幻想坦克吧 关注:1,005贴子:58,129
我做例子:
1 岩石 常规
声音:
datablock AudioProfile(RockBoom)
{
    filename = "~/data/sound/explodeVolcano.wav";
    description = "AudioDefault3DMed";
     preload = true;
};
datablock AudioProfile(RockBounce)
{
    filename = "~/data/sound/bounceVolcano.wav";
    description = "AudioDefault3D";
     preload = true;
};
爆炸属性:
datablock ExplosionData(RockExplosion)
{
    startScale = 0.05;          // per side, in meters
    endScale = 20.5;            // per side, in meters
    durationScale = 300.0;      // in milliseconds
    resource = "~/data/shapes/Common/VolcanoExplosion.png";
    sound = "RockBoom";
};
datablock ExplosionData(RockBump)
{
    startScale = 0.05;          // per side, in meters
    endScale = 10.15;           // per side, in meters
    durationScale = 200.0;      // in milliseconds
    resource = "~/data/shapes/Common/VolcanoBump.png";
    sound = "RockBounce";
};
效果:
datablock ParticleData(Rocksmoke)
{
    textureName           = "~/data/shapes/tanks/smoke.png";
    dragCoefficient       = 1.0;
    gravityCoefficient    = -0.2;
    inheritedVelFactor    = 0.3;
    constantAcceleration = 0.0;
    lifetimeMS            = 1200;
    lifetimeVarianceMS    = 500;
    useInvAlpha           = true;
    spinRandomMin         = -90.0;
    spinRandomMax         = 500.0;
    colors[0]      = "0.56 0.36 0.26 1.0";
    colors[1]      = "0.56 0.36 0.26 1.0";
    colors[2]      = "0.36 0.21 0.21 0.4";
    colors[3]      = "0 0 0 0";
    sizes[0]       = 1.75;
    sizes[1]       = 2.55;
    sizes[2]       = 3.65;
    sizes[3]       = 4.95;
    times[0]       = 0.0;



1楼2011-06-11 10:02回复
        times[1]       = 0.2;
        times[2]       = 0.5;
        times[3]       = 1.0;
    };
    datablock ParticleEmitterData(RocksmokeEmitter)
    {
        ejectionPeriodMS = 60;
        periodVarianceMS = 27;
        ejectionVelocity = 1.5;
        velocityVariance = 0.5;
        ejectionOffset    = 0.0;
        thetaMin          = 90;
        thetaMax          = 90;
        phiReferenceVel   = 0;
        phiVariance       = 360;
        overrideAdvances = false;
        particles = "Rocksmoke";
    };
    武器属性:
    datablock ProjectileData(VolcanoRock)
    {
        velocity = 63;              // meters per second
        inheritVelocity = 0.0;      // how much of shooters velocity to inherit
        numBounce = 5;              // usually 0
        bounceFactor = 0.3;
        splashArea = 5.0;           // usually 0
        count = 1;                  // how many shots per clip?
        saveOldCartridge = true;    // chuck old cartridge or keep it around
        canSave = true;             // can this cartridge be saved if another comes along?
        reloadTime = 250;           // in milliseconds
        burstDelay = 1000;          // milliseconds until next burst if button held down
        burstCount = 1;             // number of projectiles to fire per burst
        synchTime = 1000;           // synch over this many milliseconds
        synchBefore = 500;          // synch if not older than this in milliseconds
        damage = 3;                 // usually 1
        gravityScale = 0.75;         //
        sizeScale = 1.0;            // scale of projectile (meters for bitmaps)
        maxRotation = 25.0;          // this many radians per sec at max X-Y velocity
        resource = "~/data/shapes/common/volcanorock01.dts";              // shape or bitmap
        tankExplosion = "RockExplosion";    // datablock for explosion
        ownTankExplosion = "RockExplosion";    // datablock for explosion
        bounceExplosion = "RockBump"; // datablock for explosion
        otherExplosion = "RockExplosion";   // datablock for explosion
        reticle = "OtherReticle";
        emitter = "RocksmokeEmitter";
    };


