weiqq38
发表于 2025-1-27 19:08
感谢大佬分享
罗马短剑
发表于 2025-1-27 20:13
6666666666666666
eutxs
发表于 2025-1-29 20:27
本帖最后由 eutxs 于 2025-1-30 04:35 编辑
求问大佬,我新增加的单位军械库能看见但是战斗群没有,很奇怪(版本v141373)
eutxs
发表于 2025-1-29 21:09
本帖最后由 eutxs 于 2025-1-30 04:34 编辑
真的非常奇怪,我点数修改是成功应用的
eutxs
发表于 2025-1-30 04:54
删除单位也是成功应用的,我按照教程中给119师添加F15E也是不成功,军械库看得到,战斗群带不了。
gisphm
发表于 2025-1-30 20:34
感谢分享!给你点赞!楼主一生平安!好人一生平安!
野区迷路的兔子
发表于 2025-2-2 20:05
eutxs 发表于 2025-1-30 04:54
删除单位也是成功应用的,我按照教程中给119师添加F15E也是不成功,军械库看得到,战斗群带不了。 ...
你可以看一下军械库中这个单位下方的师标志中有没有119,如果师标志中没有119就说明这个单位没有被成功添加进119师,可能只是被添加进军械库了
野区迷路的兔子
发表于 2025-2-2 20:08
zero798362555 发表于 2025-1-24 21:28
————————————————————————————————————————————————— ...
我觉得你的结论非常合理,这里是因为自动装填机的问题,所以t80的第一个数字是1,这个问题困扰了我很久,非常感谢你的分享;
——————————
关于修改爆炸的效果,这点我还真没研究过,但是我看了下视频里的效果,感觉是引用了新的变量,它可能是自己做了个效果,我年后去研究研究
eutxs
发表于 2025-2-3 09:08
本帖最后由 eutxs 于 2025-2-3 09:14 编辑
野区迷路的兔子 发表于 2025-2-2 20:05
你可以看一下军械库中这个单位下方的师标志中有没有119,如果师标志中没有119就说明这个单位没有被成功添 ...
有的,我已经知道问题所在了,你的教程没有要求在DivisionRules.ndf的师群下添加单位数据.这点和钢铁之师2好像是一样的要求
zero798362555
发表于 2025-2-3 09:18
野区迷路的兔子 发表于 2025-2-2 20:08
我觉得你的结论非常合理,这里是因为自动装填机的问题,所以t80的第一个数字是1,这个问题困扰了我很久, ...
看视频里应该是改了爆炸模型,这一点也是最困扰我的,完全不会这方面的知识,就想着换个角度看看能不能把创意工坊里该作者的mod解包,弄了半天也没成功,这么好的mod 自大欧根一次代码大变动后就不更新了,可惜了。
野区迷路的兔子
发表于 2025-2-3 16:28
eutxs 发表于 2025-2-3 09:08
有的,我已经知道问题所在了,你的教程没有要求在DivisionRules.ndf的师群下添加单位数据.这点和钢铁之师2好 ...
鹅- -是的,搞太久忘记了,
野区迷路的兔子
发表于 2025-2-3 16:28
zero798362555 发表于 2025-2-3 09:18
看视频里应该是改了爆炸模型,这一点也是最困扰我的,完全不会这方面的知识,就想着换个角度看看能不能把 ...
模型这一块我也很想学习怎么导入,但是目前还没看到分享出来的教程
eutxs
发表于 2025-2-3 16:37
野区迷路的兔子 发表于 2025-2-3 16:28
模型这一块我也很想学习怎么导入,但是目前还没看到分享出来的教程
模型内容在mod文件夹的modding_manual.pdf里倒是有较为详细的说明,你可以看看
野区迷路的兔子
发表于 2025-2-3 19:21
eutxs 发表于 2025-2-3 16:37
模型内容在mod文件夹的modding_manual.pdf里倒是有较为详细的说明,你可以看看
...
