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绝命INI修改教学

重发一次\Data\INI资料夹各ini档用途

一、\Data\INI\Default\AIData.ini:
电脑基本AI设定,真正的AI需用地图编辑器改下面的scb档
\Data\Scripts\MultiplayerScripts.scb
\Data\Scripts\SkirmishScripts.scb

二、\Data\INI\MappedImages文件夹内容:
按键图形设定,对应\Art\Textures资料夹内的图形

三、\Data\INI文件夹内容:
Armor.ini ;装甲设定
Campaign.ini ;挑战&战役设定
ChallengeMode.ini ;将军相关设定
CommandButton.ini ;按键图型及功能设定
CommandMapDebug.ini ;大概是快速键
CommandMapDemo.ini ;大概是快速键
ControlBarScheme.ini ;控制面板布景主题 (就是下面那按钮盘)可以设定里面每个部位的图案
Crate.ini ;箱子,简单的说就是红二的生级工具箱,但是将军里面没有随机出现箱子的部分(如美国的空投物资的量可以从这里改)
Credits.ini ;制作人员
CommandSet.ini ;按键设定
DamageFX.ini ;爆炸效果集合
Eva.ini ;EVA讯息(停电之类的EVA讯息,将军的EVA讯息变少了,我不确定剩下哪些)
FXList.ini ;粒子效果
GameData.ini ;如画面鸟橄角度及主选单地图还有一开始的资金等设定
GameLOD.ini ;大概是难易度相关设定
InGameUI.ini ;大概是各国颜色设定(遭遇战除外),滑鼠的游标标志
Locomotor.ini ;移动设定
MiscAudio.ini ;声音相关设定
Mouse.ini ;大概是滑鼠游标设定
multiplayer.ini ;遭遇战可选颜色(ZH的遭遇战起始金钱也在这里)
Music.ini ;背景音乐
ObjectCreationList.ini ;物件建立清单,能用来放出单位(如美国建筑物爆炸后放出游骑兵)
ParticleSystem.ini ;粒子系统,一些由颜色组合的特效(如爆炸特效和广播塔特效等等)
PlayerTemplate.ini ;将军相关设定(严格的说是阵营,各将军算是一种特殊的阵营,还要另外设定他属于哪个原始阵营)
Roads.ini ;地图编辑器的Road项设定
Science.ini ;将军技能设定
SoundEffects.ini ;音效相关设定
SpecialPower.ini ;超武及将军技能设定(如倒数时间)
Speech.ini ;配音(如点选单位后单位发出的声音)
Terrain.ini ;地面材质相关设定
Upgrade.ini ;升级设定
Video.ini ;影片设定
Voice.ini ;声音(如使用超武时所发出的声音)
Water.ini ;水面相关设定
Weapon.ini ;武器设定
Weather.ini ;天气特效
WindowTransitions.ini ;游戏中的按钮(如:确定,取消的摆放位置)

四、\Data\INI\Object文件夹内容:
AmericaAir.ini ;美军空军部队
AmericaCINEUnit.ini ;美军将军技能单位
AmericaInfantry.ini ;美军步兵部队
AmericaMiscUnit.ini ;美国特殊单位
AmericaVehicle.ini ;美军坦克部队
ChinaAir.ini ;中国空军部队
ChinaCINEUnit.ini ;中国将军技能单位
ChinaInfantry.ini ;中国步兵部队
ChinaMiscUnit.ini ;中国特殊单位
ChinaVehicle.ini ;中国坦克部队
Civilian

Building.ini ;中立建筑物(包括油井、炼油厂)
CivilianProp.ini ;中立物件
FactionBuilding.ini ;各将军以外的建筑
FactionUnit.ini ;所有单位(新增的单位可放在这)
GLAAir.ini ;解放军空军部队
GLACINEUnit.ini ;解放军将军技能单位
GLAInfantry.ini ;解放军步兵部队
GLAMiscUnit.ini ;解放军特殊单位
GLAVehicle.ini ;解放军坦克部队
Hulk.ini ;残骸设定
NatureProp.ini ;中立树木
System.ini ;特殊单位,基本上游戏是看不到的
TechBuildings.ini ;中立建筑物设定
WeaponObjects.ini ;抛射体(弹药图形)
其余各将军的单位建筑设定ini:
AirforceGeneral.ini ;空战将军
LaserGeneral.ini ;雷射将军
SuperWeaponGeneral.ini ;超武将军
InfantryGeneral.ini ;步兵将军
NukeGeneral.ini ;核武将军
TankGeneral.ini ;坦克将军
ChemicalGeneral.ini ;毒素将军
DemoGeneral.ini ;****将军
StealthGeneral.ini ;匿踪将军
BossGeneral ;凌(老板)将军
一般来说新增的单位或建筑及抛射体可放在以上任一ini档中,为了方便查找及分类最好将其分开放置。

建议新增几个ini档,将名称取为(范例):
FactionBuilding.inià(取名为)NewFactionBuilding.ini 或 NewFB.ini (代表是新增的建筑)
注意:档名只能使用英文字母(不可有任何空格或其他符号)
挑战设置(ChallengeMode.ini)

位置\Data\INI\ChallengeMode.ini:
Campaign CHALLENGE_0 ;战役 挑战0
CampaignNameLabel CAMPAIGN:CHALLENGE_0 ;战役名 挑战0
FirstMission Mission01 ;初始任务 Mission01
FinalVictoryMovie USACampaignVictory ;结局动画 美国战役胜利
IsChallengeCampaign yes ;是否挑战 是
PlayerFaction FactionAmericaAirForceGeneral ;玩家阵营 美国空军将军
Mission Mission01 ;任务 Mission01
Map Maps\GC_ChemGeneral\GC_ChemGeneral.map ;地图 地图路径
GeneralName GUI:BioNameEntry_Pos1 ;将军名称 ?
IntroMovie GeneralsChallengeBackground ;动画 将军挑战背景
NextMission Mission02 ;下个任务 Mission02
END
Mission Mission02
Map Maps\GC_NukeGeneral\GC_NukeGeneral.map
GeneralName GUI:BioNameEntry_Pos2
IntroMovie GeneralsChallengeBackground
NextMission Mission03
END

Mission Mission07
Map Maps\GC_ChinaBoss\GC_ChinaBoss.map
GeneralName GUI:BioNameEntry_Pos9
IntroMovie GeneralsChallengeBackground
END
END


战役设置(Campaign.ini)
位置\Data\INI\Campaign.ini:
Campaign USA ;战役 美国
CampaignNameLabel CAMPAIGN:USA ;战役名 战役美国
FirstMission Mission01 ;初始任务 Mission01
FinalVictoryMovie USACampaignVictory ;结局动画 美国战役胜利
Mission Mission01
Map Maps\NEW36\NEW36.map
IntroMovie MD_USA01
NextMission Mission02
END

Mission Mission05
Map Maps\new5\new5.map
IntroMovie MD_USA05
NextMission Mission06
END
Mission Mission06
Map Maps\new31\new31.map
END
END
单位图示设定(MappedImages



位置\Data\INI\MappedImages\TextureSize_512文件夹:

TextureSize_512资料夹中,原分类:
SAUserInterface512.ini(美军)
SNUserInterface512.ini(中国)
SUUserInterface512.ini(解放军)
SSUserInterface512.ini(中立)
PS:这些ini档是通用的,是否要分开放,还是自己新增ini档,随你自己高兴

图档格式『*.TGA(Targa)』:
大部分的绘图软体都能将 "JPG"、"BMP"....等图档转换为TGA格式

图档存放位置:
存放于\Art\Textures资料夹
存放方式大致分为两种:
1.所有单位图示分类后集中于一个大图中(建议大小为512*512像素),将军原图都是这种格式
2.一个单位一个图档
第一种方式我认为,除了较易查看以外没其他好处,不过当你图档非常多时建议使用这种方式
在游戏中图示会自动缩放,单位图建议使用大小为122*98像素的图(刚好是单位点选后显示的大图也是将军原图大小)

顺便说一下3D模型(*.w3d)存放位置:
存放于\Art\W3d资料夹

需要设定图示的ini语句:
1.Object资料夹中的单位图示
SelectPortrait = 单位图示(点选后显示的图示"大图")
ButtonImage = 单位图示(进驻后显示的图示-->想不出在哪些地方会使用)
https://www.doczj.com/doc/a04964057.html,mandButton.ini
ButtonImage = 建造按钮图示
PS:这三个图建议设定名称相同

图示设定语句说明:
MappedImage SAChinook_L
Texture = SAUserInterface512_001.tga ;图档名称
TextureWidth = 512 ;宽度
TextureHeight = 512 ;高度
Coords = Left:367 Top:393 Right:487 Bottom:489
;分别是左缘、上缘、右缘、下缘等位置(像素距离)
Status = NONE
End


装甲属性(Armor.ini)

