</zoffset> </decal> <attach a="con" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> </component> <anim> Idle <component>east_fort</component> </anim> </submodel> <submodel> east_fort_con2 <attachment> con <component> scaffolding <assetreference type="GrannyModel"> <file>buildings\fort\east_fort_con2</file> </assetreference> </component> <anim> Idle <component>scaffolding</component> </anim> </attachment> <component> east_fort <assetreference type="GrannyModel"> <file>buildings\constructions\6x6_stage2</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\fort\east_fort_decal</texture> <selectedtexture>shadows_selections\selection_square_128x128</selectedtexture> <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture> <width>15.75</width> <height>15.75</height> <xoffset>-0.15</xoffset> <zoffset>-0.20</zoffset> </decal> <attach a="con" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> </component> <anim> Idle <component>east_fort</component> </anim> </submodel> <submodel> med_fort_con <attachment> con <component> scaffolding <assetreference type="GrannyModel"> <file>buildings\constructions\6x6_stage2</file> </assetreference> </component> <anim> Idle <component>scaffolding</component> </anim> </attachment> <component> med_fort <assetreference type="GrannyModel"> <file>buildings\fort\med_fort</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\fort\east_fort_decal</texture> <selectedtexture>shadows_selections\selection_square_128x128</selectedtexture> <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture> <width>15.75</width> <height>15.75</height> <xoffset>-0.15</xoffset> <zoffset>-0.20</zoffset> </decal> <attach a="con" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> </component> <anim> Idle <component>med_fort</component> </anim> </submodel> <submodel> med_fort_con2 <attachment> con <component> scaffolding <assetreference type="GrannyModel"> <file>buildings\constructions\6x6_stage2</file> </assetreference> </component> <anim> Idle <component>scaffolding</component> </anim> </attachment> <component> med_fort <assetreference type="GrannyModel"> <file>buildings\fort\med_fort_age2_con</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\fort\east_fort_decal</texture> <selectedtexture>shadows_selections\selection_square_128x128</selectedtexture> <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture> <width>15.75</width> <height>15.75</height> <xoffset>-0.15</xoffset> <zoffset>-0.20</zoffset> </decal> <attach a="con" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> </component> <anim> Idle <component>med_fort</component> </anim> </submodel> <submodel> med_fort_con3 <attachment> con <component> scaffolding <assetreference type="GrannyModel"> <file>buildings\constructions\6x6_stage2</file> </assetreference> </component> <anim> Idle <component>scaffolding</component> </anim> </attachment> <component> med_fort <assetreference type="GrannyModel"> <file>buildings\fort\med_fort_age3_con</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\fort\east_fort_decal</texture> <selectedtexture>shadows_selections\selection_square_128x128</selectedtexture> <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture> <width>15.75</width> <height>15.75</height> <xoffset>-0.15</xoffset> <zoffset>-0.20</zoffset> </decal> <attach a="con" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> </component> <anim> Idle <component>med_fort</component> </anim> </submodel> <submodel> west_fort_con <attachment> con <component> scaffolding <assetreference type="GrannyModel"> <file>buildings\fort\west_fort_con1</file> </assetreference> </component> <anim> Idle <component>scaffolding</component> </anim> </attachment> <component> west_fort <assetreference type="GrannyModel"> <file>buildings\constructions\6x6_stage2</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\fort\east_fort_decal</texture> <selectedtexture>shadows_selections\selection_square_128x128</selectedtexture> <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture> <width>15.75</width> <height>15.75</height> <xoffset>-0.15</xoffset> <zoffset>-0.20</zoffset> </decal> <attach a="con" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> </component> <anim> Idle <component>west_fort</component> </anim> </submodel> <submodel> west_fort_con2 <attachment> con <component> scaffolding <assetreference type="GrannyModel"> <file>buildings\fort\west_fort_con2</file> </assetreference> </component> <anim> Idle <component>scaffolding</component> </anim> </attachment> <component> west_fort <assetreference type="GrannyModel"> <file>buildings\constructions\6x6_stage2</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\fort\east_fort_decal</texture> <selectedtexture>shadows_selections\selection_square_128x128</selectedtexture> <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture> <width>15.75</width> <height>15.75</height> <xoffset>-0.15</xoffset> <zoffset>-0.20</zoffset> </decal> <attach a="con" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> </component> <anim> Idle <component>west_fort</component> </anim> </submodel> <component> fort <logic type="Culture"> <easterneurope> <logic type="BuildingCompletion"> <p0> <submodelref ref="sub_construction_stage_01"/> </p0> <p33> <submodelref ref="east_fort_con"/> </p33> <p66> <submodelref ref="east_fort_con2"/> </p66> <p100> <submodelref ref="east_fort"/> </p100> </logic> </easterneurope> <mediterranean> <logic type="BuildingCompletion"> <p0> <submodelref ref="sub_construction_stage_01"/> </p0> <p25> <submodelref ref="med_fort_con2"/> </p25> <p50> <submodelref ref="med_fort_con3"/> </p50> <p75> <submodelref ref="med_fort_con"/> </p75> <p100> <submodelref ref="med_fort"/> </p100> </logic> </mediterranean> <westerneurope> <logic type="BuildingCompletion"> <p0> <submodelref ref="sub_construction_stage_01"/> </p0> <p33> <submodelref ref="west_fort_con"/> </p33> <p66> <submodelref ref="west_fort_con2"/> </p66> <p100> <submodelref ref="west_fort"/> </p100> </logic> </westerneurope> </logic> </component> </animfile> |
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这是从未来穿越过来的连发火炮吗?