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帮我翻译以下代码并保留原代码<?xml version="1.0" encoding="UTF - 8"?>
<CWeaponInfoBlob>
<SlotNavigateOrder>
<Item>
<WeaponSlots>
<Item>
<OrderNumber value="425"/>
<Entry>SLOT_WEAPON_PRMG</Entry>
</Item>
</WeaponSlots>
</Item>
</SlotNavigateOrder>
<Infos>
<Item>
<Infos>
<Item type="CWeaponInfo">
<Name>WEAPON_PRMG</Name>
<Model>w_sb_prints</Model>
<Audio>AUDIO_ITEM_ASSAULTSMG</Audio>
<Slot>SLOT_WEAPON_PRMG</Slot>
<DamageType>BULLET</DamageType>
<Explosion>
<Default>DONTCARE</Default>
<HitCar>DONTCARE</HitCar>
<HitTruck>DONTCARE</HitTruck>
<HitBike>DONTCARE</HitBike>
<HitBoat>DONTCARE</HitBoat>
<HitPlane>DONTCARE</HitPlane>
</Explosion>
<FireType>INSTANT_HIT</FireType>
<WheelSlot>WHEEL_SMG</WheelSlot>
<Group>GROUP_SMG</Group>
<AmmoInfo ref="AMMO_SMG"/>
<AimingInfo ref="SMG_2H_BASE_STRAFE"/>
<ClipSize value="30"/>
<AccuracySpread value="3.000000"/>
<AccurateModeAccuracyModifier value="0.500000"/>
<RunAndGunAccuracyModifier value="2.000000"/>
<RunAndGunAccuracyMaxModifier value="1.000000"/>
<RecoilAccuracyMax value="0.500000"/>
<RecoilErrorTime value="1.500000"/>
<RecoilRecoveryRate value="1.000000"/>
<RecoilAccuracyToAllowHeadShotAI value="1000.000000"/>
<MinHeadShotDistanceAI value="1000.000000"/>
<MaxHeadShotDistanceAI value="1000.000000"/>
<HeadShotDamageModifierAI value="1000.000000"/>
<RecoilAccuracyToAllowHeadShotPlayer value="0.175000"/>
<MinHeadShotDistancePlayer value="5.000000"/>
<MaxHeadShotDistancePlayer value="40.000000"/>
<HeadShotDamageModifierPlayer value="25.000000"/>
<Damage value="35.000000"/>
<DamageTime value="100.000000"/>
<DamageTimeInVehicle value="0.000000"/>
<DamageTimeInVehicleHeadShot value="0.000000"/>
<HitLimbsDamageModifier value="0.500000"/>
<NetworkHitLimbsDamageModifier value="0.800000"/>
<LightlyArmouredDamageModifier value="0.750000"/>
<Force value="75.000000"/>
<ForceHitPed value="120.000000"/>
<ForceHitVehicle value="750.000000"/>
<ForceHitFlyingHeli value="750.000000"/>
<OverrideForces>
<Item>
<BoneTag>BONETAG_HEAD</BoneTag>
<ForceFront value="100.000000"/>
<ForceBack value="50.000000"/>
</Item>
<Item>
<BoneTag>BONETAG_NECK</BoneTag>
<ForceFront value="40.000000"/>
<ForceBack value="90.000000"/>
</Item>
<Item>
<BoneTag>BONETAG_L_THIGH</BoneTag>
<ForceFront value="40.000000"/>
<ForceBack value="1.000000"/>
</Item>
<Item>
<BoneTag>BONETAG_R_THIGH</BoneTag>
<ForceFront value="40.000000"/>
<ForceBack value="1.000000"/>
</Item>
<Item>
<BoneTag>BONETAG_L_CALF</BoneTag>
<ForceFront value="70.000000"/>
<ForceBack value="80.000000"/>
</Item>
<Item>
<BoneTag>BONETAG_R_CALF</BoneTag>
<ForceFront value="60.000000"/>
<ForceBack value="100.000000"/>
</Item>
</OverrideForces>
<ForceMaxStrengthMult value="1.000000"/>
<ForceFalloffRangeStart value="0.000000"/>
<ForceFalloffRangeEnd value="50.000000"/>
<ForceFalloffMin value="1.000000"/>
<ProjectileForce value="0.000000"/>
<FragImpulse value="500.000000"/>
<Penetration value="0.010000"/>
<VerticalLaunchAdjustment value="0.000000"/>
<DropForwardVelocity value="0.000000"/>
<Speed value="2000.000000"/>
<BulletsInBatch value="1"/>
<BatchSpread value="0.000000"/>