    2楼2011-06-11 10:02
    回复
      2025-05-30 06:43:02
      广告
      2 发出坦克 常规
      声音:自定
      爆炸效果:自定
      效果:自定
      武器属性:
      datablock ProjectileData(tank0X)
      {
          velocity = 63;              // meters per second
          inheritVelocity = 0.0;      // how much of shooters velocity to inherit
          numBounce = 5;              // usually 0
          bounceFactor = 0.3;
          splashArea = 5.0;           // usually 0
          count = 30;                  // how many shots per clip?
          saveOldCartridge = true;    // chuck old cartridge or keep it around
          canSave = false;             // can this cartridge be saved if another comes along?
          reloadTime = 250;           // in milliseconds
          burstDelay = 1000;          // milliseconds until next burst if button held down
          burstCount = 1;             // number of projectiles to fire per burst
          synchTime = 1000;           // synch over this many milliseconds
          synchBefore = 500;          // synch if not older than this in milliseconds
          damage = 3;                 // usually 1
          gravityScale = 0.75;         //
          sizeScale = 1.0;            // scale of projectile (meters for bitmaps)
          resource = "~/data/shapes/tanks/tank01.dts";              // 注意!!!tank0X.DTS
          tankExplosion = "RockExplosion";    // datablock for explosion
          ownTankExplosion = "RockExplosion";    // datablock for explosion
          bounceExplosion = "RockBump"; // datablock for explosion
          otherExplosion = "RockExplosion";   // datablock for explosion
          reticle = "OtherReticle";
          emitter = "";
      };


      3楼2011-06-11 10:08
      回复
        百度残脑..暂时不让发..


        4楼2011-06-11 10:16
        回复
          3 核武器 非常规
          声音:自定
          爆炸效果:
          datablock ExplosionData(boomExplosion)
          {
              startScale = 0.05;          // per side, in meters
              endScale = 30.0;             // per side, in meters
              durationScale = 60000.0;      // in milliseconds
              resource = "~/data/shapes/tanks/AreaExplosion.dts";
              sound = "OwnTankBoom";
          };
          效果:CHE
          datablock ParticleData(goodParticle)
          {
               dragCoefficient = 0;
               gravityCoefficient = -1.37485;
               windCoefficient = 0;
               inheritedVelFactor = 0;
               constantAcceleration = 0;
               lifetimeMS = 50;
               lifetimeVarianceMS = 96;
               useInvAlpha = 1;
               spinRandomMin = -649;
               spinRandomMax = 13;
          texturename = "~/data/shapes/tanks/BossGlassSpec.png";
               spinSpeed = 0;
               times[0] = 5;
               times[1] = 5.74902;
               times[2] = 5;
               colors[0] = "9.90.00.0 ";
               colors[1] = "9.90.00.0 ";
               colors[2] = "9.90.00.0 ";
               sizes[0] = 8.02851;
               sizes[1] = 8.02851;
               sizes[2] = 8.02851;
          };
          datablock ParticleEmitterData(goodEmitter)
          {
               ejectionPeriodMS = 5;
               periodVarianceMS = 0;
               ejectionVelocity = 4.5;
               velocityVariance = 0;
               ejectionOffset = 0;
          phiReferenceVel = "130";
          phiVariance = "360";
          thetaMax = "90";
          thetaMin = "90";  
               overrideAdvances = 1;
               orientParticles= 0;
               orientOnVelocity = 1;
               particles = "goodParticle";
          };
          武器属性:
          datablock ProjectileData(boomweapons)
          {
              velocity = 2.0;            // meters per second
              inheritVelocity = 1.00;     // how much of shooters velocity to inherit
              numBounce = 0;              // usually 0
              splashArea = 50000.0;           // usually 0
              count = 1;                 // how many shots per clip?
              saveOldCartridge = true;    // chuck old cartridge or keep it around
              canSave = false;            // can this cartridge be saved if another comes along?
              reloadTime = 1000;          // in milliseconds
              burstDelay = 1000;          // milliseconds until next burst if button held down
              burstCount = 1;             // number of projectiles to fire per burst
              synchTime = 1000;           // synch over this many milliseconds
              synchBefore = 500;          // synch if not older than this in milliseconds
              damage = 1103;                 // usually 1
              gravityScale = 0;         //
              sizeScale = 0.9;            // scale of projectile (meters for bitmaps)
              resource = "~/data/shapes/tanks/AreaProjectile.png";              // shape or bitmap
              tankExplosion = "boomExplosion";    // datablock for explosion
              ownTankExplosion = "boomExplosion";    // datablock for explosion
              bounceExplosion = "boomExplosion"; // datablock for explosion
              otherExplosion = "boomExplosion";   // datablock for explosion
              reticle = "OtherReticle";
              emitter = "goodEmitter";
             
          };
          


