《孤岛危机:弹头》狙击和高斯步枪添加消音器的方法

如题所述

高斯步枪和狙击都可以添加消音器,不过高斯步枪消音器嵌入到枪管里了,不太好看,狙击一点问题都没有。下面以高斯步枪为例介绍修改,改狙击方法跟这个一模一样。
要添加消音器要在4大类中修改,分别是:在geometry中添加位置,在actions中添加声音,在layers中添加图层,在accessories中添加消音器及开火效果,以下绿字部分为添加。武器的actions中的声音和accessories中的开火效果我参考的是SCAR,这个可以随便替换,声音和消音器只是视听效果,决定消音器能杀人于无形的是radius参数,值小就可以不被敌人听到,就是说你不装消音器,只要把相应开火声音的radius改小,哪怕枪声震聋你,敌人也听不到-_-!
-itemname="GaussRifle"class="Weapon"category="medium"priority="16"
+params
paramname="giveable"value="1"/
paramname="selectable"value="1"/
paramname="pose"value="rifle"/
paramname="mass"value="35"/
paramname="select_override"value="1.5"/
paramname="melee_attack_firemode"value="melee"/
paramname="raiseable"value="true"/
paramname="raise_distance"value="0.85"/
paramname="attach_to_back"value="1"/
paramname="bone_attachment_01"value="back_item_attachment_01"/
paramname="bone_attachment_02"value="back_item_attachment_02"/
-dualwield
suffixvalue="akimbo_"/
/dualwield
/params
+ammos
ammoname="gaussbullet"extra="0"amount="5"minAmmo="3"/
/ammos
+geometry
firstpersonname="objects/weapons/us/gauss/gauss_fp.chr"angles="0,0,0"/
thirdpersonname="objects/weapons/us/gauss/gauss_tp.cgf"angles="0,0,0"/
-boneAttachments
attachmenttarget="firstperson"name="silencer_attach"bone="silencer_attach"/这个不能随便改
attachmenttarget="firstperson"name="muzzle_flash_effect"bone="weapon_term"/
attachmenttarget="firstperson"name="muzzle_flash_light"bone="weapon_term"/
attachmenttarget="firstperson"name="muzzle_flash_smoke"bone="weapon_term"/
attachmenttarget="firstperson"name="attachment_top"bone="attachment_top"/
attachmenttarget="firstperson"name="attachment_side"bone="attachment_side"/
attachmenttarget="firstperson"name="attachment_side_light"bone="attachment_side"/
/boneAttachments
/geometry
+actions
-actionname="select"
animationtarget="firstperson"name="select_01"/
animationtarget="owner"name="select"/
soundtarget="thirdperson"name="sounds/weapons:gaussrifle:select"radius="2"/
/action
-actionname="deselect"
animationtarget="firstperson"name="deselect_01"/
animationtarget="owner"name="deselect"/
soundtarget="firstperson"name="sounds/weapons:gaussrifle:deselect"radius="2"/
soundtarget="thirdperson"name="sounds/weapons:gaussrifle:deselect"radius="2"/
/action
-actionname="idle"
animationtarget="firstperson"name="idle_%hand%_%suffix%01"speed="0.7"/
animationtarget="owner"name="idle"/
/action
-actionname="offhand_on"
animationtarget="firstperson"name="remove_hand_%offhand%_01"speed="3"/
/action
-actionname="offhand_off"
animationtarget="firstperson"name="grab_weapon_%offhand%_01"/
/action
-actionname="pickedup"
soundtarget="firstperson"name="Sounds/weapons:weapon_accessories:pickup_weapon_fp"radius="2"/
soundtarget="thirdperson"name="Sounds/weapons:weapon_accessories:pickup_weapon"radius="2"/
/action
-actionname="fire_cock"
animationtarget="firstperson"name="fire_bullets_%hand%_%suffix%01"speed="0.66"/
animationtarget="owner"name="shoot"/
soundtarget="firstperson"name="sounds/weapons:gaussrifle:fire%env%_fp"radius="300"static="1"/
soundtarget="thirdperson"name="sounds/weapons:gaussrifle:fire%env%"radius="300"static="1"/
/action
-actionname="fire"