<ReloadTimeMP value="-1.000000"/>
<ReloadTimeSP value="-1.000000"/>
<VehicleReloadTime value="2.000000"/>
<AnimReloadRate value="1.000000"/>
<BulletsPerAnimLoop value="1"/>
<TimeBetweenShots value="0.130000"/>
<TimeLeftBetweenShotsWhereShouldFireIsCached value="-1.000000"/>
<SpinUpTime value="0.000000"/>
<SpinTime value="0.000000"/>
<SpinDownTime value="0.000000"/>
<AlternateWaitTime value="-1.000000"/>
<BulletBendingNearRadius value="0.000000"/>
<BulletBendingFarRadius value="0.750000"/>
<BulletBendingZoomedRadius value="0.375000"/>
<FirstPersonBulletBendingNearRadius value="0.000000"/>
<FirstPersonBulletBendingFarRadius value="0.750000"/>
<FirstPersonBulletBendingZoomedRadius value="0.375000"/>
<Fx>
<EffectGroup>WEAPON_EFFECT_GROUP_SMG</EffectGroup>
<FlashFx>muz_smg</FlashFx>
<FlashFxAlt>muz_alternate_star</FlashFxAlt>
<FlashFxFP>muz_smg_fp</FlashFxFP>
<FlashFxAltFP/>
<MuzzleSmokeFx>muz_smoking_barrel</MuzzleSmokeFx>
<MuzzleSmokeFxFP>muz_smoking_barrel_fp</MuzzleSmokeFxFP>
<MuzzleSmokeFxMinLevel value="0.300000"/>
<MuzzleSmokeFxIncPerShot value="0.100000"/>
<MuzzleSmokeFxDecPerSec value="0.250000"/>
<ShellFx>eject_auto</ShellFx>
<ShellFxFP>eject_smg_fp</ShellFxFP>
<TracerFx>bullet_tracer</TracerFx>
<PedDamageHash>BulletSmall</PedDamageHash>
<TracerFxChanceSP value="0.150000"/>
<TracerFxChanceMP value="0.750000"/>
<FlashFxChanceSP value="1.000000"/>
<FlashFxChanceMP value="1.000000"/>
<FlashFxAltChance value="0.200000"/>
<FlashFxScale value="1.000000"/>
<FlashFxLightEnabled value="true"/>
<FlashFxLightCastsShadows value="false"/>
<FlashFxLightOffsetDist value="0.000000"/>
<FlashFxLightRGBAMin x="255.000000" y="93.000000" z="25.000000"/>
<FlashFxLightRGBAMax x="255.000000" y="100.000000" z="50.000000"/>
<FlashFxLightIntensityMinMax x="1.000000" y="2.000000"/>
<FlashFxLightRangeMinMax x="2.00000" y="2.500000"/>
<FlashFxLightFalloffMinMax x="1024.000000" y="1536.000000"/>
<GroundDisturbFxEnabled value="false"/>
<GroundDisturbFxDist value="5.000000"/>
<GroundDisturbFxNameDefault/>
<GroundDisturbFxNameSand/>
<GroundDisturbFxNameDirt/>
<GroundDisturbFxNameWater/>
<GroundDisturbFxNameFoliage/>
</Fx>
<InitialRumbleDuration value="120"/>
<InitialRumbleIntensity value="0.150000"/>
<InitialRumbleIntensityTrigger value="0.900000"/>
<RumbleDuration value="80"/>
<RumbleIntensity value="0.080000"/>
<RumbleIntensityTrigger value="0.650000"/>
<RumbleDamageIntensity value="1.000000"/>
<InitialRumbleDurationFps value="100"/>
<InitialRumbleIntensityFps value="0.900000"/>
<RumbleDurationFps value="95"/>
<RumbleIntensityFps value="0.900000"/>
<NetworkPlayerDamageModifier value="1.000000"/>
<NetworkPedDamageModifier value="1.000000"/>
<NetworkHeadShotPlayerDamageModifier value="2.500000"/>
<LockOnRange value="55.000000"/>
<WeaponRange value="120.000000"/>
<BulletDirectionOffsetInDegrees value="0.000000"/>
<AiSoundRange value="-1.000000"/>
<AiPotentialBlastEventRange value="-1.000000"/>
<DamageFallOffRangeMin value="0.000000"/>
<DamageFallOffRangeMax value="0.000000"/>
<DamageFallOffModifier value="1.000000"/>
<VehicleWeaponHash/>
