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    测试XML代码语言

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    • A 17 EXP B240
      
      Version 3.71
      
      
      +Blocks
      -Added missing <property name="CanPickup" value="true"/> to scrapIronFrameCNRFull
      
      +Sounds
      
      
      -Changed silenced gunshot sound effects for all weapons to no longer be heard by zombies
      
      <SoundDataNode name="pistol_s_fire"> <AudioSource name="Sounds/AudioSource_WeaponFire"/> <NetworkAudioSource name="Sounds/AudioSource_WeaponFire_Network"/>
      	<Noise ID="3" range="4" volume="30" time="2" muffled_when_crouched="0.65" heat_map_strength="0.001" heat_map_time="1"/>
      	<AudioClip ClipName="Sounds/Weapons/Ranged/Pistol/pistol_s_fire1"/>
        <AudioClip ClipName="Sounds/Weapons/Ranged/Pistol/pistol_s_fire2"/>
        <AudioClip ClipName="Sounds/Weapons/Ranged/Pistol/pistol_s_fire3"/>
        <AudioClip ClipName="Sounds/Weapons/Ranged/Pistol/pistol_s_fire4"/>
      	<LocalCrouchVolumeScale value="0.5"/> <CrouchNoiseScale value="0"/> <NoiseScale value="0"/> <MaxVoices value="30"/> <MaxVoicesPerEntity value="10"/> <MaxRepeatRate value="0.001"/> </SoundDataNode>
      
       <SoundDataNode name="pump_shotgun_s_fire"> <AudioSource name="Sounds/AudioSource_WeaponFire"/> <NetworkAudioSource name="Sounds/AudioSource_WeaponFire_Network"/>
      	<Noise ID="5" range="60" volume="200" time="2" heat_map_strength="0.3" heat_map_time="120"/>
      	<AudioClip ClipName="Sounds/Weapons/Ranged/pumpshotgun/pump_shotgun_s_fire1"/>
      	<AudioClip ClipName="Sounds/Weapons/Ranged/pumpshotgun/pump_shotgun_s_fire2"/>
      	<AudioClip ClipName="Sounds/Weapons/Ranged/pumpshotgun/pump_shotgun_s_fire3"/>
      	<AudioClip ClipName="Sounds/Weapons/Ranged/pumpshotgun/pump_shotgun_s_fire4"/>
      	<LocalCrouchVolumeScale value="1"/> <CrouchNoiseScale value="0"/> <NoiseScale value="0"/> <MaxVoices value="20"/> <MaxVoicesPerEntity value="6"/> <MaxRepeatRate value="0.001"/> </SoundDataNode>
      
        <SoundDataNode name="ak47_s_fire"> <AudioSource name="Sounds/AudioSource_WeaponFire"/> <NetworkAudioSource name="Sounds/AudioSource_WeaponFire_Network"/>
      	<Noise ID="5" range="60" volume="150" time="2" heat_map_strength="0.3" heat_map_time="120"/>
      	<AudioClip ClipName="Sounds/Weapons/Ranged/AK47/ak47_s_fire1"/>
        <AudioClip ClipName="Sounds/Weapons/Ranged/AK47/ak47_s_fire2"/>
        <AudioClip ClipName="Sounds/Weapons/Ranged/AK47/ak47_s_fire3"/>
        <AudioClip ClipName="Sounds/Weapons/Ranged/AK47/ak47_s_fire4"/>
      	<LocalCrouchVolumeScale value="1"/> <CrouchNoiseScale value="0"/> <NoiseScale value="0"/> <MaxVoices value="30"/> <MaxVoicesPerEntity value="10"/> <MaxRepeatRate value="0.001"/></SoundDataNode>
      
        <SoundDataNode name="mp5_s_fire"> <AudioSource name="Sounds/AudioSource_WeaponFire"/> <NetworkAudioSource name="Sounds/AudioSource_WeaponFire_Network"/>
      	<Noise ID="2" range="7" volume="70" time="3" muffled_when_crouched="0.5"/>
      	<AudioClip ClipName="Sounds/Weapons/Ranged/mp5/mp5_s_fire1"/>
        <AudioClip ClipName="Sounds/Weapons/Ranged/mp5/mp5_s_fire2"/>
        <AudioClip ClipName="Sounds/Weapons/Ranged/mp5/mp5_s_fire3"/>
        <AudioClip ClipName="Sounds/Weapons/Ranged/mp5/mp5_s_fire4"/>
      	<LocalCrouchVolumeScale value="1"/> <CrouchNoiseScale value="0"/> <NoiseScale value="0"/> <MaxVoices value="30"/> <MaxVoicesPerEntity value="10"/> <MaxRepeatRate value="0.001"/></SoundDataNode>
      