位置\Data\INI\Armor.ini:
Armor XXXArmor ;装甲属性的名称
Armor = ARMOR_PIERCING 100% ;炮弹贯穿(受到100%伤害)
Armor = AURORA_BOMB 100% ;极光炸弹
Armor = COMANCHE_VULCAN 50% ;小口径机关炮[空中单位](受到50%伤害)
Armor = CRUSH 0% ;碾压(不受伤害)
Armor = DEFAULT 100% ;默认,没有特定说明的伤害都取这个值
Armor = DEPLOY 0% ;展开,部署
Armor = DISARM 0% ;解除武装
Armor = EXPLOSION 50% ;爆炸
Armor = FALLING 50% ;坠落
Armor = FLAME 50% ;火焰
Armor = FLESHY_SNIPER 0% ;狙击
Armor = GATTLING 50% ;小口径机关炮[地面单位]
Armor = HACK 0% ;黑客
Armor = HAZARD_CLEANUP 0% ;清楚[毒素/辐射]
Armor = HEALING 0% ;治疗
Armor = INFANTRY_MISSILE 50% ;单兵导弹
Armor = JET_MISSILES 80% ;导弹
Armor = KILL_PILOT 0% ;杀死机师
Armor = LAND_MINE 30% ;地雷
Armor = LASER 80% ;雷射[激光]
Armor = MELEE 0% ;格斗[搏斗]
Armor = MICROWAVE 30% ;微波
Armor = MOLOTOV_COCKTAIL 30% ;莫落托夫鸡

尾酒[燃烧瓶]
Armor = PARTICLEBEAM 80% ;粒子束
Armor = PENALTY 0% ;处罚
Armor = POISON 0% ;毒素
Armor = RADIATION 0% ;辐射
Armor = SMALL_ARMS 0% ;轻武器
Armor = SNIPER 0% ;狙击
Armor = STEALTHJET_MISSILES 60% ;隐形战机导弹
Armor = SUBDUAL_BUILDING 0% ;抑制[征服]建筑
Armor = SUBDUAL_MISSILE 0% ;抑制[征服]导弹
Armor = SUBDUAL_VEHICLE 0% ;抑制[征服]载具
Armor = SURRENDER 0% ;投降
Armor = UNRESISTABLE 100% ;不可抗因素
Armor = WATER 0% ;水
END

挑战设置(ChallengeMode.ini)
位置\Data\INI\ChallengeMode.ini:
Campaign CHALLENGE_0 ;战役 挑战0
CampaignNameLabel CAMPAIGN:CHALLENGE_0 ;战役名 挑战0
FirstMission Mission01 ;初始任务 Mission01
FinalVictoryMovie USACampaignVictory ;结局动画 美国战役胜利
IsChallengeCampaign yes ;是否挑战 是
PlayerFaction FactionAmericaAirForceGeneral ;玩家阵营 美国空军将军
Mission Mission01 ;任务 Mission01
Map Maps\GC_ChemGeneral\GC_ChemGeneral.map ;地图 地图路径
GeneralName GUI:BioNameEntry_Pos1 ;将军名称 ?
IntroMovie GeneralsChallengeBackground ;动画 将军挑战背景
NextMission Mission02 ;下个任务 Mission02
END
Mission Mission02
Map Maps\GC_NukeGeneral\GC_NukeGeneral.map
GeneralName GUI:BioNameEntry_Pos2
IntroMovie GeneralsChallengeBackground
NextMission Mission03
END

Mission Mission07
Map Maps\GC_ChinaBoss\GC_ChinaBoss.map
GeneralName GUI:BioNameEntry_Pos9
IntroMovie GeneralsChallengeBackground
END
END


战役设置(Campaign.ini)
位置\Data\INI\Campaign.ini:
Campaign USA ;战役 美国
CampaignNameLabel CAMPAIGN:USA ;战役名 战役美国
FirstMission Mission01 ;初始任务 Mission01
FinalVictoryMovie USACampaignVictory ;结局动画 美国战役胜利
Mission Mission01
Map Maps\NEW36\NEW36.map
IntroMovie MD_USA01
NextMission Mission02
END

Mission Mission05
Map Maps\new5\new5.map
IntroMovie MD_USA05
NextMission Mission06
END
Mission Mission06
Map Maps\new31\new31.map
END
END
按钮菜单设置(CommandSet.ini)
位置\Data\INI\CommandButton.ini:
;按钮位置
;+--+--+--+--+--+--+--+
;|01|03|05|07|09|11|13|
;+--+--+--+--+--+--+--+
;|02|04|06|08|10|12|14|
;+--+--+--+--+--+--+--+

例:
CommandSet GenericCommandSet ;按钮菜单名
1 = XXXX ;按钮位置 1 按钮 XXXX[CommandButton.ini中定义]
6 = Command_SetRallyPoint ;按钮位置 6 按钮 集合点
7 = Command_TransportExit ;按钮位置 7 按钮 离开载具[单个]
8 = Command_Evacuate ;按钮位置 8 按钮 离开载具[全体][陆上载具][建筑]
9 = Command_ChinookUnload ;按钮位置 9 按钮 离开载具[全体][空中载具]
10 = Command_CombatDrop ;按钮位置 10 按钮 索降[步兵][空中载具](黑鹰计划中那种大名鼎鼎的“空

中铺路”哇)
11 = Command_AttackMove ;按钮位置 11 按钮 攻击移动
12 = Command_Sell ;按钮位置 12 按钮 变卖
13 = Command_Guard ;按钮位置 13 按钮 守卫
14 = Command_Stop ;按钮位置 14 按钮 停止
End


按键图形设定(CommandButton.ini)

位置\Data\INI\CommandButton.ini:
CommandButton Command_ConstructAmericaTankCrusader
;按键名称(需与"CommandSet.ini"中按键名相同)例如:
;1 = Command_ConstructAmericaTankCrusader
Object = AmericaTankCrusader
;单位名称,需与Object资料夹中设定的单位名称相同(非游戏中名称)
;如 Object AmericaTankCrusader
PS:这些名称初学者最好设定相同,以必免错误或指向其他单位
WeaponSlot = 可以是 PRIMARY、SECONDARY 或 TERTIARY(切换武器用)
Upgrade = Upgrade_UpgradeName
;如果Options中有NEED_UPGRADE,则必须指定所需升级专桉
;如果命令是PLAYER_UPGRAD,则应该是该升级项目
Science = 所需科技(将军技),可以多个
ButtonImage = 该按钮的图示
TextLabel = 滑鼠指向该按钮时显示的名称
DescriptLabel = 滑鼠指向该按钮时显示的说明
InvalidCursorName = GenericInvalid ;你不能使用该按钮时的滑鼠图桉
UnitSpecificSound = ComancheVoiceModeRocketPods ;点击该按钮时的声音
RadiusCursorType

根据该命令是否在地面显示图桉,决定使用下列哪项代码,如果使用地面图桉:
RadiusCursorType = 在地面显示图桉的类型
如果不使用地面图桉:
CursorName = 使用该命令的游标(滑鼠图桉在 "Mouse.ini" 中设定)
Command = 命令类型
SPECIAL_POWER - 使用特殊能力
SPECIAL_POWER_FROM_COMMAND_CENTER -
FIRE_WEAPON - 发射武器
SWITCH_WEAPON - 切换武器
SET_RALLY_POINT - 设置路标
SELL - 出售建筑物
TOGGLE_OVERCHARGE - 用于中国电站
CANCEL_UPGRADE - 取消升级
PLAYER_UPGRADE - 科技升级
OBJECT_UPGRADE - 单位或建筑物升级
EXIT_CONTAINER - 命令指定单位离开车辆或建筑物
EVACUATE - 命令所有单位离开车辆或建筑物
EXECUTE_RAILED_TRANSPORT -
COMBATDROP - 用于美国Chinook直升机抢占建筑物
GUARD - 防守
GUARD_WITHOUT_PURSUIT - 防守不追击
GUARD_FLYING_UNITS_ONLY - 防守领空
ATTACK_MOVE - 移动时攻击敌人
STOP - 停止
CONVERT_TO_CARBOMB - 用于恐怖分子变为汽车炸弹
HIJACK_VEHICLE - 劫持车辆
HACK_INTERNET - 骇客赚钱
Options = 使用该命令所需属性
NEED_SPECIAL_POWER_SCIENCE - 需要特殊能力科技
NEED_TARGET_POS - 指定区域地点
CONTEXTMODE_COMMAND -
SCRIPT_ONLY - 只用于过场或脚本
OK_FOR_MULTI_SELECT - 选定多个同类单位时显示该按钮
NEED_TARGET_ENEMY_OBJECT - 指定敌方目标
NEED_TARGET_NEUTRAL_OBJECT - 指定中立或平民目标
NEED_TARGET_ALLY_OBJECT - 指定我方目标
CHECK_LIKE - 只对状态相同的单位有效,如切换武器
OPTION_ONE - 第一选项,每次选择一个选项
OPTION_TWO - 第

二选项,每次选择一个选项
OPTION_THREE - 第三选项,每次选择一个选项
NOT_QUEUEABLE - 不可加入建造伫列
IGNORES_UNDERPOWERED - 在电力不足时仍有效
GameData数据分析(GameData.ini)

