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- 2021-10-26
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9#
楼主 |
发表于 2024-10-13 01:05
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只看该作者
《最高指挥官2》指挥官的一些重要代码修改:
最大建造/维修距离,最大俘获/占领距离,武器射程等等
(以Illuminate族为例,文件路径:bp.scd\Units\Illuminate\UIL0001\UIL0001_unit.bp)
以下是指挥官的完整代码,部分代码作了注释说明。
UnitBlueprint {
AI = {
Attacker = {
RelocateToFire = true,
},
GuardRadius = 10,-----警戒半径
TargetBones = {
'UIL0001_Head',
'UIL0001_Turret01',
},
},
Abilities = {
{
Blueprint = 'Overcharge',-----蓄能
},
{
Blueprint = 'ACU_Hunker',-----蹲下
},
{
Blueprint = 'EscapePod',-----逃生舱
},
{
Blueprint = 'RogueNanites',-----纳米机器人
},
},
AnimSet = {
hunker = 'UIL0001_Hunker',
hunkerend = 'UIL0001_HunkerEnd',
idle = 'UIL0001_Idle',
killed = 'UIL0001_Killed',
walk = 'UIL0001_Walk',
},
AnimTree = '/anims/cdr_unit_animtree.bp',
Audio = {
CaptureLoop = 'SC2/SC2/Commanders/ILLUMINATE/UIL0001/snd_UIL0001_ACU_Capture_Loop',
ConstructLoop = 'SC2/SC2/Commanders/ILLUMINATE/UIL0001/snd_UIL0001_ACU_Construct_Loop',
FootFallGeneric = 'SC2/SC2/Commanders/ILLUMINATE/UIL0001/snd_UIL0001_ACU_Move_Step',
FootFallGenericSeabed = 'SC2/SC2/Commanders/ILLUMINATE/UIL0001/snd_UIL0001_ACU_Move_UW_Step',
Hunker = 'SC2/SC2/Commanders/ILLUMINATE/UIL0001/snd_UIL0001_ACU_hunker_pack',
Killed = 'SC2/SC2/Destructions/Explosions/UEF/snd_Destroy_Sml_Land',
KilledNuke = 'SC2/SC2/Destructions/Explosions/ILLUMINATE/snd_Nuke_Impact',
OnReclaimed = 'SC2/SC2/Destructions/Explosions/UEF/snd_Destroy_Med_Land',
OverchargeOff = 'SC2/SC2/Commanders/snd_ACU_Overcharge_Off',
OverchargeOn = 'SC2/SC2/Commanders/snd_ACU_Overcharge_On',
ReclaimLoop = 'SC2/SC2/Commanders/ILLUMINATE/UIL0001/snd_UIL0001_ACU_Reclaim_Loop',
StartMove = 'SC2/SC2/Commanders/ILLUMINATE/UIL0001/snd_UIL0001_ACU_Move_Start',
StopMove = 'SC2/SC2/Commanders/ILLUMINATE/UIL0001/snd_UIL0001_ACU_Move_Stop',
TeleportEnd = 'SC2/SC2/Units/ILLUMINATE/snd_TeleportEnd',
TeleportStart = 'SC2/SC2/Units/ILLUMINATE/snd_TeleportStart',
UISelection = 'SC2/SC2/Selection/snd_GENERIC_Select_Commander',
UnHunker = 'SC2/SC2/Commanders/ILLUMINATE/UIL0001/snd_UIL0001_ACU_hunker_unpack',
},
Build = {
BuildArmManipulators = {
{
AimBone = 'UIL0001_T01_Muzzle01',
AutoInitiateRepairCommand = false,-----自动维修
PitchBone = 'UIL0001_RightElbow',
YawBone = 'UIL0001_Turret01',
},
},
BuildScaffoldUnit = 'uib0022',
EffectBones = {
'UIL0001_T01_Muzzle01',
},
MaxRepairDistance = 40,-----最大维修距离(原15)
RepairScanRadius = 45,-----维修扫描/探测半径(原20)
RepairTargetCheckInterval = 1,
},
Categories = {
'PRODUCTSC2',
'SELECTABLE',
'MOBILE',
'ECONOMIC',
'COMMAND',
'MASSPRODUCTION',
'MASSFABRICATION',
'ENERGYPRODUCTION',
'ENGINEER',
'CONSTRUCTION',
'CAPTURE',
'DIRECTFIRE',
'LAND',
'NEEDMOBILEBUILD',
'VISIBLETORECON',
'PATROLHELPER',
'SHOWQUEUE',
'OVERLAYRADAR',
'OVERLAYDIRECTFIRE',
'OVERLAYINDIRECTFIRE',
'OVERLAYDEFENSE',