      <SoundDataNode name="sniperrifle_s_fire"> <AudioSource name="Sounds/AudioSource_WeaponFire"/> <NetworkAudioSource name="Sounds/AudioSource_WeaponFire_Network"/>
      	<Noise ID="5" range="60" volume="180" time="2" heat_map_strength="0.3" heat_map_time="120"/>
      	<AudioClip ClipName="Sounds/Weapons/Ranged/sniperrifle/sniperrifle_s_fire1"/>
        <AudioClip ClipName="Sounds/Weapons/Ranged/sniperrifle/sniperrifle_s_fire2"/>
        <AudioClip ClipName="Sounds/Weapons/Ranged/sniperrifle/sniperrifle_s_fire3"/>
        <AudioClip ClipName="Sounds/Weapons/Ranged/sniperrifle/sniperrifle_s_fire4"/>
      	<LocalCrouchVolumeScale value="1"/> <CrouchNoiseScale value="0"/> <NoiseScale value="0"/> <MaxVoices value="20"/> <MaxVoicesPerEntity value="6"/> <MaxRepeatRate value="0.001"/> </SoundDataNode>
      
      
      
      
      +Items
      
      -ammoRocketHE Fixed rockets now deal proper damage to all blocks
      
      I may have also increased the radius to 7 blocks, they are rockets... dont blow yourself up.
      
      <item name="ammoRocketHE">
      	<property name="DisplayType" value="ammoLauncher"/>
      	<property name="Meshfile" value="Items/Weapons/Ranged/RocketLauncher/rocketPrefab"/>
      	<property name="HoldType" value="45"/>
      	<property name="HandMeshfile" value="Items/Misc/sackPrefab"/>
      	<property name="DropMeshfile" value="Items/Misc/sack_droppedPrefab"/>
      	<property name="Material" value="Mmetal"/>
      	<property name="Stacknumber" value="20"/> <!-- STK explosives -->
      	<property name="EconomicValue" value="588"/>
      	<property class="Action1">
      		<property name="Class" value="Projectile"/>
      		<property name="Explosion.ParticleIndex" value="4"/> <!-- which Prefab/particle is used -->
      		<property name="Explosion.RadiusBlocks" value="7"/> <!-- damage radius for blocks -->
      		<property name="Explosion.BlockDamage" value="500"/> <!-- damage for blocks in the center of the explosion -->
      		<property name="Explosion.RadiusEntities" value="7"/> <!-- damage radius for entities -->
      		<property name="Explosion.EntityDamage" value="350"/> <!-- damage for entities in the center of the explosion. Zombies take 2x this damage. -->
      		
      		<property name="Explosion.DamageBonus.water" value="0"/>
      		<property name="Explosion.DamageBonus.wood" value="3"/>
      		<property name="Explosion.DamageBonus.metal" value="8"/>
      		<property name="Explosion.DamageBonus.organic" value="1"/>
      		<property name="Explosion.DamageBonus.earth" value="1"/>
      		<property name="Explosion.DamageBonus.stone" value="5"/>
      		<property name="Gravity" value="-6"/>
      		<property name="FlyTime" value=".2"/>
      		<property name="LifeTime" value="8"/>
      	</property>
      	<property name="CraftingSkillGroup" value="craftSkillScience"/>
      	<property name="Group" value="Ammo/Weapons"/>
      	<effect_group name="Base Effects" tiered="false">
      		<passive_effect name="EntityDamage" operation="base_set" value="350"/>
      		<passive_effect name="BlockDamage" operation="base_set" value="500"/>
      		<passive_effect name="ProjectileVelocity" operation="base_set" value="50"/>
      		<display_value name="ExRadius" value="5" />
      	</effect_group>
      </item>
      
      
      
      
      +Item_modifiers
      
      -modGunRetractingStock added the following variables:
      increased weapon kick by 5% die to shorter stock and being less stable
      Increased weapon handling by 15% due to shorter stock and easier to maneuver
      Increased walk speed due to shorter stock and easier to maneuver
      
      <item_modifier name="modGunRetractingStock" installable_tags="stock" modifier_tags="stocks" type="attachment">
      		<property name="Stacknumber" value="1"/>
      		
      		<effect_group tiered="false">
      		<passive_effect name="KickDegreesVertical" operation="perc_add" value="0.05"/>
      		<passive_effect name="KickDegreesHorizontal" operation="perc_add" value="0.05"/>
      		<passive_effect name="WalkSpeed" operation="perc_add" value="0.1"/>
      		<passive_effect name="WeaponHandling" operation="perc_add" value=".15"/>
      		</effect_group>
      		<property name="PickupJournalEntry" value="augmentGunsTip"/>
      	</item_modifier>
      
      
      +Recipes
      
      -rustyIronTable removed craft_area="tablesaw"
      -scrapIronStairsFilledRailingLeft removed craft_area="tablesaw"
      
      
      +Rwgmixer
      
      -Fixed typo in townGroup <prefab rule="detailFillerGroup" prob="0.05"/>
      
      <prefab_rule name="townGroup">
         		 <prefab rule="residentialOldGroup"/>
         		 <prefab rule="residentialNewGroup"/>
         		 <prefab rule="commercialGroup"/>
         		 <prefab rule="downtownGroup"/>
         		 <prefab rule="industrialGroup"/>
         		 <prefab rule="ruralGroup"/>
         		 <prefab rule="detailFillerGroup" prob="0.05"/>
         	 </prefab_rule>

      Lv.18
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      牛气冲天

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