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[讨论] 再求助AndyLee054

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发表于 2009-1-13 21:17:14 | 显示全部楼层 |阅读模式
请问怎么给一架飞机。。。加上可以开加力,,,,
发表于 2009-1-13 21:47:16 | 显示全部楼层
不好意思,我看了几遍,实在不太懂?可否再详细说明些?
发表于 2009-1-13 21:49:13 | 显示全部楼层

回复 2楼 AndyLee054 的帖子

就是给那架飞机增加加力功能
发表于 2009-1-13 22:00:53 | 显示全部楼层
喔,是这样啊,一般我会说是点燃后燃器.
这是要写一段有些复杂的脚本才能作到的.
除了脚本以外,还要配合二种音效,
一个是开启时的鸣爆声,另一个是开启后飞行的吵杂声,
如果要作到更细,还要改模型:
加上后燃器点燃后的火焰,另外还得加上后燃器开启与否的开关选择(switch)
这些配在一起才能达到像真的效果
发表于 2009-1-13 22:08:57 | 显示全部楼层
这样吧,我贴一段F16的后燃器点燃的脚本给你参考: (我晚一点来解释,您先试着看)

_rocF16obj = _this select 0
_rocF16obj Animate ["AfterBurnSwitch",1]
~0.5
?(fuel _rocF16obj) <= 0.03: goto "fin"
?(GetPos _rocF16obj select 2) >= 10000 : goto "fin"
?!(isEngineOn _rocF16obj): goto "fin"
_rocF16obj setobjecttexture [3,"\roc_mod\f16\vrtule_jet.paa"]
_rocF16obj setobjecttexture [4,"\roc_mod\f16\vrtule_jet2.paa"]
_rocF16obj say "roc_jet_Activation"
_rocChkABsd = 0
_rocF16obj say "roc_ABsound"
#ProcessAfterBurnOn
?(speed _rocF16obj) <= 50 : _multipl=1.01
?(speed _rocF16obj) > 50 : _multipl=1.05
?(speed _rocF16obj) > 100 : _multipl=1.3
?(speed _rocF16obj) >= 350 : _multipl=2.1
_rocF16obj setVelocity [(_multipl*(sin getDir _rocF16obj))+(velocity _rocF16obj select 0),(_multipl*(cos getDir _rocF16obj))+(velocity _rocF16obj select 1),(velocity _rocF16obj select 2)];

#maxi
~0.05
_fuelRestant=fuel _rocF16obj
_rocF16remainfuel = _fuelRestant - 0.00065
_rocF16obj setFuel _rocF16remainfuel
_rocChkABsd = _rocChkABsd +0.1
?(_rocChkABsd > 1.9): _rocChkABsd = 0; (_this select 0) say "roc_ABsound"
drop["cl_basic","","Billboard",1,10,[0,-9,-4.5],[5-random 10,5-random 10,5-random 10],0,1.25,1,1,[2.75,8],[[.8,.8,.8,0.2],[.85,.85,.85,0.15],[.85,.85,.85,0.1],[.85,.85,.85,0.05],[.95,.95,.95,0]],[0,0.2,1],5,5,"","",_rocF16obj]
~0.05
drop["cl_basic","","Billboard",1,10,[0,-9,-4.5],[5-random 10,5-random 10,5-random 10],0,1.25,1,1,[2.75,8],[[.8,.8,.8,0.2],[.85,.85,.85,0.15],[.85,.85,.85,0.1],[.85,.85,.85,0.05],[.95,.95,.95,0]],[0,0.2,1],5,5,"","",_rocF16obj]
?(_rocF16obj animationPhase "AfterBurnSwitch" <0.5): goto "fin"
?!(alive _rocF16obj): goto "fin"
?(_fuelRestant <= 0.03): goto "fin"
?!(isEngineOn _rocF16obj): goto "fin"

?(GetPos _rocF16obj select 2) >= 10000 : goto "fin"
?(speed _rocF16obj) < 1200 : goto "ProcessAfterBurnOn";
?(speed _rocF16obj) >= 1200 : goto "maxi";

#fin
_rocF16obj Animate ["AfterBurnSwitch",0];
_rocF16obj setobjecttexture [3,""]
_rocF16obj setobjecttexture [4,""]
~0.5
exit

[ 本帖最后由 AndyLee054 于 2009-1-13 22:25 编辑 ]

