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《孤岛危机2》如何给scarab加scar的ACOG镜

时间:2011-04-11 15:58:43
  • 来源:ZERRYC
  • 作者:batyeah
  • 编辑:ChunTian
0

其实这个修改在泄露版的时候就搞好了的,现在再来搞一次:

首先,我们先把最底下的这行代码找到:

    <accessory name="AssaultScope" zoommode="assaultscope" category="scope" exclusive="1">

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

      <detach />

然后打开SCAR的文件依样画葫芦:

     <accessory name="AssaultScope" zoommode="assaultscope" category="scope" exclusive="1">

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

      <detach />

      <stats_changes stat_accuracy="3" stat_mobility="-1" stat_range="2" GAME="SP"/>

     </accessory>

然后复制,直接把这行代码覆盖。这里有一个很重要的地方,就是要注意accessory这个东西,如果你漏掉了它的话(不管是在上面或下面),就会导致无法进入游戏。

覆盖完毕之后应该是这样:

    <accessory name="GrenadeLauncher" firemodes="GrenadeLauncher" zoommodeSecondary="grenadeLauncherZoom" category="bottom" exclusive="1" enableBaseModifier="1" GAME="MP"  >

      <attach helper="attachment_bottom" />

      <detach />

    </accessory>

    <accessory name="GaussAttachment" firemodes="Gauss" category="bottom" exclusive="1" enableBaseModifier="1" GAME="MP" >

      <attach helper="attachment_bottom" />

      <detach />

    </accessory>       

               

    <accessory name="AssaultScope" zoommode="assaultscope" category="scope" exclusive="1">

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

      <detach />

      <stats_changes stat_accuracy="3" stat_mobility="-1" stat_range="2" GAME="SP"/>

     </accessory>

    <accessory name="LightShotgun" firemodes="Shotgun" zoommodeSecondary="shotgunZoom" category="bottom" exclusive="1" enableBaseModifier="1" >

      <attach helper="attachment_bottom" />

      <detach />

      <stats_changes stat_range="-3" stat_rate_of_fire="-5" stat_damage="3" GAME="SP"/>      

    </accessory>

(其实不一定要贴这)

好,第一步搞定。接着我们就要在scarab的文件里找到这些代码:

