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标题:
狙击开镜放大效果怎么制作
[打印本页]
作者:
滴酒不沾李太白
时间:
2022-11-26 15:52
标题:
狙击开镜放大效果怎么制作
本帖最后由 滴酒不沾李太白 于 2022-11-29 16:31 编辑
根据 拿破仑的望远镜 和 大灾变 代码想制作狙击开镜放大效果,纯小白,用领军者ms瞎写,动作和材质已添加
现在场景触发只加了一个酒馆
拿破仑的望远镜
https://bbs.mountblade.com.cn/thread-1876748-1-1.html
大灾变
https://bbs.mountblade.com.cn/thread-1895977-1-1.html
[strike]
自改代码1主要问题有3个:
1.开镜没有放大效果
2.场景触发需要添加哪些场景后面(最好有关键词)
3.大灾变放大之后子弹不在准心上(非下坠)
[/strike]
自改代码2.1主要问题有3个:
1.开镜放大效果2倍以上图像上下翻转,准心图标反转,
2.场景触发需要添加哪些场景后面(最好有关键词)
3.开镜效果中需要准心收拢才能打的准,像血荣和先辈战争开镜就是准的
[spoiler=自改代码2.1]
========module_mesh.py
("mm_spyglass_ui", 0, "dedal_scope", 0, 0, 0, 0, 0, 0, 1, 1, 1), ("mm_spyglass_ui2", 0, "dedal_scope2", 0, 0, 0, 0, 0, 0, 1, 1, 1),
========module_mission_templates.py
( 0, 0, 0, [ (game_key_is_down,gk_zoom),
],
[
(neg|is_presentation_active,"prsnt_spyglass_dummy"),
(get_player_agent_no,":agent_id"),
(agent_is_alive,":agent_id"),
(start_presentation,"prsnt_spyglass_dummy"),
]),
======module_presentation.py
("spyglass_dummy", prsntf_read_only|prsntf_manual_end_only, 0,
[
(ti_on_presentation_load, [
#(call_script,"script_client_get_my_agent"),
#(assign,":agent_id",reg0),
(get_player_agent_no,":agent_id"),
#(agent_is_active,":agent_id"),
(agent_is_alive,":agent_id"),
(agent_set_visibility, ":agent_id", 0),
(set_fixed_point_multiplier,100),
(try_begin),
(agent_get_wielded_item,":item_id",":agent_id",0),
(eq,":item_id","itm_flintlock_pistol"),
(set_zoom_amount,195),
(create_mesh_overlay, reg0, "mesh_mm_spyglass_ui"),
(position_set_x, pos1, 50), #-1
(position_set_y, pos1, 40), #-1
(overlay_set_position, reg0, pos1),
(position_set_x, pos1, 101), #-1
(position_set_y, pos1, 100), #-1
(overlay_set_size, reg0, pos1),
(presentation_set_duration, 99999),
(else_try),
(agent_get_wielded_item,":item_id",":agent_id",0),
(neq,":item_id","itm_flintlock_pistol"),
(set_zoom_amount,150),
(create_mesh_overlay, reg0, "mesh_mm_spyglass_ui2"),
(position_set_x, pos1, 50), #-1
(position_set_y, pos1, 40), #-1
(overlay_set_position, reg0, pos1),
(position_set_x, pos1, 101), #-1
(position_set_y, pos1, 100), #-1
(overlay_set_size, reg0, pos1),
(presentation_set_duration, 99999),
(try_end),
]),
(ti_on_presentation_run,
[
#(call_script,"script_client_get_my_agent"),
#(assign,":agent_id",reg0),
(get_player_agent_no,":agent_id"),
#(agent_is_active,":agent_id"),
(assign,":continue",0),
(try_begin),
(neg|game_key_is_down,gk_zoom),
(assign,":continue",1),
(try_end),
(eq,":continue",1),
(set_fixed_point_multiplier,100),
(set_zoom_amount,0),
(agent_set_visibility, ":agent_id", 1),
(presentation_set_duration, 0),
]),
]),
[/spoiler]
[spoiler=set_zoom_amount设置200以上图像翻转]
295
395
[/spoiler]
作者:
半世尘埃
时间:
2022-11-29 15:18
没看懂你现在的问题所在
3.大灾变放大之后子弹不在准心上(非下坠):openbrf调整狙击镜的ui使其对准原战团准心
2.场景触发需要添加哪些场景后面(最好有关键词):参考
http://bbs.mountblade.com.cn/vie
... 2&page=1#pid2765190
3.开镜效果中需要准心收拢才能打的准,像血荣和先辈战争开镜就是准的 :参考
https://bbs.mountblade.com.cn/thread-553190-1-5.html
作者:
滴酒不沾李太白
时间:
2022-11-29 16:39
半世尘埃 发表于 2022-11-29 15:18
没看懂你现在的问题所在
3.大灾变放大之后子弹不在准心上(非下坠):openbrf调整狙击镜的ui使其对准原战 ...
谢谢,现在上传了放大不同倍率的图片。
2.场景触发那个链接可以编辑一下吗?不能跳转
3.准心打的准是这里吗,绑定准心位置在固定位置。
(get_player_agent_no, ":player_agent"),
(agent_get_look_position, pos59, ":player_agent"),
(position_move_y, pos59, 50),
(position_move_z, pos59, 160),
这一条我不清楚添加哪里,领军者里"common_battle_order_panel,"有重复出现多次
【然后在module_mission_templates文件中查找 common_battle_order_panel,
然后在下面添加
common_battle_dianshe_chiqiang,
common_battle_dianshe_fashe,
common_battle_dianshe_zd,】
作者:
暗黑龙骑士
时间:
2022-12-1 18:46
请收下我的膝盖
作者:
小鸡仔
时间:
2023-9-14 17:24
战团怎么弄,希望能出个视频教程
作者:
不可名状者
时间:
2024-1-23 16:28
6666666,有时间我用战团试试
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