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发表于 2009-1-13 22:43:40 | 显示全部楼层
解释如下:
_rocF16obj = _this select 0
_rocF16obj Animate ["AfterBurnSwitch",1]  <== 这个是作在模型里的对象,也写在config中的一个animation
~0.5
?(fuel _rocF16obj) <= 0.03: goto "fin" <== 燃油不足时无法点燃停止
?(GetPos _rocF16obj select 2) >= 10000 : goto "fin" <== 飞行高度超过1万米时停止
?!(isEngineOn _rocF16obj): goto "fin" <== 引擎关闭时停止
_rocF16obj setobjecttexture [3,"\roc_mod\f16\vrtule_jet.paa"] <== 这两个是作在模型上的火焰
_rocF16obj setobjecttexture [4,"\roc_mod\f16\vrtule_jet2.paa"]
_rocF16obj say "roc_jet_Activation" <== 这是另外定意的鸣爆声
_rocChkABsd = 0
_rocF16obj say "roc_ABsound" <== 这是另外定意的飞行吵杂声
#ProcessAfterBurnOn
?(speed _rocF16obj) <= 50 : _multipl=1.01 <== 依不同的飞行速度加乘的值
?(speed _rocF16obj) > 50 : _multipl=1.05
?(speed _rocF16obj) > 100 : _multipl=1.3
?(speed _rocF16obj) >= 350 : _multipl=2.1
_rocF16obj setVelocity [(_multipl*(sin getDir _rocF16obj))+(velocity _rocF16obj select 0),(_multipl*(cos getDir _rocF16obj))+(velocity _rocF16obj select 1),(velocity _rocF16obj select 2)] <== 实际加速的命令

#maxi
~0.05
_fuelRestant=fuel _rocF16obj
_rocF16remainfuel = _fuelRestant - 0.00065 <== 写这个目的是要加速油料的耗损
_rocF16obj setFuel _rocF16remainfuel
_rocChkABsd = _rocChkABsd +0.1
?(_rocChkABsd > 1.9): _rocChkABsd = 0; (_this select 0) say "roc_ABsound" <== 每隔1.9秒执行一次飞行杂音
drop["cl_basic","","Billboard",1,10,[0,-9,-4.5],[5-random 10,5-random 10,5-random 10],0,1.25,1,1,[2.75,8],[[.8,.8,.8,0.2],[.85,.85,.85,0.15],[.85,.85,.85,0.1],[.85,.85,.85,0.05],[.95,.95,.95,0]],[0,0.2,1],5,5,"","",_rocF16obj]
~0.05
drop["cl_basic","","Billboard",1,10,[0,-9,-4.5],[5-random 10,5-random 10,5-random 10],0,1.25,1,1,[2.75,8],[[.8,.8,.8,0.2],[.85,.85,.85,0.15],[.85,.85,.85,0.1],[.85,.85,.85,0.05],[.95,.95,.95,0]],[0,0.2,1],5,5,"","",_rocF16obj]  <== 这是加上飞行凝结尾
?(_rocF16obj animationPhase "AfterBurnSwitch" <0.5): goto "fin" <== 如果后燃器开关被关上时,结束程序
?!(alive _rocF16obj): goto "fin"
?(_fuelRestant <= 0.03): goto "fin"
?!(isEngineOn _rocF16obj): goto "fin"

?(GetPos _rocF16obj select 2) >= 10000 : goto "fin"
?(speed _rocF16obj) < 1200 : goto "ProcessAfterBurnOn"
?(speed _rocF16obj) >= 1200 : goto "maxi" <== 飞行速度到1200m/hr不再加速,只增加油耗

#fin
_rocF16obj Animate ["AfterBurnSwitch",0] 关后燃器
_rocF16obj setobjecttexture [3,""] 火焰贴图拿掉
_rocF16obj setobjecttexture [4,""]
~0.5
exit

[ 本帖最后由 AndyLee054 于 2009-1-13 22:46 编辑 ]
 楼主| 发表于 2009-1-13 23:06:46 | 显示全部楼层
很详细阿。。。:) 我去试下
 楼主| 发表于 2009-1-14 13:06:52 | 显示全部楼层
我是这么搞的脚本
_rocF16obj = _this select 0
_rocF16obj Animate ["AfterBurnSwitch",1]
~0.5
?(fuel _rocF16obj) <= 0.03: goto "fin"
?(GetPos _rocF16obj select 2) >= 10000 : goto "fin"
?!(isEngineOn _rocF16obj): goto "fin"
#ProcessAfterBurnOn
?(speed _rocF16obj) <= 50 : _multipl=1.01
?(speed _rocF16obj) > 50 : _multipl=1.05
?(speed _rocF16obj) > 100 : _multipl=1.3
?(speed _rocF16obj) >= 350 : _multipl=2.1
_rocF16obj setVelocity [(_multipl*(sin getDir _rocF16obj))+(velocity _rocF16obj select 0),(_multipl*(cos getDir _rocF16obj))+(velocity _rocF16obj select 1),(velocity _rocF16obj select 2)];