位置\Data\INI\GameData.ini:

GameData中主要是主选单的动画,如ZH中开始的一艘战列舰炮击海岸的画面。
GameData
ShellMapName = Maps\ShellMapMD\ShellMapMD.map ;主选单地图
MapName = Assault.map
MoveHintName = SCMoveHint
UseTrees = Yes
UseFPSLimit = Yes
FramesPerSecondLimit = 30
ChipsetType = 0
;Windowed = No
;XResolution = 800
;YResolution = 600
MaxShellScreens = 8
UseCloudMap = Yes
UseLightMap = Yes
BilinearTerrainTex = Yes
TrilinearTerrainTex = Yes
MultiPassTerrain = Yes
AdjustCliffTextures = Yes
StretchTerrain = No
UseHalfHeightMap = No
ShowObjectHealth = Yes
HideGarrisonFlags = No
Use3WayTerrainBlends = 1
DrawEntireTerrain = No
TerrainLOD = DISABLE ; should be handled by options screen.
TerrainLODTargetTimeMS = 45
TextureReductionFactor = 0 ; 1 is half res, 2 querter res, etc.
RightMouseAlwaysScrolls = Yes
UseWaterPlane = Yes
UseCloudPlane = Yes
UseShadowVolumes = Yes
UseShadowDecals = Yes
UseBehindBuildingMarker = Yes
DefaultOcclusionDelay = 3000 ; in ms
OccludedColorLuminanceScale = 0.5
WaterPositionX = 0.0
WaterPositionY = 0.0
WaterPositionZ = 7.0
WaterExtentX = 2000.0
WaterExtentY = 2000.0
WaterType = 0

; when a structure is reduced to rubble, set its z-height to this if nothing else is specified.
DefaultStructureRubbleHeight = 10.0

;the following are for vertex animated water
VertexWaterAvailableMaps1 = Maps\nVidiaDemo\nVidiaDemo.map
VertexWaterHeightClampLow1 = 0.0
VertexWaterHeightClampHi1 = 16.3
VertexWaterAngle1 = 45 ;in degrees
VertexWaterXPosition1 = 2700.0
VertexWaterYPosition1 = -750.0
VertexWaterZPosition1 = 2.9
VertexWaterXGridCells1 = 65
VertexWaterYGridCells1 = 360
VertexWaterGridSize1 = 10.0
VertexWaterAttenuationA1 = 1.0
VertexWaterAttenuationB1 = 0.0
VertexWaterAttenuationC1 = 0.0
VertexWaterAttenuationRange1 = 20.0

;the following are for vertex animated water
VertexWaterAvailableMaps2 = Maps\CHI03\CHI03.map
VertexWaterHeightClampLow2 = 0.0
VertexWaterHeightClampHi2 = 31.2
VertexWaterAngle2 = -12 ;in degrees
VertexWaterXPosition2 = 282.0
VertexWaterYPosition2 = -20.0
VertexWaterZPosition2 = 3.0
VertexWaterXGridCells2 = 100
VertexWaterYGridCells2 = 200
VertexWaterGridSize2 = 11.0
VertexWaterAttenuationA2 = 1.0
VertexWaterAttenuationB2 = 0.0
VertexWaterAttenuationC2 = 0.0
VertexWaterAttenuationRange2 = 20.0

;the following are for vertex animated water
VertexWaterAvailableMaps3 = Maps\GLA01\GLA01.map
VertexWaterHeightClampLow3 = 0.0
VertexWaterHeightClampHi3 = 45.0
VertexWaterAngle3 = -12 ;in degrees
VertexWaterXPosition3 = 1424.0
VertexWaterYPosition3 = -270.0
VertexWaterZPosition3 = 2.0
VertexWaterXGridCells3 = 75
VertexWaterYGridCells3 = 360
VertexWaterGridSize3 = 10.0 ;11.0

VertexWaterAttenuationA3 = 1.0
VertexWaterAttenuationB3 = 0.0
VertexWaterAttenuationC3 = 0.0
VertexWaterAttenuationRange3 = 20.0

;the following are for vertex animated water
VertexWaterAvailableMaps4 = Maps\USA06\USA06.map
VertexWaterHeightClampLow4 = 0.0
VertexWaterHeightClampHi4 = 16.3
VertexWaterAngle4 = 45 ;in degrees
VertexWaterXPosition4 = 2700.0
VertexWaterYPosition4 = -750.0
VertexWaterZPosition4 = 2.9
VertexWaterXGridCells4 = 65
VertexWaterYGridCells4 = 360
VertexWaterGridSize4 = 10.0
VertexWaterAttenuationA4 = 1.0
VertexWaterAttenuationB4 = 0.0
VertexWaterAttenuationC4 = 0.0
VertexWaterAttenuationRange4 = 20.0

DownwindAngle = -0.785 ; Northeast! AKA "Away and to the right"
DrawSkyBox = Yes
SkyBoxPositionZ = -100.0 ; lowers center of skybox under terrain
SkyBoxScale = 8.4 ; good for default 96 x 96 map, make 17.5 for 256x256
CameraPitch = 37.5
CameraYaw = 0.0
CameraHeight = 232.0
MaxCameraHeight = 310.0
MinCameraHeight = 120.0
CameraAdjustSpeed = 0.3 ; between 0 and 1 - this is how fast the camera snaps to the desired height
ScrollAmountCutoff = 50.0 ; arbitrary units - above this value, we don't update height while scrolling
EnforceMaxCameraHeight = No ; Obey max camera height while scrolling?
TerrainHeightAtEdgeOfMap = 100.0
UnitDamagedThreshold = 0.7
UnitReallyDamagedThreshold = 0.35
GroundStiffness = 0.8
StructureStiffness = 0.3
; acceleration due to gravity, in dist/sec^2
; note that our distance units are roughly one foot, so
; this corresponds to earth-normal gravity (32 ft/sec^2)
;Gravity = -32.0
; this "feels" better... (srj)
Gravity = -64.0

PartitionCellSize = 40.0

ParticleScale = 1.0

AutoFireParticleSmallPrefix = FireS
AutoFireParticleSmallSystem = FireFactionSmall
AutoFireParticleSmallMax = 2
AutoFireParticleMediumPrefix = FireM
AutoFireParticleMediumSystem = FireFactionMedium
AutoFireParticleMediumMax = 1
AutoFireParticleLargePrefix = FireL
AutoFireParticleLargeSystem = FireFactionLarge
AutoFireParticleLargeMax = 1
AutoSmokeParticleSmallPrefix = SmokeS
AutoSmokeParticleSmallSystem = SmokeFactionSmall
AutoSmokeParticleSmallMax = 4
AutoSmokeParticleMediumPrefix = SmokeM
AutoSmokeParticleMediumSystem = SmokeFactionMedium
AutoSmokeParticleMediumMax = 2
AutoSmokeParticleLargePrefix = SmokeL
AutoSmokeParticleLargeSystem = SmokeFactionLarge
AutoSmokeParticleLargeMax = 1
AutoAflameParticlePrefix = Aflame
AutoAflameParticleSystem = FireBuildingSmall
AutoAflameParticleMax = 4

HistoricDamageLimit = 5000 ; how long to retain historical-damage for weapons that need it, in msec

AmmoPipScaleFactor = 1.5
ContainerPipScaleFactor = 1.5
AmmoPipScreenOffset = X:-1.0 Y:0.0 ; note that this is a multiplier to boundingspheresize, NOT an absolute offset
ContainerPipScreenOffset = X:1.0 Y:0.0
AmmoPipWorldOffset = X:0.0 Y:0.0 Z:10.0 ; added to position prior to world->screen xform
ContainerPipWorldOffset = X:0.0 Y:0.0 Z:10.0

LevelGainAnimationName = LevelGai

nedAnimation
LevelGainAnimationTime = 4.0
LevelGainAnimationZRise = 15.0

GetHealedAnimationName = GetHealedAnimation
GetHealedAnimationTime = 4.0
GetHealedAnimationZRise = 15.0

MaxTerrainTracks = 100 ; how many vehicles can generate tread marks on the terrain.
TimeOfDay = AFTERNOON
Weather = NORMAL
MakeTrackMarks = Yes
ForceModelsToFollowTimeOfDay = Yes
ForceModelsToFollowWeather = Yes

InfantryLightMorningScale = 100f ; amount to scale map lighting to make infantry easier to see.
InfantryLightAfternoonScale = 100f
InfantryLightEveningScale = 200f
InfantryLightNightScale = 200f

TerrainLightingMorningAmbient = R:128 G:100 B:77
TerrainLightingMorningDiffuse = R:230 G:180 B:153
TerrainLightingMorningLightPos = X:-0.96 Y:0.05 Z:-0.29
TerrainLightingEveningAmbient = R:64 G:59 B:51
TerrainLightingEveningDiffuse = R:153 G:128 B:102
TerrainLightingEveningLightPos = X:-1.0 Y:0.0 Z:-0.2
TerrainLightingNightAmbient = R:26 G:26 B:39
TerrainLightingNightDiffuse = R:51 G:51 B:77
TerrainLightingNightLightPos = X:-1.0 Y:1.0 Z:-2.0

