《孤島危機:彈頭》打造屬於自己的武器(武器修改教程)

彈頭真短,就7關,遊俠發佈的第一天下了到現在打穿無數遍了。無聊之餘研究了一下改造武器,這裏寫出來跟大家分享一下。

《孤島危機:彈頭》打造屬於自己的武器(武器修改教程)

crysis修改武器很簡單,不需要特別的工具軟件,只要你有IE瀏覽器和winrar就可以了。不要被下邊長長的代碼嚇到了,其實修改非常簡單!

首先warhead的武器數據保存在X:Crysis WARHEADGame文件夾裏的Warhead_文件裏,這個文件可以用winrar等壓縮軟件直接打開,打開後進入

Warhead_ScriptsEntitiesItemsXMLWeapons(無需解壓,可以直接在這裏改,改前記得備份哦!),在這裏可以看到很多XML文件,這些就是武器的數據,文件名就是對應的武器,下面以SCAR(別說不知道這是什麼,這是美軍初始武器)爲例介紹如何修改:

直接在winrar裏雙擊,IE瀏覽器打開,這時只能看不能改,點<查看>---<源文件>這時記事本打開就可以修改了。每個武器的都包含9個大類,就是如下紅字部分,在瀏覽器裏可以單擊收攏展開。藍字是說明,一般不做修改。綠字代表常用修改部分。

- <item name="SCAR" class="Weapon" category="medium" priority="12">

+ <params> 關鍵字

  <param name="giveable" value="1" />   1爲可以得到,0得不到,這個一般不改

  <param name="selectable" value="1" />   可否選擇,1可選,0不可選。比如C4的遙控器就是不可選的,武器都是可選的,除非你不想用!

  <param name="pose" value="rifle" />   持槍姿勢

  <param name="mass" value="20" />   質量,可能代表重量

  <param name="melee_attack_firemode" value="melee" />     近戰模式

  <param name="raiseable" value="true" />   

  <param name="raise_distance" value="0.80" />  

  <param name="attach_to_back" value="1" />

  <param name="bone_attachment_01" value="back_item_attachment_01" />

  <param name="bone_attachment_02" value="back_item_attachment_02" />

- <dualwield>

  <suffix value="akimbo_" />

  </dualwield>

  </params>

  <ai_descriptor handler="instant" burstBulletCountMin="1" burstBulletCountMax="10" burstPauseTimeMin="0.8" burstPauseTimeMax="3.5" singleFireTriggerTime="-1" />  ai描述類,所有武器的這一類基本就一句,沒什麼好改的。

+ <ammos>彈藥

  <ammo name="bullet" extra="0" amount="40" minAmmo="25" />   amount是初始彈夾子彈數量,如果想把彈夾容量改爲50,還要修改後邊firemodes類中的<param name="clip_size" value="50" />, minAmmo好像是每個撿到彈夾的補給量。

  <ammo name="scargrenade" extra="0" amount="0" accessoryAmmo="1" />

  <ammo name="tacbullet" extra="0" amount="0" accessoryAmmo="0" />

  <ammo name="tagbullet" extra="0" amount="0" accessoryAmmo="5" />

  </ammos>

+ <geometry>幾何,主要是模型視覺效果

  <firstperson name="objects/weapons/us/scar/scar_l-c_" angles="0,0,0" position="0,0,0" />

  <thirdperson name="objects/weapons/us/scar/scar_l-c_" angles="0,0,0" />

- <boneAttachments>

  <attachment target="firstperson" name="magazine" bone="magazine" />

  <attachment target="firstperson" name="silencer_attach" bone="silencer_attach" />

  <attachment target="firstperson" name="muzzle_flash_effect" bone="weapon_term" />

  <attachment target="firstperson" name="muzzle_flash_light" bone="weapon_term" />

  <attachment target="firstperson" name="muzzle_flash_smoke" bone="weapon_term" />

  <attachment target="firstperson" name="attachment_top" bone="attachment_top" />

  <attachment target="firstperson" name="attachment_bottom" bone="attachment_bottom" />

  <attachment target="firstperson" name="shell_grenade" bone="shell_grenade" />

  <attachment target="firstperson" name="grenade_flash_effect" bone="grenade_term" />

  <attachment target="firstperson" name="grenade_flash_light" bone="grenade_term" />

  <attachment target="firstperson" name="attachment_side" bone="attachment_side" />

  <attachment target="firstperson" name="attachment_side_light" bone="attachment_side" />

  <attachment target="firstperson" name="attachment_side_Laser" bone="attachment_side" />

  </boneAttachments>

  </geometry>

+ <actions>動作,做各種動作時的視覺聲音效果,比如開槍的聲音和動作. 每個聲音後邊都有一個參數radius="n",這個就是聲音傳播範圍,如果這個範圍內有敵人,他可以聽到你從而提高警覺並發現你,可以看到消音後警覺範圍是20,而不消音是200