          5楼2011-06-11 10:16
          回复
            4 health power~ 非常规
            声音:自定
            爆炸效果:自定
            效果:自定
            武器效果:
            datablock ProjectileData(health)
            {
                velocity = 12.0;              // meters per second
                inheritVelocity = 0.07;     // how much of shooters velocity to inherit
                numBounce = 100000;              // usually 0
                bounceFactor = 0;
                splashArea = 10.0;           // usually 0
                count = 2;                 // how many shots per clip?
                saveOldCartridge = true;    // chuck old cartridge or keep it around
                canSave = false;            // can this cartridge be saved if another comes along?
                reloadTime = 150;           // in milliseconds
                burstDelay = 1000;          // milliseconds until next burst if button held down
                burstCount = 1;             // number of projectiles to fire per burst
                synchTime = 1000;           // synch over this many milliseconds
                synchBefore = 500;          // synch if not older than this in milliseconds
                damage = -1000;                 // usually 1
                gravityScale = 0.5;         //
                sizeScale = 0.6;            // scale of projectile (meters for bitmaps)
                resource = "~/data/shapes/Common/health.dts";              // shape or bitmap
                tankExplosion = "BounceTankExplosion";    // datablock for explosion
                ownTankExplosion = "BounceOwnTankExplosion";   // datablock for explosion
                bounceExplosion = "BounceTankExplosion"; // datablock for explosion
                otherExplosion = "BounceExplosion";   // datablock for explosion
                reticle = "OtherReticle";
                emitter = "";
            };


            6楼2011-06-11 10:21
            回复
              5 坦克脑袋 非常规
              声音:自定
              爆炸效果;自定
              效果:自定
              武器属性:
              datablock ProjectileData(tankenaodai)
              {
                  velocity = 35;              // meters per second
                  inheritVelocity = 0.01;      // how much of shooters velocity to inherit
                  numBounce = 12;              // usually 0
                  bounceFactor = 0.3;
                  splashArea = 2.5;           // usually 0
                  count = 10;                  // how many shots per clip?
                  saveOldCartridge = true;    // chuck old cartridge or keep it around
                  canSave = false;             // can this cartridge be saved if another comes along?
                  reloadTime = 250;           // in milliseconds
                  burstDelay = 1000;          // milliseconds until next burst if button held down
                  burstCount = 1;             // number of projectiles to fire per burst
                  synchTime = 1000;           // synch over this many milliseconds
                  synchBefore = 500;          // synch if not older than this in milliseconds
                  damage = 2.5;                 // usually 1
                  gravityScale = 0.75;         //
                  sizeScale = 1.0;            // scale of projectile (meters for bitmaps)
                  maxRotation = 56.0;          // this many radians per sec at max X-Y velocity
                  resource = "~/data/shapes/tanks/brainjar04.dts";              // shape or bitmap
                  tankExplosion = "RockExplosion";    // datablock for explosion
                  ownTankExplosion = "RockExplosion";    // datablock for explosion
                  bounceExplosion = "RockBump"; // datablock for explosion
                  otherExplosion = "RockExplosion";   // datablock for explosion
                  reticle = "OtherReticle";
                  emitter = "";
                 
              };


              7楼2011-06-11 10:23
              回复
                先玩会...一会再来..


                8楼2011-06-11 10:24
                回复
                  2025-05-30 06:37:02
                  广告
                  huilaile..