#maxi
~0.05
_fuelRestant=fuel _rocF16obj
_rocF16remainfuel = _fuelRestant - 0.00065
_rocF16obj setFuel _rocF16remainfuel
_rocChkABsd = _rocChkABsd +0.1
?(_rocChkABsd > 1.9): _rocChkABsd = 0; (_this select 0) say "roc_ABsound"
drop["cl_basic","","Billboard",1,10,[0,-9,-4.5],[5-random 10,5-random 10,5-random 10],0,1.25,1,1,[2.75,8],[[.8,.8,.8,0.2],[.85,.85,.85,0.15],[.85,.85,.85,0.1],[.85,.85,.85,0.05],[.95,.95,.95,0]],[0,0.2,1],5,5,"","",_rocF16obj]
~0.05
drop["cl_basic","","Billboard",1,10,[0,-9,-4.5],[5-random 10,5-random 10,5-random 10],0,1.25,1,1,[2.75,8],[[.8,.8,.8,0.2],[.85,.85,.85,0.15],[.85,.85,.85,0.1],[.85,.85,.85,0.05],[.95,.95,.95,0]],[0,0.2,1],5,5,"","",_rocF16obj]
?(_rocF16obj animationPhase "AfterBurnSwitch" <0.5): goto "fin"
?!(alive _rocF16obj): goto "fin"
?(_fuelRestant <= 0.03): goto "fin"
?!(isEngineOn _rocF16obj): goto "fin"

?(GetPos _rocF16obj select 2) >= 10000 : goto "fin"
?(speed _rocF16obj) < 1200 : goto "ProcessAfterBurnOn";
?(speed _rocF16obj) >= 1200 : goto "maxi";

#fin
_rocF16obj Animate ["AfterBurnSwitch",0];
_rocF16obj setobjecttexture [3,""]
_rocF16obj setobjecttexture [4,""]
~0.5
exit
取名burner.sqs
然后在J10里加上
class UserActions
                {
                        class VMEABOn
                        {
                                displayName ="Afterburner On";
                                position = "doors";
                                radius =10;
                                condition = "this animationphase ""AfterBurnSwitch"" < 0.5 and isengineon this";
                                statement = "[this] exec ""\roc_mod\f16\scr\burner.sqs""; ";
                        };
                        class VMEABOff
                        {
                                displayName ="Afterburner Off";
                                position = "doors";
                                radius =10;
                                condition = "this animationphase ""AfterBurnSwitch"" > 0.5";
                                statement = "this animate[""AfterBurnSwitch"", 0]";
                        };
                };
结果出现一按那个加力。。2个导弹就没了。。然后速度没变化。。飞机后可看到有一两点烟。。然后什么都没有

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 楼主| 发表于 2009-1-14 13:07:51 | 显示全部楼层
帮忙看下阿AndyLee054
发表于 2009-1-14 15:08:35 | 显示全部楼层
速度太快,导弹没挂稳:lol
发表于 2009-1-14 16:42:20 | 显示全部楼层
导弹被甩掉了……………………::L
发表于 2009-1-14 18:47:22 | 显示全部楼层
千变万化的脚本的威力啊…………不过PLAMOD的J10之类的确实应该吧afterburner给加上
发表于 2009-1-14 20:25:40 | 显示全部楼层
_rocF16obj = _this select 0
_rocF16obj Animate ["AfterBurnSwitch",1]
~0.5
?(fuel _rocF16obj) <= 0.03: goto "fin"
?(GetPos _rocF16obj select 2) >= 10000 : goto "fin"
?!(isEngineOn _rocF16obj): goto "fin"
_rocChkABsd = 0 <=== 漏了这个.
#ProcessAfterBurnOn
?(speed _rocF16obj) <= 50 : _multipl=1.01
?(speed _rocF16obj) > 50 : _multipl=1.05
?(speed _rocF16obj) > 100 : _multipl=1.3
?(speed _rocF16obj) >= 350 : _multipl=2.1
_rocF16obj setVelocity [(_multipl*(sin getDir _rocF16obj))+(velocity _rocF16obj select 0),(_multipl*(cos getDir _rocF16obj))+(velocity _rocF16obj select 1),(velocity _rocF16obj select 2)];