- <action name="select">

  <animation target="firstperson" name="select_01" />

  <animation target="owner" name="select" />

  <sound target="thirdperson" name="sounds/weapons:scar:select" radius="2" />

  </action>

- <action name="deselect">

  <animation target="firstperson" name="deselect_01" />

  <animation target="owner" name="deselect" />

  <sound target="firstperson" name="sounds/weapons:scar:deselect" radius="2" />

  <sound target="thirdperson" name="sounds/weapons:scar:deselect" radius="2" />

  </action>

- <action name="idle" children="1">

  <animation target="firstperson" name="idle_%hand%_%suffix%01" speed="0.7" />

  <animation target="owner" name="idle" />

  </action>

- <action name="pickedup">

  <sound target="firstperson" name="Sounds/weapons:weapon_accessories:pickup_weapon_fp" radius="5" />

  <sound target="thirdperson" name="Sounds/weapons:weapon_accessories:pickup_weapon" radius="5" />

  </action>

- <action name="fire">

  <animation target="firstperson" name="fire_bullets_%hand%_%suffix%01" />

  <animation target="owner" name="shoot" />

  <sound target="firstperson" name="sounds/weapons:scar:fire_fp_single%env%" radius="200" static="1" />

  <sound target="thirdperson" name="sounds/weapons:scar:fire_3rd_single%env%" radius="200" static="1" />

  </action>

- <action name="spin_down">

  <sound target="firstperson" name="Sounds/weapons:scar:fire_fp_tail%env%" radius="5" static="1" />

  <sound target="thirdperson" name="Sounds/weapons:scar:fire_3rd_tail%env%" radius="5" static="1" />

  </action>

- <action name="spin_down_silenced">

  <sound target="firstperson" name="Sounds/weapons:scar:fire_silenced_fp_tail" radius="5" static="1" />

  <sound target="thirdperson" name="Sounds/weapons:scar:fire_silenced_3rd_tail" radius="5" static="1" />

  </action>

- <action name="rapid_fire">

  <sound target="firstperson" name="Sounds/weapons:scar:fire_fp_loop" radius="250" static="1" synched="1" />

  <sound target="thirdperson" name="Sounds/weapons:scar:fire_3rd_loop" radius="250" static="1" synched="1" />

  </action>

- <action name="rapid_fire_silenced">

  <sound target="firstperson" name="Sounds/weapons:scar:fire_silenced_fp_loop" radius="20" static="1" synched="1" />

  <sound target="thirdperson" name="Sounds/weapons:scar:fire_silenced_3rd_loop" radius="20" static="1" synched="1" />

  </action>

- <action name="fire_silenced">

  <animation target="firstperson" name="fire_bullets_%hand%_%suffix%01" />

  <animation target="owner" name="shoot" />

  <sound target="firstperson" name="sounds/weapons:scar:fire_silenced_fp_single" radius="18" static="1" />

  <sound target="thirdperson" name="sounds/weapons:scar:fire_silenced_3rd_single" radius="18" static="1" />

  </action>

- <action name="fire_gl" children="1">

  <animation target="firstperson" name="fire_grenade_%hand%_%suffix%01" />

  <animation target="owner" name="shoot" />

  <sound target="firstperson" name="sounds/weapons:scar:fire_grenademode_fp" radius="25" static="1" />

  <sound target="thirdperson" name="sounds/weapons:scar:fire_grenademode" radius="25" static="1" />

  </action>

- <action name="change_firemode">

  <animation target="firstperson" name="switch_firemode_%hand%_%suffix%01" />

  <animation target="owner" name="firemode" />

  <sound target="firstperson" name="sounds/weapons:weapon_accessories:change_firemode" radius="5" />

  <sound target="thirdperson" name="sounds/weapons:weapon_accessories:change_firemode" radius="5" />

  </action>

- <action name="change_firemode_zoomed">

  <animation target="owner" name="firemode" />

  <sound target="firstperson" name="sounds/weapons:weapon_accessories:change_firemode" radius="3" />

  <sound target="thirdperson" name="sounds/weapons:weapon_accessories:change_firemode" radius="3" />

  </action>

- <action name="reload_chamber_empty">

  <animation target="firstperson" name="reload_chamberempty_01" speed="1.25" />

  <animation target="owner" name="reload_chamber_empty" />

- <!-- <sound target="thirdperson" name="sounds/weapons:scar:reload_chamberempty" radius="5" />

  -->

  </action>

- <action name="reload_chamber_full">

  <animation target="firstperson" name="reload_chamberfull_01" speed="1.25" />

  <animation target="owner" name="reload_chamber_full" />

- <!-- <sound target="thirdperson" name="sounds/weapons:scar:reload_chamberfull" radius="2" />