'PODSTAGINGPLATFORM',
'VERIFYMISSILEUI',
'SILO',
'ILLUMINATE',
'INTELLIGENCE',
'MOBILEGANTRYBUILDER',
'BUILTBYESCAPEPOD',
'BUILTBYMOBILE',-----新增(用于建造功能)
'TECH1',------新增(用于建造功能)
'ANTISURFACE',
'UIBASICSORTCATEGORY',
},
Death = {
DeathAnimWaitTime = 2,
DebrisPieces = true,
ExplosionEffect = 'IlluminateDefaultDestroyEffectsMed01',
ExplosionTendrils = true,
Light = true,
},
Defense = {
AirThreatLevel = 0,
ArmorType = 'Commander',
EconomyThreatLevel = 10,
Health = 20000,-----生命值(原20000)
MaxHealth = 20000,-----最大生命值(原20000)
RegenRate = 24,-----自动回血速度(原24)
Shield = {
AllowPenetration = true,
ImpactEffects = 'ShieldHit01',
OwnerShieldTextureSet = 'Shield',
ShieldDamageAbsorb = 0.85,
ShieldMaxHealth = 12000,-----护甲防御值(原12000)
ShieldRechargeTime = 45,-----护甲损毁后多久开始重生(原45)
ShieldReflectChance = 0.5,-----护甲反弹攻击几率(原0.5)
ShieldReflectRandomVector = true,-----护甲反弹攻击方向随机
ShieldRegenRate = 100,-----护甲自我修复速度(原100)
SizeX = 1.7,
SizeY = 3.2,
SizeZ = 1.5,
StartOn = false,
},
SurfaceThreatLevel = 5,
},
Description = '<LOC UNIT_DESCRIPTION_0059>Armored Command Unit',
Display = {
DamageEffects = {
Land = {
BoneSets = {
{
Bone = 'UIL0001_Head',
},
{
Bone = 0,
},
{
Bone = 0,
},
},
EffectSets = {
'DamageElectricity01',
'DamageSparks01',
'DamageSmoke01',
},
},
Seabed = {
BoneSets = {
{
Bone = 0,
},
},
EffectSets = {
'DamageWaterSmoke01',
},
},
},
DisplayName = '<LOC UNIT_NAME_0118>ACU',
EffectGroupClassification = 'Medium',
IdleEffects = {
Seabed = {
Effects = {
{
Bones = {
'UIL0001_LeftElbow',
'UIL0001_T01_Muzzle02',
'UIL0001_RightElbow',
'UIL0001_T01_Muzzle01',
},
Type = 'UnderWater01',
},
},
},
},
Mesh = {
IconFadeInZoom = 130,
LODReduceImmune = true,
LODs = {
{
LODCutoff = 80,
MaterialSets = {
{
Materials = {
{
RampName = '/textures/Units/Shared/Ramps/Illuminate_Ramp01.dds',
ShaderMacros = 'ambient_lighting, diffuse_lighting, specular_lighting, ambient_occlusion, team_color, environment_mapping, point_cloud, glow',
},
},
Name = 'Base',
},
{
Materials = {
{
EffectName = '/textures/Units/Shared/IlluminateShield.dds',
RampName = '/textures/Units/Shared/Ramps/Illuminate_Ramp01.dds',
ShaderMacros = 'ambient_lighting, diffuse_lighting, specular_lighting, ambient_occlusion, team_color, environment_mapping, point_cloud, glow, shield',
},
},
Name = 'Shield',
},
},
},
{
LODCutoff = 160,
MaterialSets = {
{
Materials = {
{
RampName = '/textures/Units/Shared/Ramps/Illuminate_Ramp01.dds',
ShaderMacros = 'ambient_lighting, diffuse_lighting, specular_lighting, ambient_occlusion, team_color, environment_mapping, point_cloud, glow',
},
},
Name = 'Base',
},
{
Materials = {
{
EffectName = '/textures/Units/Shared/IlluminateShield.dds',
RampName = '/textures/Units/Shared/Ramps/Illuminate_Ramp01.dds',
ShaderMacros = 'ambient_lighting, diffuse_lighting, specular_lighting, ambient_occlusion, team_color, environment_mapping, point_cloud, glow, shield',
},
},
Name = 'Shield',