TerrainObjectsLightingMorningAmbient = R:128 G:102 B:77
TerrainObjectsLightingMorningDiffuse = R:230 G:179 B:153
TerrainObjectsLightingMorningLightPos = X:-0.96 Y:0.05 Z:-0.29
TerrainObjectsLightingEveningAmbient = R:64 G:59 B:51
TerrainObjectsLightingEveningDiffuse = R:153 G:128 B:102
TerrainObjectsLightingEveningLightPos = X:-1.0 Y:0.0 Z:-0.2
TerrainObjectsLightingNightAmbient = R:26 G:26 B:39
TerrainObjectsLightingNightDiffuse = R:51 G:51 B:77
TerrainObjectsLightingNightLightPos = X:-1.0 Y:1.0 Z:-2.0

TerrainLightingAfternoonAmbient = R:56 G:52 B:44
TerrainLightingAfternoonDiffuse = R:255 G:255 B:255
TerrainLightingAfternoonLightPos = X:-0.81 Y:0.38 Z:-0.45
TerrainObjectsLightingAfternoonAmbient = R:56 G:52 B:44
TerrainObjectsLightingAfternoonDiffuse = R:255 G:255 B:255
TerrainObjectsLightingAfternoonLightPos = X:-0.81 Y:0.38 Z:-0.45

TerrainLightingAfternoonAmbient2 = R:0 G:0 B:0
TerrainLightingAfternoonDiffuse2 = R:60 G:60 B:120
TerrainLightingAfternoonLightPos2 = X:0.79 Y:0.62 Z:-0.00
TerrainObjectsLightingAfternoonAmbient2 = R:0 G:0 B:0
TerrainObjectsLightingAfternoonDiffuse2 = R:60 G:60 B:80
TerrainObjectsLightingAfternoonLightPos2 = X:0.79 Y:0.62 Z:-0.00

TerrainLightingAfternoonAmbient3 = R:0 G:0 B:0
TerrainLightingAfternoonDiffuse3 = R:30 G:30 B:20
TerrainLightingAfternoonLightPos3 = X:0.81 Y:-0.48 Z:-0.34
TerrainObjectsLightingAfternoonAmbient3 = R:0 G:0 B:0
TerrainObjectsLightingAfternoonDiffuse3 = R:30 G:30 B:20
TerrainObjectsLightingAfternoonLightPos3 = X:0.81 Y:-0.48 Z:-0.34

AudioOn = Yes
MusicOn = Yes
SoundsOn = Yes
SpeechOn = Yes
VideoOn = Yes

DebugAI = No
DebugAIObstacles = No

MaxRoadSegments = 4000
MaxRoadVertex = 3000
MaxRoadIndex = 5000
MaxRoadTypes = 100

ValuePerSupplyBox = 75

BuildSpeed = 1.0
MinDistFromEdgeOfMapForBuild = 30.0 ; buildings may not be constructed this close to a map edge
SupplyBuildBorder = 20.0 ; min dist yo

u can put a supply center from a supply source

;Terrain height at structure footprint must be within this much to
;be considerd "flat" and therefore buildable
AllowedHeightVariationForBuilding = 10.0

MinLowEnergyProductionSpeed = 0.5
MaxLowEnergyProductionSpeed = 0.8
LowEnergyPenaltyModifier = 1.0
MultipleFactory = 1.0
RefundPercent = 50.0%
StealthFriendlyOpacity = 50.0%

CommandCenterHealRange = 500.0 ; command center heals your/ally stuff this close to the command center
CommandCenterHealAmount = 0.01 ; command center heals close by stuff this amount per logic frame
MaxLineBuildObjects = 50 ; line build style objects can be in a line no longer than this count of objects
MaxTunnelCapacity = 10 ; How many can be in a player's tunnel network. Limit 10 for UI currently

StandardMinefieldDensity = 0.004 ; in mines per square foot
StandardMinefieldDistance = 40 ; in feet. should generally be larger than typical tank shot range.

HorizontalScrollSpeedFactor = 1.6 ; Factor applied to the maximum RMB scroll speed. Larger allows faster scrolling.
VerticalScrollSpeedFactor = 2.0 ; Split to account for aspect ratio induced speed limits. Room to mouse drag.
KeyboardScrollSpeedFactor = 2.0 ; Factor applied to the maximum keyboard scroll speed. Larger allows faster scrolling.
MovementPenaltyDamageState = REALLYDAMAGED ; Point at which we slow movement

MaxParticleCount = 2500 ; the maximum number of particles that can exist at one time (to 5000 for demo)
MaxFieldParticleCount = 30 ; the number of field type particles rendered to the screen, beyond which this type will begin skipping
; a field particle is one of Priority AREA_EFFECT and isGroundAligned = Yes
; Typically these are puddles, toxic contamination, radiation, decontamination, etc.

;note that the weapon bonus types are:
;"GARRISONED",
;"HORDE",
;"CONTINUOUS_FIRE_MEAN",
;"CONTINUOUS_FIRE_FAST",
;"NATIONALISM",
;"PLAYER_UPGRADE",
;"DRONE_SPOTTING",
;"ENTHUSIASTIC",
;"VETERAN",
;"ELITE",
;"HERO",
;"BATTLEPLAN_BOMBARDMENT",
;"BATTLEPLAN_HOLDTHELINE",
;"BATTLEPLAN_SEARCHANDDESTROY",
;"SUBLIMINAL",
;"SOLO_HUMAN_EASY",
;"SOLO_HUMAN_NORMAL",
;"SOLO_HUMAN_HARD",
;"SOLO_AI_EASY",
;"SOLO_AI_NORMAL",
;"SOLO_AI_HARD",

; and the weapon bonus 'fields' are:
;"DAMAGE",
;"RADIUS",
;"RANGE",
;"RATE_OF_FIRE",
;"PRE_ATTACK",

;HORDE, NATIONALISM and FANATICISM are cumulative bonuses for the China Redguard,
;and only apply when they are in a horde. NATIONALISM does not replace HORDE! FANATICISM does not replace NATIONALISM

;ENTHUSIASTIC and SUBLIMINAL are cumulative bonuses for the China Redguard,
;and only apply when they are within effect radius of a propaganda tower. SUBLIMINAL does not replace ENTHUSIASTIC!

WeaponBonus = HORDE RATE_OF_FIRE 150% ;Horded troops fire their weapons 25% faster
WeaponBonus = NATIONALISM RATE_OF_FIRE 125% ;Horded troops with nationalism fire their weapon an additional 25% faster
WeaponBonus = FANATICISM RATE_OF_FIRE

125% ;Horded troops with nationalism fire their weapon an additional 25% faster
WeaponBonus = ENTHUSIASTIC RATE_OF_FIRE 125% ;In range of a speaker tower, gaining enthusiasm
WeaponBonus = SUBLIMINAL RATE_OF_FIRE 125% ;In range of an upgraded speaker tower, gaining even more enthusiasm
WeaponBonus = GARRISONED RANGE 133% ; when garrisoned, all weapons get n times normal range
WeaponBonus = GARRISONED DAMAGE 125% ; when garrisoned, all weapons get n times normal range

WeaponBonus = TARGET_FAERIE_FIRE RATE_OF_FIRE 150% ; If shooting at someone marked with Faerie Fire, shoot faster (we don't miss ever, so can't hit easier)

WeaponBonus = FRENZY_ONE DAMAGE 110% ; Granted by a China Generals power
WeaponBonus = FRENZY_TWO DAMAGE 120%
WeaponBonus = FRENZY_THREE DAMAGE 130%

WeaponBonus = VETERAN RATE_OF_FIRE 120%
WeaponBonus = VETERAN DAMAGE 110%
WeaponBonus = ELITE RATE_OF_FIRE 140%
WeaponBonus = ELITE DAMAGE 120%
WeaponBonus = HERO RATE_OF_FIRE 160%
WeaponBonus = HERO DAMAGE 130%

;Strategy centers provides bonuses based on the active battleplan!
WeaponBonus = BATTLEPLAN_BOMBARDMENT DAMAGE 120%
; WeaponBonus = BATTLEPLAN_BOMBARDMENT RANGE 120%
WeaponBonus = BATTLEPLAN_SEARCHANDDESTROY RANGE 120%
WeaponBonus = BATTLEPLAN_HOLDTHELINE RATE_OF_FIRE 100% ;Note this does nothing -- just for balancing reference.

WeaponBonus = SOLO_AI_EASY RATE_OF_FIRE 80%
WeaponBonus = SOLO_AI_NORMAL RATE_OF_FIRE 100%
WeaponBonus = SOLO_AI_HARD RATE_OF_FIRE 120%

; you cannot set this; it always has a value of 100%.
; HealthBonus_Regular = 100%
HealthBonus_Veteran = 120%
HealthBonus_Elite = 130%
HealthBonus_Heroic = 150%

HumanSoloPlayerHealthBonus_Easy = 150%
HumanSoloPlayerHealthBonus_Normal = 100%
HumanSoloPlayerHealthBonus_Hard = 80%

; Audio parameters
; VolumeDistribution = Linear ; for linear falloff
; VolumeDistribution = MuLaw ; for S-Curve falloff
; VolumeMuValue = 6.0 ; defines the steepness of the S, must be >=0, higher is steeper.