  -->

  </action>

- <action name="empty_clip">

  <sound target="firstperson" name="Sounds/weapons:scar:dryfire_fp" radius="2" />

  <sound target="thirdperson" name="Sounds/weapons:scar:dryfire" radius="2" />

  </action>

- <action name="null_fire">

  <sound target="firstperson" name="Sounds/interface:hud:null_fire" radius="2" />

  </action>

- <action name="enter_modify">

  <animation target="firstperson" name="enter_modify_%hand%_01" speed="2.05" />

  <animation target="ownerloop" name="modify_weapon" />

  </action>

- <action name="leave_modify">

  <animation target="firstperson" name="leave_modify_%hand%_01" speed="2.25" />

  <animation target="ownerloop" name="idle" />

  </action>

- <action name="zoom_in">

  <animation target="firstperson" name="zoom_in_%suffix%01" speed="2.0" />

  </action>

- <action name="zoom_out">

  <animation target="firstperson" name="zoom_out_%suffix%01" speed="2.0" />

  </action>

- <action name="reload_gl" children="1">

  <animation target="firstperson" name="reload_grenade_%hand%_%suffix%01" />

  <animation target="owner" name="reload_gl" />

- <!-- <sound target="thirdperson" name="sounds/weapons:scar:reload_grenademode" radius="5" />

  -->

  </action>

- <action name="melee">

  <animation target="firstperson" name="melee_%suffix%01" />

  <animation target="owner" name="melee" />

- <!-- <sound target="thirdperson" name="sounds/weapons:melee:fire" radius="5" />

  -->

  </action>

- <action name="hit">

  <sound target="firstperson" name="sounds/physics:bullet_impact:melee_impact_mw" radius="5" />

  <sound target="thirdperson" name="sounds/physics:bullet_impact:melee_impact_mw" radius="5" />

  </action>

- <action name="offhand_on">

  <animation target="firstperson" name="remove_arm_%offhand%_01" speed="2.5" />

  </action>

- <action name="offhand_off">

  <animation target="firstperson" name="grab_weapon_%offhand%_01" />

  </action>

- <action name="fire_tac" children="1">

  <animation target="firstperson" name="fire_tactical_%hand%_%suffix%01" />

  <animation target="owner" name="shoot" />

  <sound target="firstperson" name="sounds/weapons:scar:fire_tac_fp" radius="2" static="1" />

  <sound target="thirdperson" name="sounds/weapons:scar:fire_tac" radius="2" static="1" />

  </action>

- <action name="raise">

  <animation target="firstperson" name="raise_%hand%_%suffix%01" />

  </action>

- <action name="idle_raised">

  <animation target="firstperson" name="idle_raised_%hand%_%suffix%01" />

  </action>

- <action name="lower">

  <animation target="firstperson" name="lower_%hand%_%suffix%01" />

  </action>

  </actions>

+ <layers>圖層,決定誰遮蓋誰,比如消音器遮蓋槍管,消音器肯定要在上層

- <layer name="silencer">

  <animation target="firstperson" name="silencer_on_layer_01" layerId="1" />

  </layer>

- <layer name="scope">

  <animation target="firstperson" name="scope_on_layer_01" layerId="2" />

  </layer>

- <layer name="gl">

  <animation target="firstperson" name="launcher_on_layer_01" layerId="3" />

  </layer>

- <layer name="modify_layer">

  <animation target="firstperson" name="modify_layer_%hand%_01" layerId="4" />

  </layer>

- <layer name="flashlight">

  <animation target="firstperson" name="flashlight_on_layer_01" layerId="5" />

  </layer>

- <layer name="lever_layer_01">

  <animation target="firstperson" name="firemode_single_layer_01" layerId="6" />

  </layer>

- <layer name="lever_layer_02">

  <animation target="firstperson" name="firemode_rapid_layer_01" layerId="7" />

  </layer>

  </layers>

+ <firemodes>開火模式,修改最多的一類!

- <firemode type="default">  默認開火模式

- <fire>

  <param name="ammo_type" value="bullet" />   子彈類型,如火箭發射器的Value=rocket,一般不改

  <param name="rate" value="700" />    開火速率,數值越大越快

  <param name="damage" value="120" />  武器傷害值,越大越猛

  <param name="reload_time" value="2.75" />  換彈夾的時間(crysis換彈夾已經很快了,米必要改,又不是CS)

  <param name="bullet_chamber" value="1" />   槍膛容彈量,一般不改

  <param name="clip_size" value="50" />   彈夾容量

  <param name="helper_tp" value="weapon_term" />

  <param name="nearmiss_signal" value="OnNearMiss" />

  <param name="damage_drop_per_meter" value="0.1" />   子彈的傷害下降值/m(就是子彈飛過一米傷害下降多少,現在知道爲什麼遠距離打人半天打不死了吧?)