                  9楼2011-06-11 18:00
                  回复
                    6 3d版的激光 非常规
                    声音;
                    datablock AudioProfile(laserBoom)
                    {
                        filename = "~/data/sound/laser.ogg";
                        description = "AudioDefault3DMed";
                         preload = true;
                    };
                    爆炸效果:
                    datablock ExplosionData(greenjiguangExplosion)
                    {
                        startScale = 0.05;          // per side, in meters
                        endScale = 30.0;             // per side, in meters
                        durationScale = 2000.0;      // in milliseconds
                        resource = "~/data/shapes/Common/powerupflash.png";
                        sound = "laserBoom";
                    };
                    效果:
                    datablock ParticleData(SFJIGUANG)
                    {  
                    texturename = "~/data/shapes/tanks/DZ_1.png";
                    colors[0]       = " 0 0 1 ";
                    colors[1]       = " 0 0 1 ";
                    colors[2]       = " 0 0 1 ";
                    colors[3]       = " 0 0 1 ";
                    constantAcceleration = "1";
                    dragCoefficient = "18";  
                    gravityCoefficient = "0";
                    inheritedVelFactor = "1";
                    lifetimeMS = "500";
                    lifetimeVarianceMS = "200";
                    sizes[0] = "0.2";
                    sizes[1] = "0.5";
                    sizes[2] = "0.9";
                    sizes[3] = "1.0";
                    spinRandomMax = "300";
                    spinRandomMin = "-120";  
                    times[0] = "5.1";
                    times[1] = "2";
                    times[2] = "3";
                    times[3] = "5.1";
                    useInvAlpha = "0";
                    windCoefficient = "0";
                    };
                    datablock ParticleEmitterData(SFJIGUANGEmitter)
                    {
                    className = "ParticleEmitterData";
                    ejectionOffset = "0";
                    ejectionPeriodMS = "3";
                    periodVarianceMS = "3";
                    ejectionVelocity = "6";
                    velocityVariance = "0.5";
                    lifetimeMS = "0";
                    lifetimeVarianceMS = "0";
                    orientOnVelocity = "1";  
                    overrideAdvance = "false";  
                    particles = "SFJIGUANG";
                    phiReferenceVel = "0";
                    phiVariance = "360";
                    thetaMax = "90";
                    thetaMin = "90";  
                    };
                    武器属性:
                    datablock ProjectileData(lasergreen)
                    {
                        velocity = 75.0;            // meters per second
                        inheritVelocity = 1.00;     // how much of shooters velocity to inherit
                        numBounce = 0;              // usually 0
                        splashArea = 2.0;           // usually 0
                        count = 40;                 // how many shots per clip?
                        saveOldCartridge = true;    // chuck old cartridge or keep it around
                        canSave = false;            // can this cartridge be saved if another comes along?
                        reloadTime = 200;          // in milliseconds
                        burstDelay = 200;          // milliseconds until next burst if button held down
                        burstCount = 4;             // number of projectiles to fire per burst
                        synchTime = 1000;           // synch over this many milliseconds
                        synchBefore = 500;          // synch if not older than this in milliseconds
                        damage = 1;                 // usually 1
                        gravityScale = 0;         //
                        sizeScale = 1.7;            // scale of projectile (meters for bitmaps)
                        resource = "~/data/shapes/newshapes/LaserGreen.dts";              // shape or bitmap
                        tankExplosion = "greenjiguangExplosion";    // datablock for explosion
                        ownTankExplosion = "greenjiguangExplosion";    // datablock for explosion
                        bounceExplosion = "greenjiguangExplosion"; // datablock for explosion
                        otherExplosion = "greenjiguangExplosion";   // datablock for explosion
                        reticle = "OtherReticle";
                        emitter = "SFJIGUANGEmitter";
                    };


                    10楼2011-06-11 18:07
                    回复
                      有实物图就最好了


                      11楼2011-06-11 21:11
                      回复
                        声音:无
                        爆炸效果:
                        datablock ExplosionData(gkjs1Explosion)
                        {
                            startScale = 0.05;          // per side, in meters
                            endScale = 2.0;             // per side, in meters
                            durationScale = 10000.0;      // in milliseconds
                            resource = "~/data/shapes/tanks/bounceexplosion.dts";
                            sound = "";
                        };
                        datablock ExplosionData(gkjs2Explosion)
                        {
                            startScale = 0.05;          // per side, in meters
                            endScale = 2.0;             // per side, in meters
                            durationScale = 10000.0;      // in milliseconds
                            resource = "~/data/shapes/tanks/AreaExplosion.dts";
                            sound = "";
                        };
                        效果:
                        datablock ParticleData(gaokaojieshu)
                        {
                             constantAcceleration = -1;
                             dragCoefficient = 3;  
                             gravityCoefficient = 0;
                             inheritedVelFactor = 0;
                             useInvAlpha = 0;
                             windCoefficient = 0;
                             lifetimeMS = 800;
                             lifetimeVarianceMS = 200;
                             useInvAlpha = 0;
                             spinRandomMin = -367;
                             spinRandomMax = 86;
                             textureName = "~/data/shapes/tanks/Redswirl.png";
                             spinSpeed = 392.647;
                             times[0] = 2;
                             times[1] = 2;
                             times[2] = 2;
                             colors[0] = "066.066.10484.75684.666";
                             colors[1] = "066.066.10484.75684.666 ";
                             colors[2] = "066.066.10484.75684.666";
                             sizes[0] = 2.2;
                             sizes[1] = 1.5;
                             sizes[2] = 0.5;
                        };
                        datablock ParticleEmitterData(gaokaojieshuEmitter)
                        {
                             ejectionPeriodMS = 10;
                             periodVarianceMS = 0;
                             ejectionVelocity = -0.8;
                             velocityVariance = 0.5;
                             ejectionOffset = 0.93;
                             thetaMin = 90;
                             thetaMax = 90;
                             phiReferenceVel = 360;
                             phiVariance = 0;
                             overrideAdvances = 0;
                             lifetimeMS = 0;
                             orientParticles= 0;
                             orientOnVelocity = 1;
                             particles = "gaokaojieshu";
                        };
                        武器属性:
                        datablock ProjectileData(gkjsxl01Projectile)
                        {
                        