谢谢,我去看一看
kkkill
发表于 2025-2-4 19:33
{:2_25:}{:2_25:}{:2_26:}
Votre_intérêt
发表于 2025-2-4 21:07
大佬 将军模式怎么增加营里的兵力
zero798362555
发表于 2025-2-7 13:21
野区迷路的兔子 发表于 2025-2-3 19:21
谢谢,我去看一看
淦,版本更新,deck,division,divisionrules全变了:@
zero798362555
发表于 2025-2-7 19:25
zero798362555 发表于 2025-2-7 13:21
淦,版本更新,deck,division,divisionrules全变了
研究出来了,修改师的编制改单位,原来divisions.ndf中的PackList = MAP
[
(~/Descriptor_Deck_Pack_A109BA_TOW_BEL, 1),
······
]
都转移到DivisionRules.ndf文件中去了
Descriptor_Deck_Division_BEL_16e_Mecanisee_multi_Rule is TDeckDivisionRule
(
UnitRuleList =
[
TDeckUniteRule
(
UnitDescriptor = $/GFX/Unit/Descriptor_Unit_A109BA_TOW_BEL
AvailableWithoutTransport = True
MaxPackNumber = 1// 原division.ndf中的卡组数量,其他数据不变,可能是欧根程序员为了方便敲代码,都合并到一起了,不过想要大改单位麻烦多了:'(
NumberOfUnitInPack = 4
NumberOfUnitInPackXPMultiplier =
),
lonewolf1234567
发表于 2025-2-7 19:52
感谢楼主分享的内容!厉害了!先收藏,再回复!谢谢!
1246291292
发表于 2025-2-8 10:35
我的超人
solomndm
发表于 2025-2-10 17:10
ASDFGGGGGGGGGGGGGGGGGGGGGGGGGGGG
zero798362555
发表于 2025-2-11 12:28
野区迷路的兔子 发表于 2025-2-3 19:21
谢谢,我去看一看
在mod中给单位多增加一个武器栏,军械库里显示为四栏,为什么到对局里又变成了三栏,是我少改哪个文件了吗?求大佬指教https://tb2.bdstatic.com/tb/editor/images/face/i_f19.png?t=20140803
我修改了WeaponDescriptor.ndf和DepictionVehicles.ndf
更改过后,原来T80BVK的重机枪消失了,测试下,反坦克那个栏应该和重机枪共用了,请问如何把他们分开?
DepictionOperator_T80BV_CMD_SOV_Weapon1 is DepictionOperator_WeaponInstantFire
(
FireEffectTag = "weapon_effet_tag1"
Anchors = ["fx_tourelle1_tir_01"]
WeaponShootDataPropertyName = ['WeaponShootData_0_1']
NbProj = 1
)
DepictionOperator_T80BV_CMD_SOV_Weapon2 is DepictionOperator_WeaponInstantFire
(
FireEffectTag = "weapon_effet_tag2"
Anchors = ["fx_tourelle1_tir_01"]
WeaponShootDataPropertyName = ['WeaponShootData_0_2']
NbProj = 1
)
DepictionOperator_T80BV_CMD_SOV_Weapon3 is DepictionOperator_WeaponContinuousFire
(
FireEffectTag = "weapon_effet_tag3"
Anchors = ["fx_tourelle2_tir_01"]
WeaponShootDataPropertyName = "WeaponShootData_0_3"
WeaponActiveAndCanShootPropertyName = "WeaponActiveAndCanShoot_3"
NbFX = 1
)
DepictionOperator_T80BV_CMD_SOV_Weapon4 is DepictionOperator_WeaponContinuousFire
(
FireEffectTag = "weapon_effet_tag4"
Anchors = ["fx_tourelle4_tir_01"]
WeaponShootDataPropertyName = "WeaponShootData_0_4"
WeaponActiveAndCanShootPropertyName = "WeaponActiveAndCanShoot_4"
NbFX = 1
)
DepictionOperator_T80BV_CMD_SOV_Weapon5 is DepictionOperator_WeaponContinuousFire
(
FireEffectTag = "weapon_effet_tag5"
Anchors = ["fx_tourelle4_tir_01"]
WeaponShootDataPropertyName = "WeaponShootData_0_5"
WeaponActiveAndCanShootPropertyName = "WeaponActiveAndCanShoot_5"
NbFX = 1
)
DepictionOperator_T80BV_CMD_SOV_Weapon6 is DepictionOperator_WeaponInstantFire
(
FireEffectTag = "weapon_effet_tag6"