  <param name="damage_drop_min_distance" value="50" />   傷害下降最短距離(就是子彈飛出這個距離後開始傷害下降,這個距離之內完全傷害)

  </fire>

- <recoil>武器後坐力,個人認爲後坐力沒必要改,遊戲菜單裏可以調節後坐力的

  <param name="max_recoil" value="4" /> 最大後坐力

  <param name="attack" value="0.4" />

  <param name="decay" value="1.25" />

  <param name="maxx" value="30" />

  <param name="maxy" value="0" />

  <param name="randomness" value="0.0" />

- <hints>

  <hint x="0.02" y="0.00" />

  <hint x="0.02" y="0.00" />

  <hint x="0.10" y="0.00" />

  <hint x="0.28" y="0.00" />

  <hint x="0.35" y="0.00" />

  <hint x="0.43" y="0.00" />

  <hint x="0.50" y="0.00" />

  <hint x="0.50" y="0.00" />

  <hint x="0.50" y="0.00" />

  <hint x="0.50" y="0.00" />

  </hints>

  </recoil>

- <spread>後坐力造成的散射

  <param name="min" value="1.5" />

  <param name="max" value="3.0" />

  <param name="attack" value="0.8" />

  <param name="decay" value="0.5" />

  <param name="speed_m" value="1.5" />

  </spread>

- <muzzleflash>槍口火焰

  <firstperson effect="" helper="muzzle_flash_effect" light_helper="muzzle_flash_light" light_radius="2" light_time="0.010" light_color="1,1,0.8" light_diffuse_mult="8" />

  <thirdperson effect="_tp" helper="weapon_term" light_helper="weapon_term" light_radius="2.5" light_time="0.01" light_color="1,1,0.8" light_diffuse_mult="8" />

  </muzzleflash>

- <reject>彈殼彈出

  <firstperson effect="weapon_" helper="shells" />

  <thirdperson effect="weapon_" helper="shells" />

  </reject>

  </firemode>

- <firemode name="Rapid" type="Rapid">連續射擊模式

- <tracer>

  <param name="geometryFP" value="objects/effects/tracer_standard_" />

  <param name="geometry" value="objects/effects/tracer_standard_" />

  <param name="effectFP" value="weapon_dardfp" />

  <param name="effect" value="weapon_dard" />

  <param name="speed" value="300" />

  <param name="speedFP" value="1100" />

  <param name="frequency" value="3" />

  <param name="helper_fp" value="weapon_term" />

  <param name="helper_tp" value="weapon_term" />

  </tracer>

- <outofammotracer>

  <param name="geometryFP" value="objects/effects/tracer_standard_red_" />

  <param name="geometry" value="objects/effects/tracer_standard_red_" />

  <param name="effectFP" value="weapon_dardfp" />

  <param name="effect" value="weapon_dard" />

  <paran name="speed" value="300" />

  <param name="speedFP" value="1100" />

  <param name="frequency" value="2" />

  <param name="helper_fp" value="weapon_term" />

  <param name="helper_tp" value="weapon_term" />

  </outofammotracer>

- <fire>

  <param name="autozoom" value="1" />   連續開火時的視野自動縮進,不喜歡可以設置爲0

  <param name="ooatracer_treshold" value="5" />

  </fire>

- <rapid>

  <param name="min_speed" value="0.001" />

  <param name="max_speed" value="0.001" />

  <param name="acceleration" value="2.35" />

  <param name="deceleration" value="-3.0" />

  </rapid>

- <recoil>

  <param name="angular_impulse" value="0.3" />

  <param name="back_impulse" value="0.3" />

  </recoil>

- <muzzlesmoke>

  <firstperson effect="en_smoke" helper="muzzle_flash_smoke" />

  <thirdperson effect="en_smoke_tp" helper="weapon_term" />

  </muzzlesmoke>

- <muzzlesmoke_ice>

  <firstperson effect="weapon__steam_on_barrel" helper="muzzle_flash_smoke" />

  <thirdperson effect="weapon__steam_on_barrel" helper="weapon_term" />

  </muzzlesmoke_ice>

  </firemode>

- <firemode name="Single" type="Single">單發射擊模式,狙擊和高斯步槍沒有連續開火模式,只有Single模式,這類武器涉及到開火速率,有一項<param name="rate" value="90" />  數值越大開火越快。

- <tracer>

  <param name="geometryFP" value="objects/effects/tracer_standard_" />

  <param name="geometry" value="objects/effects/tracer_standard_" />

  <param name="effectFP" value="weapon_dardfp" />

  <param name="effect" value="weapon_dard" />

  <param name="speed" value="375" />

  <param name="speedFP" value="1100" />

  <param name="frequency" value="2" />

  <param name="helper_fp" value="weapon_term" />

  <param name="helper_tp" value="weapon_term" />

  </tracer>

- <outofammotracer>

  <param name="geometryFP" value="objects/effects/tracer_standard_red_" />

  <param name="geometry" value="objects/effects/tracer_standard_red_" />

  <param name="effectFP" value="weapon_dardfp" />

  <param name="effect" value="weapon_dard" />

  <paran name="speed" value="375" />

  <param name="speedFP" value="1100" />

  <param name="frequency" value="2" />

  <param name="helper_fp" value="weapon_term" />

  <param name="helper_tp" value="weapon_term" />

  </outofammotracer>

- <fire>

  <param name="ooatracer_treshold" value="5" />

  <param name="auto_fire" value="true" />

  </fire>

- <recoil>

  <param name="angular_impulse" value="0.3" />

  <param name="back_impulse" value="0.3" />

  </recoil>

  </firemode>

- <firemode name="Tac Sleep" type="Single" enabled="0">戰術副掛(麻醉針)