                        12楼2011-06-12 07:32
                        回复
                              velocity = 20.0;            // meters per second
                              inheritVelocity = 1.00;     // how much of shooters velocity to inherit
                              numBounce = 100000;              // usually 0
                              splashArea = 5.0;  
                              bounceFactor = 0.07;
                              count = 30;                 // how many shots per clip?
                              saveOldCartridge = true;    // chuck old cartridge or keep it around
                              canSave = false;            // can this cartridge be saved if another comes along?
                              reloadTime = 1000;          // in milliseconds
                              burstDelay = 1000;          // milliseconds until next burst if button held down
                              burstCount = 5;             // number of projectiles to fire per burst
                              synchTime = 500;           // synch over this many milliseconds
                              synchBefore = 500;          // synch if not older than this in milliseconds
                              damage = 7.1;                 // usually 1
                              gravityScale = 0.5;         //
                              sizeScale = 2.1;            // scale of projectile (meters for bitmaps)
                              resource = "~/data/shapes/tanks/Redswirl.png";              // shape or bitmap
                              tankExplosion = "gkjs2Explosion";    // datablock for explosion
                              ownTankExplosion = "gkjs2Explosion";    // datablock for explosion
                              bounceExplosion = "gkjs1Explosion"; // datablock for explosion
                              otherExplosion = "gkjs2Explosion";   // datablock for explosion
                              reticle = "OtherReticle";
                              emitter = "gaokaojieshuEmitter";
                          };


                          13楼2011-06-12 07:32
                          回复


                            7 武器


                            14楼2011-06-12 07:33
                            回复
                              2025-05-30 06:31:02
                              广告
                              8 激光
                              声音:无
                              爆炸效果:自定
                              效果:
                              datablock ParticleData(adsownguangshu2)
                              {
                                   constantAcceleration = 5;
                                   dragCoefficient = 0;  
                                   gravityCoefficient = 0;
                                   inheritedVelFactor = 0;
                                   useInvAlpha = 0;
                                   windCoefficient = 0;
                                   lifetimeMS = 5000;
                                   lifetimeVarianceMS = 0;
                                   useInvAlpha = 0;
                                   spinRandomMin = 0;
                                   spinRandomMax = 0;
                                   textureName = "~/data/shapes/tanks/BossGlassSpec.png";
                                   spinSpeed = 0;
                                   times[0] = 5;
                                   times[1] = 5;
                                   times[2] = 5;
                                   times[3] = 5;
                                   times[4] = 5;
                                   colors[0]       = "9.90.00.0";
                                   colors[1]       = "9.90.00.0";
                                   colors[2]       = "9.90.00.0";
                                   colors[3]       = "9.90.00.0";
                                   colors[4]       = "9.90.00.0";
                                   sizes[0] = 0.5;
                                   sizes[1] = 0.5;
                                   sizes[2] = 0.5;
                                   sizes[3] = 0.5;
                                   sizes[4] = 0.5;
                              };
                              datablock ParticleEmitterData(adsownguangshu2Emitter)
                              {
                                   ejectionPeriodMS = 0;
                                   periodVarianceMS = 0;
                                   ejectionVelocity = -0.8;
                                   velocityVariance = 0.5;
                                   ejectionOffset = 0.93;
                                   thetaMin = 90;
                                   thetaMax = 90;
                                   phiReferenceVel = 0;
                                   phiVariance = 0;
                                   overrideAdvances = 0;
                                   lifetimeMS = 0;
                                   orientParticles= 0;
                                   orientOnVelocity = 1;
                                   particles = "adsownguangshu2";
                              };
                              武器属性:
                              datablock ProjectileData(SpeedyProjectile2)
                              {
                                  velocity = 400.0;           // meters per second
                                  inheritVelocity = 0.97;     // how much of shooters velocity to inherit
                                  numBounce = 0;              // usually 0
                                  splashArea = 0.0;           // usually 0
                                  count = 3;                 // how many shots per clip?
                              


                              15楼2011-06-16 11:08
                              回复