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发表于 2012-4-10 15:24:16
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本帖最后由 ctsoldier 于 2012-4-10 15:26 编辑
在slx插件中的 SLX_ModWeapons_c SLX_VehicleEffects SLX_Wounds 三个
第一个貌似子弹伤害效果的真实修正
第二个貌似载具被伤害效果的真实修正
第三个貌似人体不同部位被伤害效果的真实修正
当然每个的里面还有什么碎尸 烧焦尸体 效果 个人很讨厌
我是看着SLX_Mod_Readme.txt文件介绍的删减的
三个都删了
三个的原文介绍:当然我也使用了翻译软件:
第一个:
SLX_ModWeapons_c: Many changes to ammo, magazines, and weapons based on real life footage, statistics, information, and characteristics. Bullet damage changed to have variable amounts of damage based on hit accuracy of the body part so that some bullet hits can be critical hits that do full damage and others can be grazing hits that do less damage. Many values based on CAVS the Common Armor Value System (http://203.96.151.15/ofpnz/ofsi_cavs.htm) which translates real life muitions statistics into game values, many of the sources and information are documented in the .cpp comments, most explsives values are based on actual explosives charge weight. AI settings changed to make AI use the weapons, ammunition, and fire modes effectively as humans would.
Dependencies: None.
Default bullet values and calculations:
hit = 7; // Diameter in millimerters rounded up + 1? Should be about + 1.5-2. 5.45 or 5.56->6+1=7
indirectHit=1; // Always 1. Indirect damage is applied to the hit points based on how far away they the hit is. The closer the hit is to the hit point the more indirect damage there is. This somewhat simulates the random damage effects that bullet hits seem to have. (See W.E. Fairbairn) Some hits will be close to the hit point and give more damage simulating hitting a vital area like hitting an artery. Some shots will hit far from any hit points and will have less damage simulating a flesh wound that doesn't hit anything vital like muscle or a grazing shot along the skin.
indirectHitRange=0.08; // .05 for pistol, .08 for boat tail, .9 for long boat tail, .1 for fragmenting bullet. Range to hit other hit points such as arms+torso, etc. Indirect damage is applied to all hit points within range. 2 indirect damage to arms + 2 indirect damage to torso + 2 indirect damage to head = 6 damage applied. Damage is scaled down for hit points further away.
Sources: http://homepages.solis.co.uk/~autogun/ballistics.htm
第二个:
SLX_VehicleEffects: When a vehicle is damaged an effect will happen relevant to the amount and position of the damage. Vehicle damage effects include munitions malfunctions, fuel leaks, fire, tire blowouts, broken glass, main rotor damage, tail rotor failure, and temporary engine failure. If a vehicle is hit in the engine, fuel tank, or body, it has a chance of starting a fuel leak. If a vehicle is leaking fuel it is vulnerable to catching on fire if it gets damaged again. The extent of the fire is based on the amount of damage the vehicle has, starting out as a small fire and eventually consuming the entire vehicle, then burning back down before extinguishing. The fire does damage to the vehicle and nearby things, ammunition cooks off while burning, and sometimes nearby things get set on fire. Fire can be put out by repairing the vehicle, submerging it in water, going over 400 kph, or if the fire is small enough you can try using the "put out fire" action (which has a somewhat random chance of working) until the fire goes out. People disembarking from a burning vehicle have a chance of catching fire proportional to the damage of the vehicle. They can put the fire out by getting healed or by keeping moving. People on fire will automatically crawl forward prone to keep moving, you can also try rolling on the ground to put the fire out. People sometimes burn up into charred body parts after they die and SLX Wounds is active. Helicopters with main rotor damage become more unstable the more damaged they are, eventually tearing themselves apart and crashing if they are too damaged. When a helicopter with main rotor damage crashes it throws up lots of dirt and dust as the blades are smashed apart on the ground.
Dependencies: SLX_NetCode, SLX_Shout.
第三个:
SLX_Wounds: Based on real life footage and statistics (W. E. Fairbairn, FBI, police, thehighroad.org, etc).
Dependencies: SLX_NetCode, SLX_Shout, SLX_VehicleEffects (optional).
Location based wound effects on people when they are hit.
Arms - Small chance of an accidental discharge of their primary weapon. Small chance of dropping primary and/or secondary weapon when arms are very damaged.
Legs - Good chance of falling down prone if legs are very damaged. No effect when already prone.
Torso - Good chance of getting knocked down and out of breath for a second if damage is over 50%. If the torso is over 80% damaged and overall health is less than 60% then the person is critically wounded.
Head - 30% chance of temporary deafness and a 40% chance of temporary deafness, disorientation, and falling down if head is less than 50% damaged, most likely caused by grenade blasts. 90% chance of temporary deafness and falling if head is over 50% damaged.
If the person is hit in the head, body, or legs and overall health is less than the "SLX_Wounded" value then they are critically wounded.
Critically wounded :
The person drops their primary weapon and lays on the ground writhing and screaming until either they are healed or die. They are unable to shoot any weapons, but can still throw hand grenades, so watch out. Killing wounded people that pose no threat at the moment(haven't thrown a hand grenade) will deduct 450 rating points. So if you have 0 rating points and killing a soldier gets +200 rating points and you kill a wounded soldier you end up with -250 rating points.
Dragging wounded/dead:
Wounded or dead people can be dragged to a safer location for giving first aid, corpse recovery, or item scavenging. Be careful of moving heavily wounded people though, moving them might kill them. Objects can also be dragged.
Giving first aid to wounded:
Giving first aid is based on the skill of the person giving first aid. If first aid is unsuccessful in stabilizing the wounded person's condition then you will have to wait for a while before trying again. Giving first aid gives you rating points proportional to the skill of the person first aid is being given to.
Taking captives:
If a wounded enemy is healed they will surrender. They can be taken captive and you can tell them to stay or follow you. If the captive is too far from you they will try to escape and continue fighting. Taking captives gives you rating points proportional to the skill of the person being taken captive. Killing captives suffers the same rating deduction as for killing wounded. For a zero skilled soldier you should get 200 points for giving them first aid and taking them captive, the same as if you had killed them, but if you kill them after giving first aid and taking them captive you still end up losing 50 rating points.
Moving people/objects in vehicles:
People/objects can be moved into vehicles by getting into the vehicle while dragging or by using the Drag or Follow action when in a vehicle to load more than one object. Make sure the action is in your action menu when entering the vehicle or you won't be able to use it. There must be free cargo space in the vehicle for the person to enter. Try moving the person to the other side of the vehicle from where you enter, then look at the person and the action should show up. An action is added to the vehicle to unload wounded and dead people.
Dropped weapons:
Dropped weapons can be destroyed by using the action menu close to them or by damaging(by shooting, etc) them to 50%. They can only be picked up by the action menu. They are affected by physics and can get thrown into the air from explosions.
AI's helping wounded/dead:
AI's will automatically try and help wounded or dead people. They will attempt to drag them into a safer position before giving first aid or scavenging weapons. AI's immediately go into alert mode when someone is wounded or killed.
AI's taking secondary weapons and machine guns:
If someone with a secondary weapon or a machine gun dies then another AI from their squad will attempt to come and pick up the weapon.
Dismemberment:
If a person is killed with a high explosive and their velocity is high enough then they will be torn apart. Can be disabled by setting number of gibs to zero. |
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