Anchors = ["fx_tourelle5_tir_01", "fx_tourelle5_tir_02"]
WeaponShootDataPropertyName = ['WeaponShootData_0_6', 'WeaponShootData_1_6', 'WeaponShootData_2_6', 'WeaponShootData_3_6']
NbProj = 4
)
export Gfx_T80BV_CMD_SOV is TacticVehicleDepictionTemplate
(
CoatingName = 'T80BV_CMD_SOV'
Selector = SpecificVehicleDepictionSelector
Alternatives = Alternatives_T80BV_CMD_SOV
Operators =
[
DepictionOperator_CropFlattening,
$/GFX/Sound/DepictionOperator_MovementSound_SM_T80_Turbine,
DepictionOperator_SoundProbe,
DepictionOperator_CriticalEffects,
DepictionOperator_Chassis_HeavyTank,
DepictionOperator_Propulsion_ContinuousTrack,
DepictionOperator_MovementFX_Standard,
DepictionOperator_Turret_1_Aim,
$/GFX/Sound/DepictionOperator_TurretSound_ST_T64_T72_T80,
DepictionOperator_Turret_1_HydraulicRecoil,
DepictionOperator_Turret_2_Aim,
DepictionOperator_Turret_2_TurretRockingRecoil_LightMachineGun,
DepictionOperator_Turret_4_Aim,
DepictionOperator_Turret_4_TurretRockingRecoil_LightMachineGun,
DepictionOperator_T80BV_CMD_SOV_Weapon1,
DepictionOperator_T80BV_CMD_SOV_Weapon2,
DepictionOperator_T80BV_CMD_SOV_Weapon3,
DepictionOperator_T80BV_CMD_SOV_Weapon4,
DepictionOperator_T80BV_CMD_SOV_Weapon5,
DepictionOperator_T80BV_CMD_SOV_Weapon6,
DepictionOperator_Heat,
DepictionOperator_EjectableProps_Vehicle,
Actions = MAP[
( [ "weapon_effet_tag1" ], Weapon_Canon_AP_125_mm_2A46M_T80B ),
( [ "weapon_effet_tag2" ], Weapon_Canon_HE_125_mm_2A46M_T80B ),
( [ "weapon_effet_tag3" ], Weapon_ATGM_9M128_Agona ),
( [ "weapon_effet_tag3" ], Weapon_HMG_12_7_mm_NSVT ),
( [ "weapon_effet_tag4" ], Weapon_MMG_PKT_7_62mm ),
( [ "weapon_effet_tag6" ], Weapon_SMOKE_Vehicle_Grenadex8 ),
+ DepictionAction_Stress_And_Wrecked
+ DepictionAction_MovementFX_Tracked
+ DepictionAction_CriticalFX_Tank
)
export WeaponDescriptor_T80BV_CMD_SOV is TWeaponManagerModuleDescriptor
(
Salves = [ 1, 8
AlwaysOrientArmorTowardsThreat = True
TurretDescriptorList = [
TTurretTwoAxisDescriptor
(
AngleRotationBase = 0.0
AngleRotationBasePitch = 0.0
AngleRotationMax = 6.283185307179586
AngleRotationMaxPitch = 0.4363323129985824
AngleRotationMinPitch = -0.17453292519943295
MountedWeaponDescriptorList = [
TMountedWeaponDescriptor
(
Ammunition = $/GFX/Weapon/Ammo_Canon_AP_125_mm_2A46M_T80B
AnimateOnlyOneSoldier = False
DispersionRadiusOffColor = RGBA
DispersionRadiusOffThickness = -0.1
DispersionRadiusOnColor = RGBA
DispersionRadiusOnThickness = -0.1
EffectTag = 'FireEffect_Canon_AP_125_mm_2A46M_T80B'
HandheldEquipmentKey = 'MeshAlternative_1'
NbWeapons = 1
SalvoStockIndex = 0
ShowDispersion = False
ShowInInterface = True
WeaponActiveAndCanShootPropertyName = 'WeaponActiveAndCanShoot_1'