},
},
},
{
LODCutoff = 800,
MaterialSets = {
{
Materials = {
{
RampName = '/textures/Units/Shared/Ramps/Illuminate_Ramp01.dds',
ShaderMacros = 'ambient_lighting, diffuse_lighting, specular_lighting, ambient_occlusion, environment_mapping, team_color',
},
},
Name = 'Base',
},
{
Materials = {
{
EffectName = '/textures/Units/Shared/IlluminateShield.dds',
RampName = '/textures/Units/Shared/Ramps/Illuminate_Ramp01.dds',
ShaderMacros = 'ambient_lighting, diffuse_lighting, specular_lighting, ambient_occlusion, environment_mapping, team_color, shield',
},
},
Name = 'Shield',
},
},
},
},
},
MovementEffects = {
Land = {
Effects = {
{
Bones = {
'UIL0001_LeftAnkle',
'UIL0001_RightAnkle',
},
Scale = 0.8,
Type = 'GroundKickup01',
},
},
Footfall = {
Bones = {
{
AnkleBone = 'UIL0001_RightToe',
FootBone = 'UIL0001_RightToe',
HipBone = 'UIL0001_RightHip',
KneeBone = 'UIL0001_RightKnee',
OrientFoot = true,
OrientFootAngleMax = 40,
OrientFootBlendHeight = 0.1,
Type = 'FootFall01',
},
{
AnkleBone = 'UIL0001_LeftToe',
FootBone = 'UIL0001_LeftToe',
HipBone = 'UIL0001_LeftHip',
KneeBone = 'UIL0001_LeftKnee',
OrientFoot = true,
OrientFootAngleMax = 40,
OrientFootBlendHeight = 0.1,
Type = 'FootFall01',
},
},
},
},
Seabed = {
Effects = {
{
Bones = {
'UIL0001_Turret01',
'UIL0001_RightElbow',
'UIL0001_LeftElbow',
'UIL0001_T01_Muzzle01',
'UIL0001_T01_Muzzle02',
'UIL0001_RightToe',
'UIL0001_LeftToe',
},
Type = 'UnderWater01',
},
},
Footfall = {
Bones = {
{
AnkleBone = 'UIL0001_RightToe',
FootBone = 'UIL0001_RightToe',
HipBone = 'UIL0001_RightHip',
KneeBone = 'UIL0001_RightKnee',
OrientFoot = true,
OrientFootAngleMax = 40,
OrientFootBlendHeight = 0.1,
Type = 'FootFall02',
},
{
AnkleBone = 'UIL0001_LeftToe',
FootBone = 'UIL0001_LeftToe',
HipBone = 'UIL0001_LeftHip',
KneeBone = 'UIL0001_LeftKnee',
OrientFoot = true,
OrientFootAngleMax = 40,
OrientFootBlendHeight = 0.1,
Type = 'FootFall02',
},
},
},
},
},
TransportAnimation = {
{
Animation = '/units/Illuminate/UIL0001/UIL0001_AhunkerIdle01.sca',
Weight = 100,
},
},
TransportDropAnimation = {
{
Animation = '/units/Illuminate/UIL0001/UIL0001_AhunkerIdle01.sca',
Weight = 100,
},
},
UniformScale = 0.1,
},
Economy = {
BuildRate = 4,
BuildTime = 150,
BuildableCategory = {
'BUILTBYMOBILE ILLUMINATE TECH1',
'uix0113',
'uix0114',
'uib0011',
},
CaptureRate = 20,-------俘获速度(原1)
CaptureTimeMult = 0.45,-------俘获时间系数(原0.45)
MaxCaptureDistance = 25,-----最大俘获/占领距离(新增)
EnergyValue = 7500,--------建造指挥官消耗电量值(原7500)
MassValue = 1500,--------建造指挥官消耗质能值(原1500)
MaxBuildDistance = 40,--------最大建造距离(原15)
NaturalProducer = true,
ProductionPerSecondEnergy = 5,-----每秒生产电量值(原5)
ProductionPerSecondMass = 1,-----每秒生产质能值(原1)
ProductionPerSecondResearch = 0.01,
RepairRate = 2,-------维修速度(原0.5)
},
EscapePod = {
EscapePodAttachBone = 'UIL0001_Head',
EscapePodUnitId = 'uim0001',-----逃生舱ID
},
General = {
Build = {
Bones = {