GroupSelectMinSelectSize = 5
GroupSelectVolumeBase = 0.5
GroupSelectVolumeIncrement = 0.02
MaxUnitSelectSounds = 8

SelectionFlashSaturationFactor = 0.5 ; zero leaves color unaffected, 4.0 is purely saturated
SelectionFlashHouseColor = No ; if 'No', selection flashes white

CameraAudibleRadius = 250 ; defines the radius that we can hear when the camera is looking up.
GroupMoveClickToGatherAreaFactor = 0.5; if you take all the selected units and calculate the smallest possible rectangle
; that contains them all, and click within that, all the selected units will break
; formation and gather at the point the user clicked (if the value is 1.0). If it's
; 0.0, units will always keep their formation. If it's <1.0, then the user must
; click a smaller area within the rectangle to order the gather.

ShakeSubtleIntensity = 0.5
ShakeNormalIntensity = 1.0
ShakeStrongIntensity = 2.5
ShakeSevereIntensity = 5.0
ShakeCineExtremeIntensity = 7.5 ;Cinematic reserved -- don't use f

or game stuff because it can change.
ShakeCineInsaneIntensity = 10.0 ;Cinematic reserved -- don't use for game stuff because it can change.

MaxShakeIntensity = 10.0
MaxShakeRange = 150.0

SellPercentage = 50% ; You get this percentage back of the cost to build

BaseRegenHealthPercentPerSecond = 0.3% ;You get this % of max health back per second from auto base regeneration
BaseRegenDelay = 3000 ;in MS, delay in frames we must be damage free before we can auto heal from base regeneration

SpecialPowerViewObject = SuperweaponPing ; Name of the object created for superweapons to let you watch what happens

; this is a list of bones that will always be exposed to Logic.
; please note that this is really here for quick backwards compatibility with old code,
; which didn't require declaring which bones you wanted to be able to use from logic...
; so PLEASE DO NOT ADD TO THIS LIST; if you need to expose new bones for a particular
; unit, please use the "ExtraPublicBone" INI keyword on a per-unit basis instead
; (see the airfields for an example). (srj)
StandardPublicBone = FirePoint
StandardPublicBone = Target_Left
StandardPublicBone = Target_Right
StandardPublicBone = ExitStart
StandardPublicBone = ExitEnd
StandardPublicBone = Muzzle
StandardPublicBone = PARA_COG
StandardPublicBone = PARA_ATTCH
StandardPublicBone = PARA_MAN
StandardPublicBone = ExitStart
StandardPublicBone = DockStart
StandardPublicBone = DockAction
StandardPublicBone = DockEnd
StandardPublicBone = DockWaiting
StandardPublicBone = WeaponA
StandardPublicBone = Smoke
StandardPublicBone = Fire
StandardPublicBone = WaterSpray
StandardPublicBone = Spray
StandardPublicBone = WaterSprayBig
StandardPublicBone = Steam
StandardPublicBone = Propeller
StandardPublicBone = SpawnPoint
StandardPublicBone = FireS
StandardPublicBone = FireM
StandardPublicBone = FireL
StandardPublicBone = SmokeS
StandardPublicBone = SmokeM
StandardPublicBone = SmokeL
StandardPublicBone = Aflame

DefaultStartingCash = 10000 ;The amount of cash the player starts with by default.

UnlookPersistDuration = 5000 ; How long after you stop looking until the fog grows back

ShroudColor = R:255 G:255 B:255
ClearAlpha = 255
FogAlpha = 127
ShroudAlpha = 0 ; 0 is opaque, 255 is clear. Unsigned Byte

;网络链接设置
; Network timing settings. Don't mess with these unless you know what you're doing!
; If you are tempted to mess with these, please let me know. Bryan x36810
; This does not imply that I know what I'm doing.
NetworkFPSHistoryLength = 30 ; The number of fps history entries.
NetworkLatencyHistoryLength = 200 ; The number of ping history entries.
NetworkRunAheadMetricsTime = 5000 ; The number of miliseconds between run ahead metrics things
NetworkCushionHistoryLength = 10 ; The number of cushion values to keep.
NetworkRunAheadSlack = 10 ; The amount of slack in the run ahead value. This is the percentage of the calculated run ahead that is added.
Network

KeepAliveDelay = 20 ; The number of seconds between when the connections to each player send a keep-alive packet.
NetworkDisconnectTime = 5000 ; The number of milliseconds between when the game gets stuck on a frame for a network stall and when the disconnect dialog comes up.
NetworkPlayerTimeoutTime = 60000 ; The number of milliseconds between when a player's last keep alive command was recieved and when they are considered disconnected from the game.
NetworkDisconnectScreenNotifyTime = 15000 ; The number of milliseconds between when the disconnect screen comes up and when the disconnect notification is sent to the other players.

KeyboardCameraRotateSpeed = 0.1 ; How fast the camera rotates when rotated via keyboard controls.

End
速度参数设定(Locomotor.ini)

位置\Data\INI\Locomotor.ini:

Acceleration = 加速度
AccelerationDamaged = 损伤后加速度
Braking = 煞车(减速)速度
MinTurnSpeed = 最小转弯速度
Speed = 移动速度,每秒移动距离
SpeedDamaged = 损伤后移动速度
StickToGround = 如果选No,在速度快时会腾空而起
TurnRate = 转向速度
TurnRateDamaged = 损伤后转向速度

Surfaces = 移动方式--可复选:
GROUND - 地面(用于所有地面单位)
RUBBLE - 碎石(用于可以通过碎石的步兵)
CLIFF - 悬崖(用于贝顿攀爬悬崖)
AIR - 空中(用于飞行单位和导弹)
WATER - 水面(用于船只)

ZAxisBehavior = 垂直方向移动类型:
NO_Z_MOTIVE_FORCE - 无垂直方向移动(用于所有地面单位)
SURFACE_RELATIVE_HEIGHT – 随地面高度移动(用于所有飞行器和船只)

Appearance = 移动方式(工具):
TWO_LEGS - 双腿(用于所有步兵)
CLIMBER - 攀爬(用于贝顿)
FOUR_WHEELS - 轮子(用于轮子车辆)
TREADS - 履带(用于坦克)
THRUST - 冲刺(用于导弹和飞行单位)
HOVER - 悬浮(用于船只)

GroupMovementPriority = 不同类型单位一起移动时该单位的位置:
MOVES_FRONT - 前(主要用于步兵)
MOVES_MIDDLE - 中(主要用于坦克)
MOVES_BACK - 后(主要用于远端武器)

车辆、飞行、水面单位还要使用下列语句来模拟倾斜效果,单位使用的语句有些不同,只需使用原单位用的语句作修改即可:
AccelerationPitchLimit = 加速时前后摆动的角度
AirborneTargetingHeight = 目标高度
AllowAirborneMotiveForce = 动机力
Apply2DFrictionWhenAirborne = 摩擦力
BounceAmount = 弹起强度(0 = 平滑移动, 200 = 崎岖不平)
ForwardAccelerationPitchFactor = 多大的加速度才会导致前倾后仰
ForwardVelocityPitchFactor = 多大的加速度才会导致前倾后仰
LateralAccelerationRollFactor = 多大离心力才会导致左右摇摆
LateralVelocityRollFactor = 多大离心力才会导致左右摇摆
LocomotorWorksWhenDead = 遭摧毁时的动作
PitchDamping = 前后摆动减缓幅度(0 = 完全减缓, 1=随地形摆动)
PitchStiffness = 前后摆动悬挂硬度
PreferredHeight = 移动高度(与地面距

离)
RollDamping = 左右摆动减缓幅度(0 = 完全减缓, 1=随地形摆动)
RollStiffness = 左右摆动悬挂硬度
TurnPivotOffset = 转向中心(-1.0 = 后部, 0.0 = 中部, 1.0 = 前部)
以上语句有些是直接翻译的(测也测不出效果)
遭遇战设置(multiplayer.ini)
位置\Data\INI\multiplayer.ini:
MultiplayerSettings ;遭遇战设置
StartCountdownTimer = 5 ;开始倒记时
MaxBeaconsPerPlayer = 3 ;每玩家照明弹限制
UseShroud = No ;使用语音
ShowRandomPlayerTemplate = Yes ;随机阵营
ShowRandomStartPos = Yes ;随机出发点
ShowRandomColor = Yes ;随机颜色
End


MultiplayerColor ColorRed ;颜色定义
RGBColor = R:251 G:80 B:80 ;颜色
RGBNightColor = R:251 G:195 B:132 ;夜间颜色
TooltipName = Color:Red ;颜色名称
End


MultiplayerStartingMoneyChoice ;初始金钱
Value = 10000 ;金钱
Default = Yes ;是否默认选择[缺省为No]
End
音乐设置(Music.ini)

位置\Data\INI\Music.ini:

MusicTrack Track5 ;音乐名
Filename = FK-Track01.mp3 ;音乐文件
Volume = 60 ;音乐音量
End

在《绝命时刻》游戏中添加音乐!