    </zoommode>

    <zoommode name="assaultscope" type="Scope" enabled="0" GAME="MP">

      <stereo>

                                <param name="eyeDistance" value="0.002" />

                                <param name="convergenceDistance" value="0.01" />

      </stereo>

      <zoom>

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

                                <param name="suffixAG" value="_iron" />

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

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

        <param name="dof_focusMax" value="200.0" />

        <param name="dof_focusLimit" value="500.0" />

        <!--<param name="blur_amount" value="0.8" />

        <param name="blur_mask" value="textures/weapons/assault_blurmask.dds" />-->

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

        <param name="zoom_in_time" value="0.23" GAME="MP" />

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

        <param name="zoom_out_time" value="0.23" GAME="MP" />

        <param name="zoom_out_delay" value="0.15" GAME="SP"/>

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

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

        <param name="scope_nearFov" value="10" GAME="MP" />

                                <param name="armor_bonus_zoom" value="1.25" GAME="SP"/>

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

        <stages>

          <stage value="3.5" GAME="SP"/>

          <stage value="2.5" GAME="MP"/>

        </stages>

      </zoom>

      <zoomSway>

        <param name="maxX" value="0.006" GAME="SP" />

        <param name="maxY" value="0.008" GAME="SP" />

        <param name="maxX" value="0.001" GAME="MP"/>

        <param name="maxY" value="0.002" GAME="MP"/>

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

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

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

        <param name="coverScaleTime" value="5.0"/>

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

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

        <param name="holdBreathScale" value="0.1" GAME="SP"/>

        <param name="holdBreathTime" value="0.5" GAME="SP"/>

      </zoomSway>

      <spreadMod>

        <param name="max_mod" value="0.25" GAME="SP"/>

        <param name="max_mod" value="0.115" GAME="MP"/>

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

        <param name="attack_mod" value="0.04" GAME="MP"/>

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

        <param name="end_decay_mod" value="0.2" GAME="MP" />

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

        <param name="speed_m_mod" value="0.1" GAME="MP"/>

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

        <param name="min_mod" value="0.1" GAME="MP"/>

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

        <param name="rotation_m_mod" value="0.0" GAME="MP"/>

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

        <param name="spread_crouch_m_mod" value="1.0" GAME="MP"/>

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

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

        <param name="spread_holdBreathActive_m_mod" value="0.75" GAME="SP"/>

        <param name="spread_holdBreathActive_m_mod" value="1.0" GAME="MP" />

        <param name="speed_holdBreathActive_m_mod" value="1.0" GAME="MP" />

      </spreadMod>

      <recoilMod>

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

        <param name="first_attack_mod" value="0.5" GAME="SP"/>

        <param name="first_attack_mod" value="0.55" GAME="MP"/>

        <param name="attack_mod" value="0.6" GAME="SP"/>

        <param name="attack_mod" value="0.55" GAME="MP"/>

        <param name="decay_mod" value="2.0" GAME="SP"/>

        <param name="decay_mod" value="2.0" GAME="MP"/>

        <param name="end_decay_mod" value="1.5" GAME="SP"/>

        <param name="end_decay_mod" value="1.1" GAME="MP"/>

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

        <param name="maxx_mod" value="1.0" GAME="SP"/>

        <param name="maxx_mod" value="0.8" GAME="MP"/>

        <param name="maxy_mod" value="1.25" GAME="SP"/>

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

        <param name="randomness_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" GAME="SP"/>

        <param name="recoil_crouch_m_mod" value="1.0" GAME="MP"/>

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

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

        <param name="recoil_holdBreathActive_m_mod" value="1.25" GAME="SP" />

        <param name="recoil_holdBreathActive_m_mod" value="1.0" GAME="MP" />

      </recoilMod>

      <scope>

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

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

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

      </scope>

    </zoommode>

再在SCAR的文件里找到ACOG的代码。你会发现SCARAB的代码要短很多,接下来你懂的,直接覆盖。但这里也要注意zoommode这行代码,你如果覆盖,一定要成这个样子:

    </zoommode>

                    <zoommode name="assaultscope" type="Scope" enabled="0" >

      <stereo>

                                <param name="eyeDistance" value="0.002" />

                                <param name="convergenceDistance" value="0.01" />

      </stereo>

                        <zoom>

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

                                <param name="suffixAG" value="_iron" />

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

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

        <param name="dof_focusMax" value="200.0" />

        <param name="dof_focusLimit" value="500.0" />

       

        <!--<param name="blur_amount" value="0.8" />

        <param name="blur_mask" value="textures/weapons/assault_blurmask.dds" />-->

       