#maxi
~0.05
_fuelRestant=fuel _rocF16obj
_rocF16remainfuel = _fuelRestant - 0.00065
_rocF16obj setFuel _rocF16remainfuel
_rocChkABsd = _rocChkABsd +0.1
?(_rocChkABsd > 1.9): _rocChkABsd = 0; (_this select 0) say "roc_ABsound" <== ????
drop["cl_basic","","Billboard",1,10,[0,-9,-4.5],[5-random 10,5-random 10,5-random 10],0,1.25,1,1,[2.75,8],[[.8,.8,.8,0.2],[.85,.85,.85,0.15],[.85,.85,.85,0.1],[.85,.85,.85,0.05],[.95,.95,.95,0]],[0,0.2,1],5,5,"","",_rocF16obj]
~0.05
drop["cl_basic","","Billboard",1,10,[0,-9,-4.5],[5-random 10,5-random 10,5-random 10],0,1.25,1,1,[2.75,8],[[.8,.8,.8,0.2],[.85,.85,.85,0.15],[.85,.85,.85,0.1],[.85,.85,.85,0.05],[.95,.95,.95,0]],[0,0.2,1],5,5,"","",_rocF16obj]
?(_rocF16obj animationPhase "AfterBurnSwitch" <0.5): goto "fin"
?!(alive _rocF16obj): goto "fin"
?(_fuelRestant <= 0.03): goto "fin"
?!(isEngineOn _rocF16obj): goto "fin"

?(GetPos _rocF16obj select 2) >= 10000 : goto "fin"
?(speed _rocF16obj) < 1200 : goto "ProcessAfterBurnOn";
?(speed _rocF16obj) >= 1200 : goto "maxi";

#fin
_rocF16obj Animate ["AfterBurnSwitch",0];
_rocF16obj setobjecttexture [3,""] <== 这个是让你的导弹不见的原因
_rocF16obj setobjecttexture [4,""] <== 这个是让你的导弹不见的原因
~0.5
exit

如果要 ROC_ABsound.....就要记得定义.不然会出现错误.
class CfgSounds
{
        class ROC_ABsound
        {
                name = "M2M_vent";
                sound[] = {"\roc_mod\sound\M2M_vent.wss", 10, 1.0};
                titles[] = {};
        };
};

AfterBurnSwitch也要定义animation.

class Animations
{
        class AfterBurnSwitch
        {
                type="rotation";
                animPeriod=1;
                selection="AfterBurnSwitch";
                axis="osa_AfterBurnSwitch";
                angle0=0;
                angle1=-0.7;
        };
};

UserActions 记得要照下列的方式改:

class UserActions
{
        class VMEABOn
        {
                displayName="AfterBurn On";
                position="doors";
                radius=10;
                condition="this animationPhase ""AfterBurnSwitch"" < 0.5 && (isEngineOn this) ";
                statement="[this] exec ""\roc_XXX\script\burner.sqs""";
        };
        class VMEABOff
        {
                displayName="AfterBurn Off";
                position="doors";
                radius=10;
                condition="this animationPhase ""AfterBurnSwitch"" >= 0.5";
                statement="this Animate [""AfterBurnSwitch"",0]";
        };
};

[ 本帖最后由 AndyLee054 于 2009-1-14 20:42 编辑 ]
发表于 2009-1-14 21:44:21 | 显示全部楼层
漏了说明模型p3d的改法
selection="AfterBurnSwitch";
这是有一个switch,名叫 AfterBurnSwitch 要作在模型中,至于要作在那呢?
所有每一个以数字为名的lods, 以及 Viewpilot 及Viewcargo 或 Viewgunner
每一个都要加,否则会出现有时候无法执行

axis="osa_AfterBurnSwitch";
指的是AfterBurnSwitch的轴心,名叫 osa_AfterBurnSwitch
这个只需要作在 memory 这个 lod.
 楼主| 发表于 2009-1-14 22:52:34 | 显示全部楼层
晕,,好复杂阿。。。请问有没有简单的只通过脚本就可以运行加力的。不改模型什么的。。::(
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