一般来说,如果我们希望把自己喜欢的音乐添加到《绝命时刻》游戏中,我们需要用专门的软件解压缩BIG文件,然后再把自己喜欢的mp3添加进去,这是一种非常繁琐的办法,现在,丹麦玩家AirFondle222发现了一种非常简易的方法:
1、首先,选择你喜欢的mp3音乐
2、在Command & Conquer Generals Zero Hour的主目录下的“Data”文件夹中建立一个名为“Audio”的文件夹,然后在“Audio”的文件夹中建立一个名为“Tracks”的文件夹
3、将你准备好的mp3放置到“Tracks”文件夹中,最后一步工作就是将这些mp3改名,改名的方式如下:
GLA_10.mp3
GLA_11.mp3
USA_10.mp3
USA_11.mp3
CHI_10.mp3
CHI_11.mp3

前面的“GLA”代表全球解放军,USA代表美国,CHI代表中国,全部为大写字母,后面的数字玩家要保证从10以后依次序命名。至于三个阵营1-9之间的音乐为游戏的原始音乐,如果你将mp3命名为1-9之间的音乐,是否《绝命时刻》可以播放心的音乐替代游戏原始音乐,我们并没有实际测试,玩家们可以尝试一下。
至于三方的10这首音乐为游戏的主菜单背景音乐,这个音乐经过实验可以覆盖游戏原始音乐。
物品建立清单(ObjectCreationList.ini)
位置\Data\INI\ObjectCreationList.ini:
此ini主要是集合了所有的被产生物体
例如炮弹爆炸后产生的毒素 以及空投的相关设定

ObjectCreationList 创建物品的名称
DeliverPayload 空投的设定
StartAtPreferredHeight 空投的起始高度是否于初始设定
StartAtMaxSpeed 是否以最快运输速度开始
DropOffset 空投补偿角度
DropVariance 空投误差角度
DropDelay 空投延迟度
Payload 空投物品和数量
DeliveryDistance

空头高度
DeliveryDecalRadius 空投方框范围(半径)
DeliveryDecal 方框的设定
Texture 空投物品属性
Style 方框设计风格
OpacityMin 最小忽略的准确度
OpacityMax 最大忽略的准确度
OpacityThrobTime 忽略的跳动时间???
color 颜色
OnlyVisibleToOwningPlayer 只有乙方玩家能看见方框
CreateObject 创造的物品
Offset 补偿角度
IgnorePrimaryObstacle 不理睬第一个障碍
Disposition 部署
count 数量
RequiresLivePlayer 需要活的玩家
MinDistanceAFormation 最小形成的距离A
MinDistanceBFormation 最小形成的距离B
MaxDistanceFormation 最大行成距离
FadeIn 会逐渐消失
FadeTime 消失的时间
DiesOnBadLand 死在劣质的土地
FadeSound 消失的声音

CreateDebris 创造的碎片
ModelNames 模型名字
mass 质量
DispositionIntensity 部署的饱和度
MinForceMagnitude 最小的军队或者力量强度
MaxForceMagnitude 最大的军体或者力量强度
SpinRate 旋转比率
BounceSound 反弹的声音

DeliverPayload
Transport 运输载体
FormationSize 形成的大小
FormationSpacing 形成间隔
WeaponConvergenceFactor 军队会合的因素
StartAtPreferredHeight 开始在首选的高度
MaxAttempts 未知
VisibleItemsDroppedPerInterval 可看见的项目降落的可靠距离
VisibleDropBoneBaseName 可见的降落物品第一个名字??
VisibleSubObjectBaseName 可看见的代用物品第一个名字??
VisibleNumBones 可见的骨头数量??
VisiblePayloadTemplateName 未知
VisiblePayloadWeaponTemplate 未知
InheritTransportVelocity 继承载体的速度(貌似是投放时惯性的设置)
ExitPitchRate 未知
DiveStartDistance 开始下降的距离
DiveEndDistance 结束下降的距离
StrafingWeaponSlot 未知
StrafeLength 未知
StrafeWeaponFX 未知
玩家模版设定(PlayerTemplate.ini)
位置\Data\INI\PlayerTemplate.ini:
PlayerTemplate FactionAmericaSuperWeaponGeneral ;模版名
Side = AmericaSuperWeaponGeneral ;阵营
BaseSide = USA ;基本阵营
PlayableSide = Yes ;可控制
StartMoney = 0 ;初始金钱
PreferredColor = R:250 G:230 B:132 ;首选颜色
IntrinsicSciences = SCIENCE_AMERICA ;固有科技
PurchaseScienceCommandSetRank1 = SupW_SCIENCE_AMERICA_CommandSetRank1 ;购买科技Rank1
PurchaseScienceCommandSetRank3 = SupW_SCIENCE_AMERICA_CommandSetRank3 ;购买科技Rank3
PurchaseScienceCommandSetRank8 = SupW_SCIENCE_AMERICA_CommandSetRank8 ;购买科技Rank8
SpecialPowerShortcutCommandSet = SupW_SpecialPowerShortcutUSA ;超武快捷按钮命令
SpecialPowerShortcutWinName = GenPowersShortcutBarUS.wnd ;超武快捷按钮名称
SpecialPowerShortcutButtonCount = 12 ;超武快捷按钮记数
DisplayName = INI:FactionAmericaSuperWeaponGeneral ;显示名
StartingBuilding = SupW_AmericaCommandCenter ;初始建筑
StartingUnit0 = SupW_AmericaVehicleDozer ;初始单位
ScoreScreenImage = America_ScoreScreen ;记分图案
LoadSc

reenImage = SAFactionLogoPage_US ;加载图案
LoadScreenMusic = Load_USA ;加载音乐
ScoreScreenMusic = Score_USA ;记分音乐
FlagWaterMark = WatermarkUSA ;旗帜水印
EnabledImage = SSObserverUSA ;激活图案
BeaconName = MultiplayerBeacon ;照明
SideIconImage = GameinfoAMRCA ;阵营图案
GeneralImage = USA_Superweapon ;将军图案
OldFaction = No ;原有阵营[相对原版将军]
ArmyTooltip = TOOLTIP:BioStrategyLong_Pos3
Features = GUI:BioFeatures_Pos3
MedallionRegular = SuperWGeneral_slvr
MedallionHilite = SuperWGeneral_blue
MedallionSelect = SuperWGeneral_orng
End
科技(Science.ini)
位置\Data\INI\Science.ini:
Science SCIENCE_PaladinTank
PrerequisiteSciences = SCIENCE_AMERICA SCIENCE_Rank1 ;购买前提
SciencePurchasePointCost = 1 ;购买需要的点数 0不可购买
IsGrantable = Yes ;被许可
DisplayName = SCIENCE:USAPaladin
Description = CONTROLBAR:ToolTipUSASciencePaladin
End
音效(SoundEffects.ini)

位置\Data\INI\SoundEffects.ini:

AudioEvent GenericTankMoveLoop
Priority = low ;优先级
Control = loop all ;循环
Sounds = vgenlo2a vgenlo2b vgenlo2c ;声音内容
Attack = vgenlo1a ;攻击时
Decay = vgenlo3a ;死亡时
Volume = 40 ;音量
Limit = 2
Type = world shrouded everyone ;类型
End
超级武器(SpecialPower.ini)

位置\Data\INI\SpecialPower.ini:

SpecialPower Nuke_SuperweaponChinaCarpetBomb ;名称标记
Enum = EARLY_SPECIAL_CHINA_CARPET_BOMB ;内部名
ReloadTime = 150000 ;重载时间(毫秒)
RequiredScience = Nuke_SCIENCE_ChinaCarpetBomb ;需要科技
PublicTimer = No ;公用计时器
SharedSyncedTimer = Yes
ViewObjectDuration = 40000
ViewObjectRange = 250
RadiusCursorRadius = 180 ;鼠标显示圆圈范围
ShortcutPower = Yes ;切断能源
AcademyClassify = ACT_SUPERPOWER ;技能分类
End

升级(Upgrade.ini)

位置\Data\INI\Upgrade.ini:

Upgrade Upgrade_Nationalism ;内部标记
DisplayName = UPGRADE:Nationalism ;游戏中名称
BuildTime = 60.0 ;用时
BuildCost = 2000 ;费用
ButtonImage = SSNationalism ;研究的按钮图标
ResearchSound = RedGuardVoiceUpgradeNationalism ;研究声音
End

弹药参数设定(Weapon.ini)