- <fire>

  <param name="ammo_type" value="tacbullet" />

  <param name="clip_size" value="-1" />  彈夾容量

  <param name="damage" value="30" />   傷害值

  <param name="rate" value="6" />    開火速率,數值越大越快

  <param name="hit_type" value="tac" />

  <param name="helper_tp" value="weapon_term" />

  </fire>

- <actions>

  <param name="fire" value="fire_tac" />

  <param name="fire_cock" value="fire_tac" />

  </actions>

- <reject>

  <firstperson effect="" helper="" />

  <thirdperson effect="" helper="" />

  </reject>

  </firemode>

- <firemode name="GrenadeLauncher" type="Single" enabled="0">榴彈發射器

- <fire>

  <param name="ammo_type" value="scargrenade" />  子彈類型

  <param name="clip_size" value="1" />    彈夾容量

  <param name="max_clips" value="10" />   最大彈藥攜帶量

  <param name="rate" value="40" />    開火速率,越大越快

  <param name="damage" value="250" />

  <param name="reload_time" value="3.2" />

  <param name="bullet_chamber" value="0" />

  <param name="helper_tp" value="weapon_term" />

  <param name="aim_helper" value="1" />

  <param name="distance" value="-1" />

  </fire>

- <muzzleflash>

  <firstperson effect="ade" helper="grenade_flash_effect" light_helper="grenade_flash_light" />

  <thirdperson effect="ade_tp" helper="grenade_term" light_helper="grenade_term" />

  </muzzleflash>

- <reject>

  <firstperson effect="" helper="" />

  <thirdperson effect="" helper="" />

  </reject>

- <actions>

  <param name="fire" value="fire_gl" />

  <param name="fire_cock" valueh="fire_gl" />

  <param name="reload_chamber_empty" value="reload_gl" />

  <param name="reload_chamber_full" value="reload_gl" />

  <param name="reload" value="reload_gl" />

  </actions>

  </firemode>

- <firemode name="melee" type="Melee">  近戰

- <melee>

  <param name="helper" value="collision" />

  <param name="offset" value="0.35" />

  <param name="damage" value="65" />    傷害值

  <param name="impulse" value="60" /> 衝擊力

  <param name="delay" value="0.10" />  攻擊延時

  <param name="duration" value="0.45" /> 持續時間

  </melee>

- <actions>

  <param name="attack" value="melee" />

  </actions>

  </firemode>

  </firemodes>

+ <zoommodes>縮放模式,瞄準時的一切都在這裏改,包括很多人關心的瞄準時抖動的問題,一共4種瞄準方式:ironsight,reflexsight,assaultscope和Sniper scope,前三種type="Ironsight",狙擊鏡的type="scope"說明前三種不能縮放,狙擊鏡可以縮放,下邊主要以狙擊鏡爲例說明修改

- <zoommode name="ironsight" type="IronSight">   機械瞄準

- <zoom>

  <param name="suffix" value="ironsight_" />

  <param name="suffix_FC" value="fc_" />

  <param name="support_FC_IronSight" value="true" />

  <param name="dof_mask" value="textures/weapons/ironzoom_" />

  <param name="zoom_in_time" value="0.2" />

  <param name="zoom_out_time" value="0.2" />

- <stages>

  <stage value="1.4" />

  </stages>

  </zoom>

- <zoomSway>

  <param name="maxX" value="0.012" />

  <param name="maxY" value="0.015" />

  <param name="stabilizeTime" value="1.5" />

  <param name="minScale" value="0.25" />

  <param name="strengthScale" value="0.75" />

  <param name="strengthScaleTime" value="0.75" />

  <param name="crouchScale" value="0.75" />

  <param name="proneScale" value="0.0" />

  </zoomSway>

- <spreadMod>

  <param name="max_mod" value="0.1" />

  <param name="attack_mod" value="1.0" />

  <param name="decay_mod" value="1.0" />

  <param name="speed_m_mod" value="1.0" />

  <param name="min_mod" value="0.0001" />

  <param name="rotation_m_mod" value="1.5" />

  <param name="spread_crouch_m_mod" value="0.75" />

  <param name="spread_prone_m_mod" value="0.5" />

  <param name="spread_jump_m_mod" value="1.0" />

  </spreadMod>

- <recoilMod>

  <param name="max_recoil_mod" value="0.5" />

  <param name="attack_mod" value="0.5" />

  <param name="decay_mod" value="0.8" />

  <param name="impulse_mod" value="1.0" />

  <param name="maxx_mod" value="0.75" />

  <param name="maxy_mod" value="0.75" />

  <param name="angular_impulse_mod" value="1.0" />

  <param name="back_impulse_mod" value="1.0" />

  <param name="recoil_crouch_m_mod" value="0.75" />

  <param name="recoil_prone_m_mod" value="0.5" />

  <param name="recoil_jump_m_mod" value="2.0" />

  <param name="recoil_strMode_m_mod" value="2.0" />

  </recoilMod>

  </zoommode>

- <zoommode name="reflexsight" type="IronSight" enabled="0">  反射鏡

- <zoom>

  <param name="suffix" value="reflex_" />

  <param name="dof_mask" value="textures/weapons/ironzoom_" />

  <param name="zoom_in_time" value="0.2" />

  <param name="zoom_out_time" value="0.2" />

  <param name="reflex_aimDot" value="0" />

  <param name="reflex_dotEffect" value="Objects/Weapons/Attachments/reflex_rifle/" />