BuildEffectBones = {
'UIL0001_T01_Muzzle01',
},
},
},
BuildIconIndex = 9,---单位在建造栏第几格
BuildIconPage = 1,---单位在建造栏第几页
BuildIconSortPriority = 980,---建造栏排序权重(新增)
CapCost = 0,
CommandCaps = {
RULEUCC_Attack = true,
RULEUCC_CallTransport = true,-----
RULEUCC_Capture = true,
RULEUCC_Guard = true,
RULEUCC_Move = true,
RULEUCC_Patrol = true,
RULEUCC_Pause = true,
---RULEUCC_Reclaim = true,-----回收功能是否显示
RULEUCC_Repair = true,-----维修功能是否显示
RULEUCC_RetaliateToggle = true,-----回击/攻击开关是否显示
RULEUCC_Stop = true,
},
ExperienceTable = 'ACU',
ExperienceValue = 7500,
FactionName = 'Illuminate',-----派系名称
Icon = 'amph',
MoveEnergyCost = 300,-----心灵传送消耗电量
QuickSelectPriority = 1,
SelectionPriority = 3,
TeleportCooldown = 1,-----传送冻结时长
TeleportRange = 200,-----心灵传送距离
UnitName = '<LOC UNIT_NAME_0119>ACU',
UnitWeight = 1,
},
Intel = {
FreeIntel = true,
RadarRadius = 60,
SonarRadius = 60,
VisionRadius = 30,
WaterVisionRadius = 30,
},
LifeBarHeight = 0.23,
LifeBarOffset = 0.6,
LifeBarSize = 1.55,
Navigation = {
IgnoreNeighbors = true,
Radius = 3.5,
},
Physics = {
BankingSlope = 0,
BuildOnLayerCaps = {
LAYER_Land = true,
LAYER_Water = true,
LAYER_Seabed = true,
},
CollisionPushClass = 3,
CollisionPushable = false,
LayerChangeOffsetHeight = -0.9,
MaxAcceleration = 10,-----最大加速度
MaxBrake = 10,-----最大减速/刹车
MaxSpeed = 2.75,-----最大速度
MaxSpeedReverse = 0,-----最大逆向速度
MaxSteerForce = 12,
MotionType = 'RULEUMT_Amphibious',
RotateOnSpot = false,
StandUpright = true,
TurnRate = 130,-----转身速度
},
ResearchUpgrades = {
ICP_AA = {
Weapons = {
AntiAir = true,
},
},
},
SelectionCenterOffsetZ = -0.25,
SelectionMeshOffsetX = 0,
SelectionMeshOffsetY = -0.2,
SelectionMeshOffsetZ = -0.2,
SelectionMeshScaleX = 0.9,
SelectionMeshScaleY = 0.8,
SelectionMeshScaleZ = 0.8,
SelectionSizeX = 1.4,
SelectionSizeZ = 1.2,
SelectionThickness = 0.9,
SelectionYOffset = 0,
SizeX = 3,
SizeY = 6,
SizeZ = 2.5,
StrategicIconName = 'icon_commander_generic',
StrategicIconSortPriority = 0,
Transport = {
StorageSize = 15,-----运输占用空间(原15)
TeleportTime = 1,-----传送用时(原6)
},
Weapons = {
---------------------------以下主炮武器(默认使用)----------------------------------
{
AboveWaterFireOnly = true,
AboveWaterTargetsOnly = true,
AlwaysRecheckTarget = false,
Audio = {
Fire = 'SC2/SC2/Commanders/ILLUMINATE/UIL0001/snd_UIL0001_ACU_Chronotron_Cannon',
},
AutoInitiateAttackOnPatrol = true,
BallisticArc = 'RULEUBA_LowArc',
CollideFriendly = false,
Damage = 400,
DamageFriendly = false,
DamageType = 'Normal',
DisplayName = 'Chronotron Cannon',
FireTargetLayerCaps = {
Land = 'Land|Water|Seabed',
Seabed = 'Land|Water|Seabed',
},
FiringTolerance = 0.2,
Label = 'MainGun',---------主炮
MaxRadius = 20,---------主炮最大射程半径(原20)
MinRadius = 3,---------主炮最小射程半径(原3)
MuzzleChargeDelay = 0.4,
MuzzleChargeEffect = 'Illuminate_Plasma05_Launch02',
MuzzleFlashEffect = 'Illuminate_Plasma05_Launch01',
MuzzleSalvoDelay = 0,
MuzzleSalvoSize = 1,