位置\Data\INI\Weapon.ini:
AcceptableAimDelta = 偏移角度,武器不必对准目标
AllowAttackGarrisonedBldgs = 是否允许攻击建筑物中的士兵
AntiAirborneInfantry = 是否攻击飞行单位(飞行兵)
AntiAirborneVehicle = 是否攻击飞行单位(飞机)
AntiBallisticMissile = 是否对付弹道导弹(飞毛腿导弹,战斧等等)
AntiGround = 是否攻击地面部队(指飞行单位上的武器)
AntiProjectile = 是否攻击坦克炮
AntiSmallMissle = 是否攻击导弹
AttackRange = 射程
AutoReloadWhenIdle = 空闲多久才装弹
CapableOfFollowingWaypoints = 弹头是否沿路点飞行
ClipReloadTime = 重新装弹的时间(以1/1000秒为单位)
ClipSiz

e = 弹药数(0为无限)
ContinueAttackRange = 连续攻击距离
FireFX = 开火效果(于 "FXList.ini" 中设定)
FireOCL = 开火时产生的物体(于 "ObjectCreationList.ini" 中设定)
FireSound = 发炮声音(于 "SoundEffects.ini" 中设定)
FireSoundLoopTime = 回圈播放开火声音
MaxTargetPitch = 最高射击角度(最高15)
MinimumAttackRange = 最小攻击距离(小于此距离不能攻击)
MinTargetPitch = 最低射击角度(最低-15)
PrimaryDamage = 主要攻击力
PrimaryDamgeRadius = 主要攻击力影响范围
ProjectileDetonationFX = 弹药命中的特效
ProjectileExhaust = 抛射体发射后在后方的特效
ProjectileObject = 抛射体(弹药图形--于 "FactionUnit.ini" 中设定),如果该武器无抛射体需设为 "NONE" 如机枪
ProjectileStreamName = 用于喷射类武器(如CleanupHazardProjectileStream)
RequestAssistRange = 同类单位协助供给的距离
ScatterRadius = 随机偏移的距离
ScatterRadiusVsInfantry = 攻击步兵时偏移数(越高打的越偏)
SecondaryDamage = 次要攻击力
SecondaryDamageRadius = 次要攻击力影响范围
ShotsPerBarrel = 一边的炮管打几发换边(如炎黄双炮管一边打一下)需与W3D档配合
ShowAmmoPips = 是否现示弹药数量
VeterancyFireFX = 该单位升级3级时开火效果
WeaponRecoil = 开火时的后座力(开火后该单位会向后弹的力道)
WeaponSpeed = 弹药速度(每秒移动距离)
ProjectileDetonationOCL = 弹药命中后产生的效果:
OCL_FireWallSegment - 火龙坦克的火墙(一道火焰向前延烧)
OCL_FireWallSegmentUpgraded - 火龙坦克的火墙(一道火焰向前延烧)升级后
OCL_FireFieldSmall - 火海效果升级前
OCL_FireFieldUpgradedSmall - 火海效果升级后
OCL_RadiationFieldSmall - 小型辐射污染效果(一班坦克用的)
OCL_RadiationFieldMedium - 中型辐射污染效果(加农炮用的)
OCL_RadiationFieldLarge - 大型辐射污染效果(核弹用的)
OCL_NukeRadiationField - 超大型辐射污染效果(核弹用的--FireOCL)
OCL_PoisonFieldSmall - 小范围毒素污染效果(一班坦克用的)
OCL_PoisonFieldUpgradedSmall - 小范围毒素污染效果(升级后)
OCL_PoisonFieldMedium - 中范围毒素污染效果(生化飞弹发射车用的)
OCL_PoisonFieldUpgradedMedium - 中范围毒素污染效果(升级后)
OCL_PoisonFieldLarge - 大范围辐素污染效果(生化死雨风暴)
OCL_PoisonFieldUpgradedLarge - 大范围辐素污染效果(升级后)
DelayBetweenShots = 发炮间隔(以1/1000秒为单位):
单一设定:
DelayBetweenShots = 2000
随机设定(如化死雨风暴):
DelayBetweenShots = Min:100 Max:1000
Min:100 - 最小
Max:1000 - 最大
RadiusDamageAffects = 爆炸影响哪些单位(有下列选项):
NEUTRALS - 中立单位和建筑
ALLIES - 友军
ENEMIES - 敌人
NOT_AIRBORNE - 非空中单位
NOT_SIMILAR - 非同类单位
SELF - 自己
SUICIDE - 自杀
AutoReloadsClip = 能自动装弹吗(有下列

选项):
Yes - 会自动装填
No - 不会自动装填
RETURN_TO_BASE - 回指定单位(建筑)补充弹药(如飞机回机场补充)
ProjectileCollidesWith = 对哪些东西有加值伤害:
STRUCTURES - 建筑物
WALLS - 墙壁
ENEMIES - 敌方单位(仅用于火龙、毒素等)
SHRUBBERY - 树木(仅用于火龙、毒素等)
WeaponBonus = 升级的奖励:
PLAYER_UPGRADE DAMAGE 125%(升级情况;升级类型;百分比)
升级情况:
PLAYER_UPGRADE – 玩家升级
CONTINUOUS_FIRE_MEAN – 连续慢速开火
CONTINUOUS_FIRE_FAST – 连续快速开火
升级类型:
DAMAGE - 升级杀伤力
RANGE - 攻击攻击距离
RATE_OF_FIRE – 升级开火速度
DRONE_SPOTTING – 仅用于过场
真难懂(以盖特炮为例--初始为零级)
ContinuousFireOne = 2 升级所需射击次数(打2次升第一级)
ContinuousFireTwo = 6 升级所需射击次数(打6次升第二级)
ContinuousFireCoast = 1000 停止射击后升级维持的时间(毫秒)
WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% (升第一级连续慢速开火速度增加1倍)
WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% (升第二级连续快速开火速度增加2倍,应该是越打越快)
WeaponBonus = PLAYER_UPGRADE DAMAGE 125% (升级后攻击力增加4分之1--大概是吧)

DamgeType = 伤害的类型(须配合装甲设定Armour.ini):
ARMOR_PIERCING – 穿甲弹
AURORA_BOMB – 曙光炸弹
COMANCHE_VULCAN – 卡曼契的机炮
CRUSH – 压烂(压车或压人)
DEPLOY – 展开...怪怪,如航母命令起飞(AircraftCarrierOrderLaunch)
DISARM – 扫雷
EXPLOSION – 爆炸
FALLING –
FLAME – 火焰
FLESHY_SNIPER –
Gattling – 盖特机枪
HACK – 应该就是指骇客吧!!(如骇客的让建筑失效)
HAZARD_CLEANUP – 清除辐射,毒素等
HEALING – 恢复
INFANTRY_MISSILE – 火箭兵的火箭
JET_MISSILES – 小型导弹
KILL_GARRISONED – 杀死驻兵(如微波坦克)
KILL_PILOT – 狙击驾驶,如贾曼狙击枪及中子弹
LAND_MINE – 地雷
LASER – 雷射
MELEE – 近战武器,如贝顿小刀
MICROWAVE – 微波
MOLOTOV_COCKTAIL – 群体攻击
PARTICLE_BEAM – 离子光束
PENALTY –
POISON – 毒素
RADIATION – 辐射
SMALL_ARMS – 小型武器,如机枪
SNIPER – 狙击,如尖兵
STATUS – 改变状态,如复仇者的锁定光线,改成下一行的DamageStatusType,目前只发现FAERIE_FIRE这种状态
STEALTHJET_MISSILES – 隐形战机飞弹
SUBDUAL_BUILDING – 让建筑失效
SUBDUAL_MISSILE – 使飞弹失效
SUBDUAL_VEHICLE – 让载具失效
SURRENDER – 杀死驻兵(如游骑兵闪光弹)
UNRESISTABLE – 不能反抗的(攻击无效或是无法抵挡此种攻击?不懂...)
WATER =

DeathType = 步兵死法:
NORMAL – 普通
EXPLODED – 爆炸(炸飞)
LASERED – 雷射
SUICIDED – 自爆
BURNED – 烧死
POISONED – 毒死(普通的毒素...绿色)
POISONED_BETA – 毒死(升级的毒素...蓝色)
POISON

ED_GAMMA – 毒死(超强的毒素...紫色)
CRUSHED – 辗死
PreAttackDelay = 准备攻击时间(需配合下列语句):
PreAttackType = 解决一个目标后的延迟类型:
PER_ATTACK – 对新目标延迟
PER_CLIP – 换弹夹延迟
PER_SHOT – 每次射击延迟

大范围攻击效果:
如卡曼契的弹幕攻击会发射一定数量飞弹进行区域性攻击(化死雨风暴亦同)
ScatterRadius = 随机偏移的距离属性需为0
然后加入下列代码:
ScatterTargetScalar = 指定攻击区域半径范围
ScatterTarget = XY轴方向偏移量(设定的行数需与ClipSize(弹药数)配合)
偏移量从-0.999到0.999(XY轴的设定方式不懂)
如果ScatterTarget设定的行数比弹药数多或少也是可以
只是弹药射出后大概会以回圈使用ScatterTarget现有的行数设定