WeaponIgnoredPropertyName = 'WeaponIgnored_1'
WeaponShootDataPropertyName = ['WeaponShootData_0_1']
),
TMountedWeaponDescriptor
(
Ammunition = $/GFX/Weapon/Ammo_Canon_HE_125_mm_2A46M_T80B
AnimateOnlyOneSoldier = False
DispersionRadiusOffColor = RGBA
DispersionRadiusOffThickness = -0.1
DispersionRadiusOnColor = RGBA
DispersionRadiusOnThickness = -0.1
EffectTag = 'FireEffect_Canon_HE_125_mm_2A46M_T80B'
HandheldEquipmentKey = 'MeshAlternative_2'
NbWeapons = 1
SalvoStockIndex = 0
ShowDispersion = False
ShowInInterface = True
WeaponActiveAndCanShootPropertyName = 'WeaponActiveAndCanShoot_2'
WeaponIgnoredPropertyName = 'WeaponIgnored_2'
WeaponShootDataPropertyName = ['WeaponShootData_0_2']
)
TMountedWeaponDescriptor
(
Ammunition = $/GFX/Weapon/Ammo_ATGM_9M112_1_Kobra
AnimateOnlyOneSoldier = False
DispersionRadiusOffColor = RGBA
DispersionRadiusOffThickness = -0.1
DispersionRadiusOnColor = RGBA
DispersionRadiusOnThickness = -0.1
EffectTag = 'FireEffect_ATGM_9M112_1_Kobra'
HandheldEquipmentKey = 'MeshAlternative_3'
NbWeapons = 1
SalvoStockIndex = 1
ShowDispersion = False
ShowInInterface = True
WeaponActiveAndCanShootPropertyName = 'WeaponActiveAndCanShoot_3'
WeaponIgnoredPropertyName = 'WeaponIgnored_3'
WeaponShootDataPropertyName = ['WeaponShootData_0_3']
)
OutOfRangeTrackingDuration = 3.5
Tag = 'tourelle1'
TurretIdleBehaviourDescriptor = ~/TurretIdle_WatchForwardNormal
VitesseRotation = 1.0471975511965976
YulBoneOrdinal = 1
),
TTurretTwoAxisDescriptor
(
AngleRotationBase = 0.0
AngleRotationBasePitch = 0.17453292519943275
AngleRotationMax = 6.283185307179586
AngleRotationMaxPitch = 1.3089969389957472
AngleRotationMinPitch = -0.2617993877991494
MountedWeaponDescriptorList = [
TMountedWeaponDescriptor
(
Ammunition = $/GFX/Weapon/Ammo_HMG_12_7_mm_NSVT
AnimateOnlyOneSoldier = True
DispersionRadiusOffColor = RGBA
DispersionRadiusOffThickness = -0.1
DispersionRadiusOnColor = RGBA
DispersionRadiusOnThickness = -0.1
EffectTag = 'FireEffect_HMG_12_7_mm_NSVT'
HandheldEquipmentKey = 'MeshAlternative_4'
NbWeapons = 1
SalvoStockIndex = 1
ShowDispersion = False
ShowInInterface = True
TirContinu = True
WeaponActiveAndCanShootPropertyName = 'WeaponActiveAndCanShoot_4'
WeaponIgnoredPropertyName = 'WeaponIgnored_3'
WeaponShootDataPropertyName = ['WeaponShootData_0_4']
)
OutOfRangeTrackingDuration = 3.5
Tag = 'tourelle2'
TurretIdleBehaviourDescriptor = ~/TurretIdle_WatchForwardMG
VitesseRotation = 2.0943951023931953
YulBoneOrdinal = 2
),
TTurretTwoAxisDescriptor
(
AimingPriority = 3
AngleRotationBase = 0.0
AngleRotationBasePitch = 0.0
AngleRotationMax = 0.017453292519943295
AngleRotationMaxPitch = 0.13962634015954636
AngleRotationMinPitch = -0.13962634015954636