MuzzleVelocity = 35,
ProjectileId = '/projectiles/Illuminate/IChronCannon01/IChronCannon01_proj.bp',
ProjectileLifetimeUsesMultiplier = 2,
RackBones = {
{
MuzzleBones = {
'UIL0001_T01_Muzzle02',
},
RackBone = 'UIL0001_LeftElbow',
},
},
RackFireTogether = false,
RackRecoilDistance = 0,
RackReloadTimeout = 10,
RackSalvoChargeTime = 0,
RackSalvoReloadTime = 0,
RackSalvoSize = 1,
RackSlavedToTurret = false,
RangeCategory = 'UWRC_DirectFire',
RateOfFire = 0.5,
TargetCheckInterval = 0.5,
TargetPriorities = {
'LAND MOBILE',
'ALLUNITS',
},
TargetRestrictDisallow = 'UNTARGETABLE',
TurretBoneMuzzle = 'UIL0001_T01_Muzzle02',
TurretBonePitch = 'UIL0001_LeftElbow',
TurretBoneYaw = 'UIL0001_Turret01',
TurretDualManipulators = false,
TurretPitch = 0,
TurretPitchRange = 80,
TurretPitchSpeed = 120,
TurretYaw = 0,
TurretYawRange = 180,
TurretYawSpeed = 180,
Turreted = true,
ValidateFiringTrajectory = true,
WeaponCategory = 'Direct Fire',
},
---------------------------以下蓄能武器----------------------------------
{
AboveWaterFireOnly = true,
AboveWaterTargetsOnly = true,
AlwaysRecheckTarget = false,
Audio = {
Fire = 'SC2/SC2/Commanders/ILLUMINATE/UIL0001/snd_UIL0001_ACU_Chronotron_Overcharge',
},
BallisticArc = 'RULEUBA_None',
CameraShakeDuration = 0.4,
CameraShakeMax = 1.2,
CameraShakeMin = 0.4,
CameraShakeRadius = 30,
CollideFriendly = false,
Damage = 1000,
DamageFriendly = false,
DamageRadius = 10,
DamageType = 'Overcharge',
DisplayName = 'UPGRADE - Chronotron Overcharge Cannon',
FireTargetLayerCaps = {
Land = 'Land|Water|Seabed',
Seabed = 'Land|Water|Seabed',
},
FiringTolerance = 0.2,
InitiallyDisabled = true,
Label = 'OverCharge',---------蓄能
MaxRadius = 30,---------蓄能武器最大半径(原20)
MinRadius = 3,---------蓄能武器最小半径(原3)
MuzzleChargeDelay = 0.4,
MuzzleChargeEffect = 'Illuminate_ChronCannon02_Launch02',
MuzzleFlashEffect = 'Illuminate_ChronCannon02_Launch01',
MuzzleSalvoDelay = 0,
MuzzleSalvoSize = 1,
MuzzleVelocity = 45,
ProjectileId = '/projectiles/Illuminate/IChronCannon02/IChronCannon02_proj.bp',
ProjectileLifetimeUsesMultiplier = 2,
RackBones = {
{
MuzzleBones = {
'UIL0001_T01_Muzzle02',
},
RackBone = 'UIL0001_LeftElbow',
},
},
RackFireTogether = false,
RackRecoilDistance = 0,
RackReloadTimeout = 10,
RackSalvoChargeTime = 0,
RackSalvoReloadTime = 0,
RackSalvoSize = 1,
RackSlavedToTurret = false,
RangeCategory = 'UWRC_DirectFire',
RateOfFire = 1,
SlavedToBody = false,
TargetCheckInterval = 0.2,
TargetPriorities = {
'LAND MOBILE',
'ALLUNITS',
},
TargetRestrictDisallow = 'UNTARGETABLE',
TurretBoneMuzzle = 'UIL0001_T01_Muzzle02',
TurretBonePitch = 'UIL0001_LeftElbow',
TurretBoneYaw = 'UIL0001_Turret01',
TurretDualManipulators = false,
TurretPitch = 0,
TurretPitchRange = 80,
TurretPitchSpeed = 120,
TurretYaw = 0,
TurretYawRange = 180,
TurretYawSpeed = 120,
Turreted = true,
WeaponCategory = 'Experimental',
},