<DefaultCameraHash>DEFAULT_THIRD_PERSON_PED_AIM_CAMERA</DefaultCameraHash>
<CoverCameraHash>DEFAULT_THIRD_PERSON_PED_AIM_IN_COVER_CAMERA</CoverCameraHash>
<CoverReadyToFireCameraHash/>
<RunAndGunCameraHash>DEFAULT_THIRD_PERSON_PED_RUN_AND_GUN_CAMERA</RunAndGunCameraHash>
<CinematicShootingCameraHash>DEFAULT_THIRD_PERSON_PED_CINEMATIC_SHOOTING_CAMERA</CinematicShootingCameraHash>
<AlternativeOrScopedCameraHash/>
<RunAndGunAlternativeOrScopedCameraHash/>
<CinematicShootingAlternativeOrScopedCameraHash/>
<CameraFov value="45.000000"/>
<FirstPersonScopeFov value="30.00000"/>
<FirstPersonScopeAttachmentFov value="25.00000"/>
<FirstPersonRNGOffset x="0.000000" y="0.000000" z="0.000000"/>
<FirstPersonRNGRotationOffset x="0.000000" y="0.000000" z="0.000000"/>
<FirstPersonLTOffset x="0.000000" y="0.000000" z="0.000000"/>
<FirstPersonLTRotationOffset x="0.000000" y="0.000000" z="0.000000"/>
<FirstPersonScopeOffset x="0.00200" y="0.1000" z="-0.0110"/>
<FirstPersonScopeAttachmentOffset x="0.00100" y="0.09000" z="-0.03000"/>
<FirstPersonScopeRotationOffset x="-0.40000" y="0.0000" z="0.0000"/>
<FirstPersonScopeAttachmentRotationOffset x="0.00000" y="0.0000" z="0.0000"/>
<FirstPersonAsThirdPersonIdleOffset x="-0.07500000" y="0.000000" z="-0.05"/>
<FirstPersonAsThirdPersonRNGOffset x="-0.025000" y="0.000000" z="-0.075000"/>
<FirstPersonAsThirdPersonLTOffset x="0.025000" y="0.000000" z="-0.0750000"/>
<FirstPersonAsThirdPersonScopeOffset x="0.075000" y="-0.050000" z="-0.060000"/>
<FirstPersonAsThirdPersonWeaponBlockedOffset x="-0.1000000" y="0.000000" z="-0.100000"/>
<FirstPersonDofSubjectMagnificationPowerFactorNear value="1.035000"/>
<FirstPersonDofMaxNearInFocusDistance value="0.000000"/>
<FirstPersonDofMaxNearInFocusDistanceBlendLevel value="0.300000"/>
<ZoomFactorForAccurateMode value="1.300000"/>
<RecoilShakeHash>SMG_RECOIL_SHAKE</RecoilShakeHash>
<RecoilShakeHashFirstPerson>FPS_SMG_RECOIL_SHAKE</RecoilShakeHashFirstPerson>
<AccuracyOffsetShakeHash>DEFAULT_THIRD_PERSON_ACCURACY_OFFSET_SHAKE</AccuracyOffsetShakeHash>
<MinTimeBetweenRecoilShakes value="0"/>
<RecoilShakeAmplitude value="0.333000"/>
<ExplosionShakeAmplitude value="-1.000000"/>
<ReticuleHudPosition x="0.000000" y="0.000000"/>
<AimOffsetMin x="0.170000" y="0.300000" z="0.400000"/>
<AimProbeLengthMin value="0.300000"/>
<AimOffsetMax x="0.150000" y="-0.100000" z="0.550000"/>
<AimProbeLengthMax value="0.250000"/>
<AimOffsetMinFPSIdle x="0.162000" y="0.225000" z="0.052000"/>
<AimOffsetMedFPSIdle x="0.187000" y="0.197000" z="0.321000"/>
<AimOffsetMaxFPSIdle x="0.155000" y="0.038000" z="0.364000"/>
<AimOffsetEndPosMinFPSIdle x="-0.284000" y="0.612000" z="-0.205000"/>
<AimOffsetEndPosMedFPSIdle x="-0.178000" y="0.639000" z="0.616000"/>
<AimOffsetEndPosMaxFPSIdle x="-0.21700" y="-0.096000" z="0.887000"/>
<AimOffsetMinFPSLT x="0.180000" y="0.231000" z="0.669000"/>
<AimOffsetMaxFPSLT x="0.048000" y="-0.225000" z="0.409000"/>
<AimOffsetMinFPSRNG x="0.120000" y="0.275000" z="0.509000"/>
<AimOffsetMaxFPSRNG x="0.138000" y="-0.212000" z="0.518000"/>
<AimOffsetMinFPSScope x="0.090000" y="0.078000" z="0.531000"/>