                                <param name="zoom_in_time" value="0.3" GAME="SP" />

                                <param name="zoom_in_time" value="0.25" GAME="MP" />

                                <param name="zoom_out_time" value="0.3" GAME="SP" />

                                <param name="zoom_out_time" value="0.25" GAME="MP" />

                                <param name="zoom_out_delay" value="0.15" GAME="SP" />

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

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

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

                                <param name="armor_bonus_zoom" value="1.25" GAME="SP"/>

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

        <param name="shoulderRotationAnimFactor" value="0.7" GAME="SP"/>

        <param name="shoulderStrafeAnimFactor" value="0.7" GAME="SP"/>

        <param name="shoulderMovementAnimFactor" value="0.8" GAME="SP"/>

        <param name="ironsightRotationAnimFactor" value="0.3" GAME="SP"/>

        <param name="ironsightStrafeAnimFactor" value="0.3" GAME="SP"/>

        <param name="ironsightMovementAnimFactor" value="0.7" GAME="SP"/>                                   

                                <stages>

                                        <stage value="3.5" GAME="SP"/>

                                        <stage value="2.5" GAME="MP"/>

                                </stages>

                        </zoom>

                        <zoomSway>

                                <param name="maxX" value="0.006" GAME="SP" />

                                <param name="maxY" value="0.008" GAME="SP" />

                                <param name="maxX" value="0.001" GAME="MP"/>

                                <param name="maxY" value="0.002" GAME="MP"/>

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

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

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

                                <param name="coverScaleTime" value="5.0"/>

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

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

                                <param name="holdBreathScale" value="0.1" GAME="SP"/>

                                <param name="holdBreathTime" value="0.5" GAME="SP"/>

                        </zoomSway>

                        <spreadMod>

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

                                <param name="max_mod" value="0.105" GAME="MP"/>

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

                                <param name="attack_mod" value="0.03" GAME="MP"/>

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

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

                                <param name="end_decay_mod" value="1.0" GAME="MP" />

                                <param name="speed_m_mod" value="0.2" GAME="SP"/>

                                <param name="speed_m_mod" value="0.20" GAME="MP"/>

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

                                <param name="min_mod" value="0.085" GAME="MP"/>

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

                                <param name="rotation_m_mod" value="0.0" GAME="MP"/>

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

                                <param name="spread_crouch_m_mod" value="1.0" GAME="MP"/>

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

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

                                <param name="spread_holdBreathActive_m_mod" value="0.75" GAME="SP" />

                                <param name="spread_holdBreathActive_m_mod" value="1.0" GAME="MP" />

                                <param name="speed_holdBreathActive_m_mod" value="1.0" GAME="MP"/>

                        </spreadMod>

                        <recoilMod>

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

                                <param name="first_attack_mod" value="1.0" GAME="SP" />

                                <param name="first_attack_mod" value="0.65" GAME="MP" />

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

                                <param name="attack_mod" value="0.55" GAME="MP"/>

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

                                <param name="decay_mod" value="2.0" GAME="MP" />

                                <param name="end_decay_mod" value="1.5" GAME="SP" />

                                <param name="end_decay_mod" value="1.1" GAME="MP" />

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

                                <param name="maxx_mod" value="1.0" GAME="SP" />

                                <param name="maxx_mod" value="2.3" GAME="MP" />

                                <param name="maxy_mod" value="1.25" GAME="SP" />

                                <param name="maxy_mod" value="1.2" GAME="MP" />

                                <param name="randomness_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" GAME="SP" />

                                <param name="recoil_crouch_m_mod" value="1.0" GAME="MP" />

                                <param name="recoil_prone_m_mod" value="1.0" GAME="SP" />

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

                                <param name="recoil_holdBreathActive_m_mod" value="1.25" GAME="SP" />

                                <param name="recoil_holdBreathActive_m_mod" value="1.0" GAME="MP" />

                        </recoilMod>

                        <scope>

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

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

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

                        </scope>

    </zoommode>

(格式可以不管)

最难的第2步完成了,接下来第3步:

在SCAR的文件里找到:

  <MovementModifiers        speedScale="1.0" rotationScale="1.0" GAME="SP">

    <Ironsight speedScale="0.6" rotationScale="0.5" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />

    <Reflexsight speedScale="0.6" rotationScale="0.5" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />

    <Assaultscope speedScale="0.5" rotationScale="0.2" mouseRotationScale="0.7" coverLeanRotationScale="1.2" />

    <shotgunZoom speedScale="0.6" rotationScale="0.5" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />

  </MovementModifiers>

把assaultscope这行复制粘贴到SCARAB的同位置,得到这样的代码:

  <MovementModifiers        speedScale="1.0" rotationScale="1.0" GAME="SP">

    <Ironsight speedScale="0.6" rotationScale="0.5" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />

    <Reflexsight speedScale="0.6" rotationScale="0.5" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />

    <lasersight speedScale="0.8" rotationScale="0.4" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />

    <Assaultscope speedScale="0.5" rotationScale="0.2" mouseRotationScale="0.7" coverLeanRotationScale="1.2" />

    <shotgunZoom speedScale="0.6" rotationScale="0.5" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />

  </MovementModifiers>

接下来就检查一下,照这上面的这些来,确定没有错误之后(记着备份)保存,进入游戏。哈!我们可以发现武器自订—瞄准栏那里已经多了一个assaultscope,装上开爽吧。

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  • 类型:第一人称射击
  • 发行:Electronic Arts
  • 发售:2011-03-22(PC)
  • 开发:Nadeo
  • 语言:简中 | 英文
  • 平台:PC PS3 XBOX360
  • 标签:科幻军事XGP游戏列表

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