MasterTurretYulBoneOrdinal= 1
MountedWeaponDescriptorList = [
TMountedWeaponDescriptor
(
Ammunition = $/GFX/Weapon/Ammo_MMG_PKT_7_62mm
AnimateOnlyOneSoldier = True
DispersionRadiusOffColor = RGBA
DispersionRadiusOffThickness = -0.1
DispersionRadiusOnColor = RGBA
DispersionRadiusOnThickness = -0.1
EffectTag = 'FireEffect_MMG_PKT_7_62mm'
HandheldEquipmentKey = 'MeshAlternative_5'
NbWeapons = 1
SalvoStockIndex = 2
ShowDispersion = False
ShowInInterface = True
TirContinu = True
WeaponActiveAndCanShootPropertyName = 'WeaponActiveAndCanShoot_5'
WeaponIgnoredPropertyName = 'WeaponIgnored_5'
WeaponShootDataPropertyName = ['WeaponShootData_0_5']
)
OutOfRangeTrackingDuration= 3.5
Tag = 'tourelle4'
VitesseRotation = 1.5707963267948966
YulBoneOrdinal = 4
),
TTurretUnitDescriptor
(
AngleRotationMax = 2.0943951023931953
AngleRotationMaxPitch = 1.5707963267948966
AngleRotationMinPitch = -1.5707963267948966
MountedWeaponDescriptorList = [
TMountedWeaponDescriptor
(
Ammunition = $/GFX/Weapon/Ammo_SMOKE_Vehicle_Grenadex8
AnimateOnlyOneSoldier = True
DispersionRadiusOffColor = RGBA
DispersionRadiusOffThickness = -0.1
DispersionRadiusOnColor = RGBA
DispersionRadiusOnThickness = -0.1
EffectTag = 'FireEffect_SMOKE_Vehicle_Grenadex8'
HandheldEquipmentKey = 'MeshAlternative_6'
NbWeapons = 1
SalvoStockIndex = 3
ShowDispersion = False
ShowInInterface = False
WeaponActiveAndCanShootPropertyName = 'WeaponActiveAndCanShoot_6'
WeaponIgnoredPropertyName = 'WeaponIgnored_6'
WeaponShootDataPropertyName = ['WeaponShootData_0_6', 'WeaponShootData_1_6', 'WeaponShootData_2_6', 'WeaponShootData_3_6']
)
Tag = 'tourelle5'
YulBoneOrdinal = 5
)
)
zero798362555
发表于 2025-2-11 12:53
zero798362555 发表于 2025-2-11 12:28
在mod中给单位多增加一个武器栏,军械库里显示为四栏,为什么到对局里又变成了三栏,是我少改哪个文件了 ...
我觉得可能是这里的问题
T80BVK我改的
DepictionOperator_T80BV_CMD_SOV_Weapon3 is DepictionOperator_WeaponContinuousFire
(
FireEffectTag = "weapon_effet_tag3"
Anchors = ["fx_tourelle2_tir_01"]
WeaponShootDataPropertyName = "WeaponShootData_0_3"
WeaponActiveAndCanShootPropertyName = "WeaponActiveAndCanShoot_3"
NbFX = 1
)
T80BV原版
DepictionOperator_T80BV_SOV_Weapon3 is DepictionOperator_WeaponMissileCarriageFire
(
FireEffectTag = "weapon_effet_tag3"
Connoisseur = MissileCarriage_T80BV_SOV
WeaponIndex = 1
WeaponShootDataPropertyName = ['WeaponShootData_0_3']
NbProj = 1
)
但是我调成导弹标签后报错
159qq88
发表于 2025-2-11 14:13
挖的伟大大苏打大大大大大撒
rp029
发表于 2025-2-13 09:02
66666666666666666666666
【鵺/yl遊鰰
发表于 2025-2-13 19:54
:):):):):):):)
tim47990831
发表于 2025-2-13 20:26
666666666666666
mr555555
发表于 2025-2-18 11:06
感谢分享
a123321a99999
发表于 2025-2-18 15:18
1111111111111
IXA00
发表于 2025-2-19 09:48
6666666666666666666