---------------------------以下核爆武器----------------------------------
{
AboveWaterTargetsOnly = true,
AlwaysRecheckTarget = false,
CollideFriendly = false,
Damage = 0,
DamageFriendly = true,
DamageRadius = 0,
DamageType = 'Normal',
DisplayName = 'Death Nuke',
FiringTolerance = 0.2,
InitiallyDisabled = true,
Label = 'DeathWeapon',---------死亡武器
MaxRadius = 1,
MuzzleFlashEffect = 'SDFLaanseMissleMuzzleFlash',
MuzzleSalvoDelay = 0,
MuzzleSalvoSize = 1,
MuzzleVelocity = 0,
NukeData = {
InnerDamage = 3500,
InnerRadius = 20,
InnerToOuterSegmentCount = 10,
OuterDamage = 500,
OuterRadius = 40,
PulseCount = 10,
PulseDamage = 200,
TimeToOuterRadius = 5,
},
ProjectileId = '/effects/Entities/UEFNukeEffectController01/UEFNukeEffectController01_proj.bp',
RackBones = {
{
MuzzleBones = {
0,
},
RackBone = 0,
},
},
RackRecoilDistance = 0,
RateOfFire = 1,
TargetCheckInterval = 9999999,
TargetRestrictDisallow = 'UNTARGETABLE',
Turreted = false,
WeaponCategory = 'Death',
},
---------------------------以下防空武器----------------------------------
{
AboveWaterFireOnly = true,
AlwaysRecheckTarget = false,
Audio = {
RackSalvoBeginFire = 'SC2/SC2/Commanders/ILLUMINATE/UIL0001/snd_UIL0001_ACU_AA_addon',
},
BallisticArc = 'RULEUBA_None',
CannotAttackGround = true,
CollideFriendly = false,
Damage = 125,
DamageFriendly = false,
DamageType = 'Normal',
DisplayName = 'UPGRADE - Linked Railgun',
FireTargetLayerCaps = {
Land = 'Air',
Seabed = 'Air',
},
FiringTolerance = 0.2,
InitiallyDisabled = true,
Label = 'AntiAir',---------防空
MaxRadius = 32,---------防空武器最大半径(原32)
MuzzleFlashEffect = 'Illuminate_AntiAir01_Launch01',
MuzzleSalvoDelay = 0.1,
MuzzleSalvoSize = 2,
MuzzleVelocity = 45,
ProjectileId = '/projectiles/Illuminate/IAntiAir04/IAntiAir04_proj.bp',
ProjectileLifetimeUsesMultiplier = 2,
ProjectilesPerOnFire = 2,
RackBones = {
{
MuzzleBones = {
'UIL0001_T02_B01_Muzzle01',
'UIL0001_T02_B01_Muzzle02',
},
RackBone = 'UIL0001_T02_Barrel01',
},
},
RackRecoilDistance = 0,
RackRecoilReturnSpeed = 0,
RackReloadTimeout = 10,
RackSalvoChargeTime = 0,
RackSalvoReloadTime = 0,
RackSalvoSize = 1,
RackSlavedToTurret = true,
RangeCategory = 'UWRC_AntiAir',
RateOfFire = 1,
TargetCheckInterval = 0.5,
TargetPriorities = {
'AIR MOBILE',
'ALLUNITS',
},
TargetRestrictDisallow = 'UNTARGETABLE,STRUCTURE,NAVAL',
TrackingRadius = 1.4,
TurretBoneMuzzle = 'UIL0001_T02_B01_Muzzle01',
TurretBonePitch = 'UIL0001_T02_Barrel01',
TurretBoneYaw = 'UIL0001_Turret02',
TurretPitch = 0,
TurretPitchRange = 80,
TurretPitchSpeed = 360,
TurretYaw = 0,
TurretYawRange = 360,
TurretYawSpeed = 360,
Turreted = true,
WeaponCategory = 'Anti Air',
},
},
Wreckage = {
Blueprint = '/props/Wreckage/Illuminate/UIL0001/UIL0001_wreckage01_prop.bp',
EnergyMult = 0,
HealthMult = 0.9,
MassMult = 0.2,
ReclaimTimeMultiplier = 0.1,
UseCustomMesh = true,
WreckageLayers = {
Land = true,
},
},
}
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