animationtarget="firstperson"name="fire_bullets_%hand%_%suffix%02"/
animationtarget="owner"name="shoot"/
soundtarget="firstperson"name="sounds/weapons:gaussrifle:fire%env%_fp"radius="300"static="1"/
soundtarget="thirdperson"name="sounds/weapons:gaussrifle:fire%env%"radius="300"static="1"/
/action
-actionname="fire_silenced"
soundtarget="firstperson"name="sounds/weapons:scar:fire_silenced_fp_single"radius="18"static="1"/
soundtarget="thirdperson"name="sounds/weapons:scar:fire_silenced_3rd_single"radius="18"static="1"/
/action这是开枪时的声音,可以随意替换其他武器的,但是记得radius值不要太大,这才是消音器起作用的重要参数。
-actionname="cock"
animationtarget="firstperson"name="cock_%hand%_01"/
/action
-actionname="cock_sound"
soundtarget="firstperson"name="Sounds/weapons:gaussrifle:gauss_reload_fire_full"static="1"/
/action
-actionname="reload_chamber_empty"
animationtarget="firstperson"name="reload_chamberempty_01"/
animationtarget="owner"name="reload_chamber_empty"/
-!--soundtarget="thirdperson"name="sounds/weapons:gaussrifle:reload"radius="10"/
--
/action
-actionname="reload_chamber_full"
animationtarget="firstperson"name="reload_chamberfull_01"/
animationtarget="owner"name="reload_chamber_full"/
-!--soundtarget="thirdperson"name="sounds/weapons:gaussrifle:reload"radius="5"/
--
/action
-actionname="zoom_in"
animationtarget="firstperson"name="zoom_in_%suffix%01"speed="1.75"/
/action
-actionname="zoom_out"
animationtarget="firstperson"name="zoom_out_%suffix%01"speed="1.25"/
/action
-actionname="enter_modify"
animationtarget="firstperson"name="enter_modify_%hand%_01"/
animationtarget="ownerloop"name="modify_weapon"/
/action
-actionname="leave_modify"
animationtarget="firstperson"name="leave_modify_%hand%_01"/
animationtarget="ownerloop"name="idle"/
/action
-actionname="melee"
animationtarget="firstperson"name="melee_02"/
animationtarget="owner"name="melee"/
-!--soundtarget="firstperson"name="sounds/weapons:melee:fire_fp_mw"radius="5"/
--
soundtarget="thirdperson"name="sounds/weapons:melee:fire"radius="5"/
/action
-actionname="empty_clip"
soundtarget="firstperson"name="Sounds/weapons:gaussrifle:dryfire_fp"radius="2"/
soundtarget="thirdperson"name="Sounds/weapons:gaussrifle:dryfire"radius="2"/
/action
-actionname="null_fire"
soundtarget="firstperson"name="Sounds/interface:hud:null_fire"radius="2"/
/action
-actionname="hit"
soundtarget="firstperson"name="sounds/physics:bullet_impact:melee_impact_mw"radius="5"/
soundtarget="thirdperson"name="sounds/physics:bullet_impact:melee_impact_mw"radius="5"/
/action
-actionname="raise"
animationtarget="firstperson"name="raise_%hand%_%suffix%01"/
/action
-actionname="idle_raised"
animationtarget="firstperson"name="idle_raised_%hand%_%suffix%01"/
/action
-actionname="lower"
animationtarget="firstperson"name="lower_%hand%_%suffix%01"/
/action
/actions
+layers
-layername="silencer"
animationtarget="firstperson"name="silencer_on_layer_01"layerId="1"/
/layer
-layername="dampers"
animationtarget="firstperson"name="dampers_layer_01"layerId="4"/
-bones
bonename="left_damper_base"/
bonename="right_damper_base"/
/bones
/layer
-layername="flashlight"