  <param name="hbob_ratio" value="2.5" />

  <param name="scope_mode" value="1" />

  <param name="scope_nearFov" value="28" />

- <stages>

  <stage value="1.8" />

  </stages>

  </zoom>

- <zoomSway>

  <param name="maxX" value="0.012" />

  <param name="maxY" value="0.015" />

  <param name="stabilizeTime" value="1.5" />

  <param name="minScale" value="0.25" />

  <param name="strengthScale" value="0.75" />

  <param name="strengthScaleTime" value="0.75" />

  <param name="crouchScale" value="0.75" />

  <param name="proneScale" value="0.0" />

  </zoomSway>

- <spreadMod>

  <param name="max_mod" value="0.1" />

  <param name="attack_mod" value="1.0" />

  <param name="decay_mod" value="1.0" />

  <param name="speed_m_mod" value="0.25" />

  <param name="min_mod" value="0.0001" />

  <param name="rotation_m_mod" value="1.0" />

  <param name="spread_crouch_m_mod" value="0.75" />

  <param name="spread_prone_m_mod" value="0.5" />

  <param name="spread_jump_m_mod" value="1.0" />

  </spreadMod>

- <recoilMod>

  <param name="max_recoil_mod" value="0.5" />

  <param name="attack_mod" value="0.5" />

  <param name="decay_mod" value="0.8" />

  <param name="impulse_mod" value="1.0" />

  <param name="maxx_mod" value="0.75" />

  <param name="maxy_mod" value="0.75" />

  <param name="angular_impulse_mod" value="1.0" />

  <param name="back_impulse_mod" value="1.0" />

  <param name="recoil_crouch_m_mod" value="0.75" />

  <param name="recoil_prone_m_mod" value="0.5" />

  <param name="recoil_jump_m_mod" value="2.0" />

  <param name="recoil_strMode_m_mod" value="2.0" />

  </recoilMod>

  </zoommode>

- <zoommode name="assaultscope" type="IronSight" enabled="0">  低精度瞄準鏡

- <zoom>

  <param name="suffix" value="scope_" />

  <param name="blur_amount" value="1" />

  <param name="blur_mask" value="textures/weapons/assaultscope_" />

  <param name="dof_mask" value="textures/weapons/assaultscope_" />

  <param name="zoom_in_time" value="0.2" />

  <param name="zoom_out_time" value="0.2" />

  <param name="scope_mode" value="1" />

  <param name="scope_nearFov" value="8" />

  <param name="scope_offset" value="-0.0005,0.17,-0.0015" />

- <stages>

  <stage value="3.5" />

  </stages>

  </zoom>

- <zoomSway>

  <param name="maxX" value="0.012" />

  <param name="maxY" value="0.015" />

  <param name="stabilizeTime" value="3.0" />

  <param name="minScale" value="0.4" />

  <param name="strengthScale" value="0.6" />

  <param name="strengthScaleTime" value="0.75" />

  <param name="crouchScale" value="0.75" />

  <param name="proneScale" value="0.0" />

  </zoomSway>

- <spreadMod>

  <param name="max_mod" value="0.1" />

  <param name="attack_mod" value="1.0" />

  <param name="decay_mod" value="1.0" />

  <param name="speed_m_mod" value="0.5" />

  <param name="min_mod" value="0.0001" />

  <param name="rotation_m_mod" value="1.5" />

  <param name="spread_crouch_m_mod" value="0.75" />

  <param name="spread_prone_m_mod" value="0.5" />

  <param name="spread_jump_m_mod" value="1.0" />

  </spreadMod>

- <recoilMod>

  <param name="max_recoil_mod" value="0.5" />

  <param name="attack_mod" value="0.4" />

  <param name="decay_mod" value="1.25" />

  <param name="impulse_mod" value="1.0" />

  <param name="maxx_mod" value="0.5" />

  <param name="maxy_mod" value="1.0" />

  <param name="angular_impulse_mod" value="1.0" />

  <param name="back_impulse_mod" value="1.0" />

  <param name="recoil_crouch_m_mod" value="0.75" />

  <param name="recoil_prone_m_mod" value="0.5" />

  <param name="recoil_jump_m_mod" value="2.0" />

  <param name="recoil_strMode_m_mod" value="1.5" />

  </recoilMod>

  </zoommode>

- <zoommode name="sniper" type="Scope" enabled="0">    狙擊鏡

- <zoom>

  <param name="suffix" value="scope_" />

  <param name="blur_amount" value="1" />

  <param name="blur_mask" value="textures/weapons/assaultscope_" />

  <param name="dof_mask" value="textures/weapons/assaultscope_" />