火海效果:
HistoricBonusTime = 燃烧时间
HistoricBonusCount = 引发火海所需弹药数(要同时打几发)
HistoricBonusRadius = 燃烧范围
HistoricBonusWeapon = 火海武器类型:如
FirestormSmallCreationWeapon – 火海武器类型升级前
BlackNapalmFirestormSmallCreationWeapon – 火海武器类型升级后

冲击波效果:
ShockWaveAmount = 20 ;冲击波数量
ShockWaveRadius = 50 ;冲击波范围
ShockWaveTaperOff = 0.2

EMP效果:
ProjectileDetonationOCL = SupW_OCL_PatriotEMPEffectSpheroid

美国炮艇攻击时打在地上爆炸的效果代码:
FX_StrategyCenterBarrage

Object数据分析
--------------------------------------------------------------------------------

包含内容
Object文件夹下的数据
Object简易说明
Object AmericaTankCrusader
;单位名称,于ini中的名称(不可重复)
;需与CommandButton.ini中设定的名称相同,于「按键图形设定(CommandButton.ini)」

; *** ART Parameters *** 区段
SelectPortrait = SACCommanche_L
;单位图示(点选后显示的图示)
ButtonImage = SACCommanche
;单位图示(进驻后显示的图示)
;需于\MappedImages\TextureSize_512资料夹中的*.ini中设定,原分类为:
;SAUserInterface512.ini(美军)、SNUserInterface512.ini(中国)、

SUUserInterface512.ini(解放军)、SSUserInterface512.ini(中立)
UpgradeCameo1 = Upgrade_AmericaBattleDrone
;UpgradeCameo2 = NONE
;升级项目(目前所知最多五项,没实验过六项以上)
;3D模型设置区段,由于须配合3D模型:
Draw = W3DModelDraw ModuleTag_01
;模型构图ModuleTag_01
DefaultConditionState
ConditionState = NONE
;一班设置(无任何动作时),只可选择一项设置
ConditionState其他设置
REALLYDAMAGED 损坏设置(血条变黄或变红时)
RUBBLE 损坏与碎片设置(血条变红或遭摧毁时)
;PS:"损坏设置"与"损坏与碎片设置"建筑与单位设置方式不同
Model = AVComanche
;模型名称,如原模型有动画而于游戏中显示动画效果,需再多设置下面两句
Animation = AVComanche.AVComanche ;模型名称.模型名称
Animation

Mode = LOOP ;单位移动类型
;AVComanche_D,损坏后模型名称(血条变黄时)
;AVComanche_E,损坏后模型名称(血条变红时)
;其他还包含升级、夜晚、移动、下雪.....等模型设定
炮台(炮管)设定:
Turret = Turret01
TurretPitch = TurretEL01
;炮台(炮管EL)1名称
TurretArtAngle = 180 ;这个炮台向后指向的角度
AltTurret = Turret02
AltTurretPitch = TurretEL02
;炮台(炮管EL)2名称
发炮点(效果)设定:
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponFireFXBone = PRIMARY TurretMS
WeaponLaunchBone = PRIMARY TurretMS
;主要(PRIMARY)、次要(SECONDARY)、第三(TERTIARY)、发炮点名称
移动效果设定,如坦克移动时产生的烟尘及损坏后产生烟雾(可设定多项):
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
;效果点名称、效果
PS:剩下的模型建构大致上只需使用原语句即可

; ***DESIGN parameters *** 区段:
DisplayName = 游戏中的名称(OBJECT:名称)
Side = 所属国家
EditorSorting = 种类,车辆(VEHICLE)、士兵(INFANTRY)、空军(AIRCRAFT)
TransportSlotCount = 进驻后消耗格数
WeaponSet ;武器设定
Conditions = None ;一般武器
Conditions = PLAYER_UPGRADE ;升级武器
Weapon = 使用的武器(在"Weapon.ini"中设定)
;主要(PRIMARY)、次要(SECONDARY)、第三(TERTIARY)
AutoChooseSources = 自动选择武器的发起者
;格式为武器代号,然后是发起者(可多个),可以为玩家(FROM_PLAYER)、AI(FROM_AI),或者脚本控制(FROM_SCRIPT)
PreferredAgainst = 最佳攻击目标
;格式为武器代号,然后是目标属性,包括车辆(VEHICLE)、士兵(INFANTRY)、空军

(AIRCRAFT)、弹道导弹(BALLISTIC_MISSILE)、小型导弹(SMALL_MISSILE)
ShareWeaponReloadTime = 是否共用武器装弹时间
ArmorSet ;装甲设定
Conditions = 与武器设定同
Armor = TankArmor ;类型(在"Armor.ini"中设定)
DamageFX = TankDamageFX ;应该是爆炸效果
BuildCost = 造价
BuildTime = 建造时间
VisionRange = 视点范围
ShroudClearingRange = 视点范围(不清楚其作用,大概是战争迷雾清除范围)
Prerequisites ;建造必要建筑,范例:
Object = AmericaWarFactory AirF_AmericaStrategyCenter
;为美国战车工厂「或」空战将军战车工厂(每项以空格隔开)
Object = AmericaWarFactory
Object = AirF_AmericaStrategyCenter
;为美国战车工厂「与」空战将军战车工厂
Science = SCIENCE_Rank3;将军阶级「3」
Science = SCIENCE_Pathfinder;需将军技能
ExperienceValue = 遭摧毁后对方可得经验点数
ExperienceRequired = 升级必须经验点数
IsTrainable = 是否可升级
CrusherLevel = 可辗押的单位
CrushableLevel = 可辗押的单位
CommandSet = 按键设定参数(在"CommandSet.ini"中设定)
MaxSimultaneousOfType = 可建造数量

; *** AUDIO Parameters *** 区段(音效设定):
VoiceSelect = 选择声音
V

oiceMove = 移动声音
VoiceGuard = 守卫声音
VoiceAttack = 进攻声音声音
VoiceGroupSelect = 群组选择声音
VoiceFear = 恐惧声音
VoiceTaskComplete = 任务完成声音
UnitSpecificSounds = 特殊音效设定
VoiceMelee = 混战声音
VoiceGarrison = 驻防部队声音
VoiceCreate = 创造声音
VoiceSubdue = 制服声音
VoiceEnter = 进入声音
VoiceEnterHostile = 进入敌方
VoiceGetHealed = 得到治愈

; *** ENGINEERING Parameters ***区段:
RadarPriority = 大概是视点属性
KindOf = 单位属性
生命值:
Body = 属性,坦克用(ActiveBody)、建筑用(StructureBody)、打不爆(ImmortalBody)
MaxHealth = 最大生命值
InitialHealth = 初始生命值
Behavior = AIUpdateInterface ;炮台设定:
Turret ;主炮台
AltTurret ;副炮台(如果坦克有两个炮台 "一般只有船舰会有")
TurretTurnRate = 旋转速度(越高越快)
RecenterTime = 大概是瞄准新单位时间
ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
;发射的武器(此表示三种武器共用同一个炮台à以空格隔开)
AutoAcquireEnemiesWhenIdle = 是否自动攻击敌方单位(不含建筑)
Locomotor = 单位速度设定参数(在"Locomotor.ini"中设定)
结构分析下面我们以中国的BattleMaster为例子进行讲解

;------------------------------------------------------------------------------
Object ChinaTankBattleMaster

; *** ART Parameters ***
SelectPortrait = SNBattlemaster_L ;设置单位的形象图片
ButtonImage = SNBattlemaster ;设置单位的图标

UpgradeCameo1 = Upgrade_Nationalism ;单位支持的升级
UpgradeCameo2 = Upgrade_ChinaUraniumShells
UpgradeCameo3 = Upgrade_ChinaNuclearTanks
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DTankDraw ModuleTag_01 ;单位的模型方面的设置
OkToChangeModelColor = Yes ;单位的模型能否改成玩家颜色
DefaultConditionState
Model = NVBtMstr ;设置单位的模型
Turret = Turret01 ;设置单位的模型中对应炮塔的Bone
WeaponFireFXBone = PRIMARY Muzzle ;设置单位的产生炮火粒子效果的Bone
WeaponRecoilBone = PRIMARY Barrel ;设置单位的炮管为后坐力效果的Bone
WeaponMuzzleFlash = PRIMARY MuzzleFX ;开火时动画
WeaponLaunchBone = PRIMARY Muzzle ;主要(PRIMARY)、次要(SECONDARY)、第三(TERTIARY)、发炮点名称
End
ConditionState = REALLYDAMAGED
Model = NVBtMstr_D ;设置单位有损坏时的模型
Turret = Turret01
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End
ConditionState = RUBBLE
Model = NVBtMstr_D
Turret = Turret01
End

TrackMarks = EXTnkTrack.tga
End

; ***DESIGN parameters ***
DisplayName = OBJECT:BattleMaster ;游戏中名称
Side = China ;单位所在势力
EditorSorting = VEHICLE ;在编辑器中的类型
TransportSlotCount = 3 ;进驻后消耗格数
Weap

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