animationtarget="firstperson"name="flashlight_on_layer_01"layerId="6"/
/layer
-layername="scope"
animationtarget="firstperson"name="scope_on_layer_01"layerId="5"/
/layer
-layername="modify_layer"
animationtarget="firstperson"name="modify_layered_%hand%_01"layerId="2"/
/layer
/layers
+firemodes
-firemodetype="default"
-spread
paramname="min"value="1.0"/
paramname="max"value="3.0"/
paramname="attack"value="0.95"/
paramname="decay"value="0.7"/
paramname="speed_m"value="1.5"/
/spread
/firemode
-firemodename="Single"type="Single"
-fire
paramname="ammo_type"value="gaussbullet"/
paramname="rate"value="30"/
paramname="clip_size"value="5"/
paramname="bullet_chamber"value="1"/
paramname="slider_layer"value="dampers"/
paramname="slider_layer_time"value="750"/
paramname="damage"value="500"/
paramname="reload_time"value="3.5"/
paramname="helper_tp"value="weapon_term"/
paramname="nearmiss_signal"value="OnNearMiss"/
paramname="hit_type"value="gaussbullet"/
/fire
-tracer
paramname="effectFP"value="weapon_fx.tracer.gaussfp"/
paramname="effect"value="weapon_fx.tracer.gauss"/
paramname="speed"value="500"/
paramname="speedFP"value="400"/
paramname="frequency"value="1"/
paramname="helper_tp"value="weapon_term"/
paramname="helper_fp"value="weapon_term"/
/tracer
-recoil
paramname="max_recoil"value="12.0"/
paramname="attack"value="5.0"/
paramname="decay"value="0.5"/
paramname="maxx"value="40.0"/
paramname="maxy"value="6.0"/
paramname="randomness"value="0.3"/
-hints
hintx="1.0"y="1.0"/
/hints
/recoil
-!--
spread
paramname="min"value="2.5"/
paramname="max"value="6.25"/
paramname="attack"value="0.95"/
paramname="decay"value="0.7"/
paramname="speed_m"value="1.5"/
/spread
--
-actions
paramname="fire_cock"value="fire_cock"/
/actions
-muzzleflash
firstpersoneffect="muzzleflash.SniperRifle.Sniper"time="1"helper="muzzle_flash_effect"light_helper="muzzle_flash_light"light_radius="2"light_color="0.5,0.5,1"light_diffuse_mult="8"/
thirdpersoneffect="muzzleflash.SniperRifle.Sniper_tp"time="1"helper="weapon_term"light_helper="weapon_term"light_radius="2.3"light_color="0.5,0.5,1"light_diffuse_mult="8"/
/muzzleflash
-muzzlesmoke_ice
firstpersoneffect="weapon_fx.gun.cold_steam_on_barrel"helper="muzzle_flash_smoke"/
thirdpersoneffect="weapon_fx.gun.cold_steam_on_barrel"helper="weapon_term"/
/muzzlesmoke_ice
-reject
firstpersoneffect="weapon_fx.shells.gaussrifle"helper="shells"/
thirdpersoneffect="weapon_fx.shells.gaussrifle"helper="shells"/
/reject
-recoil
paramname="angular_impulse"value="0.5"/
paramname="back_impulse"value="3.0"/
/recoil
/firemode
-firemodename="melee"type="Melee"
-melee
paramname="helper"value="collision"/
paramname="offset"value="0.85"/
paramname="damage"value="70"/
paramname="impulse"value="60"/
paramname="delay"value="0.13"/
paramname="duration"value="0.35"/
/melee
-actions
paramname="attack"value="melee"/
/actions
/firemode
/firemodes
+zoommodes
-zoommodename="ironsight"type="IronSight"
-zoom
paramname="suffix"value="ironsight_"/
paramname="suffix_FC"value="fc_"/
paramname="support_FC_IronSight"value="true"/
paramname="dof_mask"value="textures/weapons
温馨提示:答案为网友推荐,仅供参考
相似回答
大家正在搜