  <param name="zoom_in_time" value="0.15" />

  <param name="zoom_out_time" value="0.125" />

  <param name="scope_mode" value="1" />

  <param name="scope_nearFov" value="6" />

  <param name="scope_offset" value="0.0,0.23,0.0044" />

  <param name="hbob_ratio" value="2.5" />

- <stages>縮放倍數

  <stage value="4" />  4倍縮放,可以改

  <stage value="10" />  10倍縮放,可以改

  <stage value="16" />   縮放倍數還可以加,我覺得縮放倍數不夠所以加了一條16倍縮放,可以任意加,遊戲中有效果,不過自己添加的放大倍數沒有數值顯示,目前還不知道如何顯示出來。(說到這順便提一下望遠鏡的放大也可以改,在Warhead_ScriptsEntitiesItemsXMLWeapons)

  </stages>

  </zoom>

- <zoomSway> 抖動,想瞄準的時候像cs那樣紋絲不動嗎?

  <param name="maxX" value="0.012" />   最大橫向抖動值

  <param name="maxY" value="0.015" />   最大縱向抖動值,這兩個一改成0就可以體驗cs的狙擊了

  <param name="stabilizeTime" value="3.0" />

  <param name="minScale" value="0.4" />

  <param name="strengthScale" value="0.6" />  力量模式下抖動係數,越小越穩定,0爲不抖

  <param name="strengthScaleTime" value="0.75" /> 

  <param name="crouchScale" value="0.75" />   蹲下時的抖動係數,越小越穩定,0爲蹲下不抖

  <param name="proneScale" value="0.0" />   趴下時的抖動係數,越小越穩定,0爲趴下不抖

  </zoomSway>

- <scope>

  <param name="scope" value="scope_sniper" />

  <param name="dark_in_time" value="0.15" />

  <param name="dark_out_time" value="0.15" />

  </scope>

- <spreadMod>

  <param name="max_mod" value="0.1" />

  <param name="attack_mod" value="1.0" />

  <param name="decay_mod" value="1.0" />

  <param name="speed_m_mod" value="0.5" />

  <param name="min_mod" value="0.0001" />

  <param name="rotation_m_mod" value="1.5" />

  <param name="spread_crouch_m_mod" value="0.75" />

  <param name="spread_prone_m_mod" value="0.5" />

  <param name="spread_jump_m_mod" value="1.0" />

  </spreadMod>

- <recoilMod>

  <param name="max_recoil_mod" value="0.25" />

  <param name="attack_mod" value="0.2" />

  <param name="decay_mod" value="1.25" />

  <param name="impulse_mod" value="1.0" />

  <param name="maxx_mod" value="0.5" />

  <param name="maxy_mod" value="1.0" />

  <param name="angular_impulse_mod" value="1.0" />

  <param name="back_impulse_mod" value="1.0" />

  <param name="recoil_crouch_m_mod" value="0.75" />

  <param name="recoil_prone_m_mod" value="0.5" />

  <param name="recoil_jump_m_mod" value="2.0" />

  <param name="recoil_strMode_m_mod" value="1.25" />

  </recoilMod>

  </zoommode>

  </zoommodes>

+ <accessories>  武器副掛

- <initialsetup>  初始武器副掛,默認的只有子彈,消音器和反射鏡,想一出來就要什麼副掛,在這條下邊粘貼。比如我要個狙擊瞄準鏡,加上如下綠字部分

  <accessory name="GrenadeShell" />

  <accessory name="SCARNormalAmmo" />

  <accessory name="SniperScope"/>

</initialsetup>

- <accessory name="Silencer"> 消音器

  <attach helper="silencer_attach" layer="silencer" />

  <detach />

- <params>

- <firemodes>

- <firemode type="default">

- <fire>

  <param name="damage_drop_per_meter" value="2.0" /> 由於加裝消音器子彈威力每米減小值,知道爲什麼裝了消音器離老遠打不死人了吧?(SCAR的威力是120,裝了消音器每米減少2點攻擊,加上下邊10米的保值距離,就是說無聲SCAR在70米的時候就沒有殺傷力了!不過實際好像不是,反正離遠我都是打頭,一槍解決)

  <param name="damage_drop_min_distance" value="10" />  子彈威力開始減小的距離

  </fire>

- <muzzleflash>

  <firstperson effect="nced_smoke" helper="muzzle_flash_effect" time="0.1" />

  <thirdperson effect="nced_smoke_tp" helper="weapon_term" time="0.1" />

  </muzzleflash>

- <actions>

  <param name="fire" value="fire_silenced" />

  <param name="fire_cock" value="fire_silenced" />

  <param name="rapid_fire" value="rapid_fire_silenced" />

  <param name="spin_down" value="spin_down_silenced" />

  </actions>

  </firemode>

  </firemodes>

  </params>

  </accessory>

- <accessory name="AssaultScope" zoommode="assaultscope" exclusive="1"> 低精度瞄準鏡

  <attach helper="attachment_top" layer="scope" />

  <detach />

  </accessory>

- <accessory name="Reflex" zoommode="reflexsight" exclusive="1"> 反射鏡

  <attach helper="attachment_top" layer="scope" />

  <detach />

  </accessory>

- <accessory name="SniperScope" zoommode="sniper" exclusive="1">  狙擊瞄準鏡

  <attach helper="attachment_top" layer="scope" />

  <detach />

  </accessory>

- <accessory name="GrenadeLauncher" firemodes="GrenadeLauncher" exclusive="1"> 榴彈發射器

  <attach helper="attachment_bottom" layer="gl" />

  <detach />

  </accessory>

- <accessory name="SCARNormalAmmo">   SCAR彈藥

  <attach helper="magazine" layer="" />

  <detach />

  </accessory>

- <accessory name="TacticalAttachment" firemodes="Tac Sleep" exclusive="1" client_only="0">  麻醉針發射器

  <attach helper="attachment_bottom" layer="gl" />

  <detach />

  </accessory>

- <accessory name="GrenadeShell">   槍榴彈

  <attach helper="shell_grenade" layer="" />

  <detach />

  </accessory>

- <accessory name="LAMRifle">   步槍激光瞄準器

  <attach helper="attachment_side" layer="flashlight" />

  <detach />

- <params>

- <firemodes>

- <firemode type="default">

- <spread>

  <param name="min" value="0.5" />

  <param name="max" value="3.0" />

  <param name="speed_m" value="0.05" />

  <param name="rotation_m" value="0.05" />

  </spread>

  </firemode>

  </firemodes>

  </params>

  </accessory>

- <accessory name="LAMRifleFlashLight">  步槍手電筒

  <attach helper="attachment_side" layer="flashlight" />

  <detach />

  </accessory>

  </accessories>

  </item>

當修改好後,直接保存文檔,這是winrar會跳出來說文件已更改是否保存並替換,點是就行了。

想解壓後修改也可以,修改完的文件或文件夾直接拖進winrar覆蓋原來的就可以了,注意解壓出來的都是隻讀文件,要去掉只讀屬性才能保存更改!

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每個武器改法大同小異,FY71的燃燒彈攻擊力在accessories類下的<accessory name="FY71IncendiaryAmmo">這一條下改,同理,能換子彈類型的武器,可選子彈都在accessories類下改。

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載具武器數據在Warhead_ScriptsEntitiesItemsXMLWeaponsVehicles文件夾下

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值得一提的是火箭發射器,其實是有鎖定跟蹤功能的,只是默認沒有打開,修改方法:

文件名是, 在firemodes類下的

<firemode name="Single" type="Single">

   <fire>

    <param name="autoaim" value="true" />    將這條的false改爲true,進遊戲試試吧。不過經測試這個功能對那個天上飛的大型外形怪物不好用,它會躲,而且它橫向移動時導彈有相當大的概率打空,不過這個怪物在遠距離的時候命中還可以,對車輛直升機很有用,只要別被障礙物擋着基本鎖定必中!

    <param name="autoaim_zoom" value="true" />

    <param name="autoaim_locktime" value="0.5" />  鎖定速度,這個不用改,已經很快了,想更快就改小

    <param name="autoaim_distance" value="500" />  鎖定距離,500夠大了

    <param name="autoaim_tolerance" value="90" />    鎖定後允許偏離值,就是鎖定後準心移開一定距離鎖定仍然有效,個人認爲不用改這項,90已經很高了,記得前作開VTOL那關嗎,這個飛機的跟蹤導彈的這項值爲30,說到這就勾起了當時痛苦掙扎在那一關的悲慘回憶!

    <param name="autoaim_minvolume" value="16" />

     <param name="autoaim_maxvolume" value="8192" />   

     <param name="autoaim_autofiringdir" value="false" />

     <param name="autoaim_timeout" value="true" />    鎖定超時,這項改爲false的話,將持續鎖定一個目標,除非目標掛了或者你鎖定其他目標或者按右鍵退出瞄準鏡,建議還是別改好

    </fire>

  </firemode>

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還有,大家用激光瞄準器時發現沒有,超過一定距離,那個小紅點就沒有了,這是因爲激光瞄準器的設置了150的有效距離,這個小紅點對遠距離殺人來說太有用了,狙擊鏡會有誤差,而這個小紅點就是指哪打哪,個人覺得150米不夠所以要改

在Warhead_ScriptsEntitiesItemsXMLAccessories下找到

有這麼一句 <firstperson laser_dot="ot_FP" laser_range="150" />   這個150就是有效距離,我改成300了,PSG1的有效射程是800米,這個遊戲把這把槍低估太多了!不過建議不要改太高,300就可以了,因爲瞄準鏡最大顯示距離也只有300. 大家也不要想改太多有什麼用,這個遊戲場景很大,但是敵人一般都在一定範圍內刷出來,要麼就被地形限制了,除了最後一關機場,我真不記得哪裏還能300米開外狙擊敵人玩的!)。