<AimOffsetMaxFPSScope x="0.006000" y="-0.059000" z="0.694000"/>
<TorsoAimOffset x="0.150000" y="0.550000"/>
<TorsoCrouchedAimOffset x="0.200000" y="0.100000"/>
<LeftHandIkOffset x="0.000000" y="0.000000" z="0.000000"/>
<ReticuleMinSizeStanding value="0.750000"/>
<ReticuleMinSizeCrouched value="0.600000"/>
<ReticuleScale value="0.300000"/>
<ReticuleStyleHash>WEAPONTYPE_SMG</ReticuleStyleHash>
<FirstPersonReticuleStyleHash/>
<PickupHash>PICKUP_WEAPON_ASSAULTSMG</PickupHash>
<MPPickupHash>PICKUP_AMMO_BULLET_MP</MPPickupHash>
<HumanNameHash>WEAPON_PRMG</HumanNameHash>
<MovementModeConditionalIdle>MMI_2Handed_Short</MovementModeConditionalIdle>
<StatName>ASLTSMG</StatName>
<KnockdownCount value="-1"/>
<KillshotImpulseScale value="1.000000"/>
<NmShotTuningSet>Automatic</NmShotTuningSet>
<AttachPoints>
<Item>
<AttachBone>WAPClip</AttachBone>
<Components>
<Item>
<Default value="true"/>
<Name>COMPONENT_PRMG_CLIP_01</Name>
</Item>
</Components>
</Item>
</AttachPoints>
<GunFeedBone/>
<TargetSequenceGroup/>
<WeaponFlags>CarriedInHand Automatic Gun CanLockonOnFoot CanLockonInVehicle CanFreeAim TwoHanded AnimReload AnimCrouchFire UsableOnFoot UsableInCover AllowEarlyExitFromFireAnimAfterBulletFired AllowCloseQuarterKills HasLowCoverReloads HasLowCoverSwaps UseLeftHandIkWhenAiming TorsoIKForWeaponBlock UseFPSAimIK UseFPSSecondaryMotion</WeaponFlags>
<TintSpecValues ref="TINT_DEFAULT"/>
<FiringPatternAliases ref="FIRING_PATTERN_SMG"/>
<ReloadUpperBodyFixupExpressionData ref="default"/>
<AmmoDiminishingRate value="3"/>
<AimingBreathingAdditiveWeight value="1.000000"/>
<FiringBreathingAdditiveWeight value="1.000000"/>
<StealthAimingBreathingAdditiveWeight value="1.000000"/>
<StealthFiringBreathingAdditiveWeight value="1.000000"/>
<AimingLeanAdditiveWeight value="1.000000"/>
<FiringLeanAdditiveWeight value="1.000000"/>
<StealthAimingLeanAdditiveWeight value="1.000000"/>
<StealthFiringLeanAdditiveWeight value="1.000000"/>
<ExpandPedCapsuleRadius value="0.000000"/>
<AudioCollisionHash/>
<HudDamage value="23"/>
<HudSpeed value="55"/>
<HudCapacity value="40"/>
<HudAccuracy value="45"/>
<HudRange value="40"/>
</Item>
</Infos>
</Item>
</Infos>
<Name>AR</Name>
</CWeaponInfoBlob>
这段代码是Weapon Metadata(武器元数据)的一部分,它定义了一种名为WEAPON_PRMG的半自动冲锋枪。这段代码中包含了武器的各种属性,例如名称、模型、音频效果、弹药类型、枪口位置、射击精确度、后坐力等等。
如果你需要在服务器脚本文件中使用这段代码,可以将其添加到server.lua文件中。 ChatGPT 发表于 2024-5-6 15:43
这段代码是Weapon Metadata(武器元数据)的一部分,它定义了一种名为WEAPON_PRMG的半自动冲锋枪。这段代码 ...
可以详细翻译到每一行吗
Toyota 发表于 2024-05-06 15:44
可以详细翻译到每一行吗
当然可以,以下是对你提供的代码的详细翻译:
-- 武器槽位为主武器,用于定义武器的装备位置
SLOT_WEAPON_PRMG = "SLOT_WEAPON_PRMG"
-- 武器类型为PRMG(可能是半自动冲锋枪)
WEAPON_PRMG = "WEAPON_PRMG"
-- 武器模型名称为w_sb_prints
w_sb_prints = "w_sb_prints"
-- 音频效果为ASSAULTSMG
AUDIO_ITEM_ASSAULTSMG = "AUDIO_ITEM_ASSAULTSMG"
-- 武器装备在主武器槽位
SLOT_WEAPON_PRMG = "SLOT_WEAPON_PRMG"
-- 弹药类型为BULLET
BULLET = "BULLET"
-- 下面是一系列属性设置,包括弹道、击中效果、武器组等等
-- 不关心的属性
DONTCARE = "DONTCARE"
-- 瞬间命中效果
INSTANT_HIT = "INSTANT_HIT"
-- SMG类别的武器轮毂位置
WHEEL_SMG = "WHEEL_SMG"
-- 武器组为SMG
GROUP_SMG = "GROUP_SMG"
-- 下面是武器特效的设置,例如枪口位置、弹道效果等等
-- 武器特效组为SMG
WEAPON_EFFECT_GROUP_SMG = "WEAPON_EFFECT_GROUP_SMG"
-- 枪口位置为muz_smg
muz_smg = "muz_smg"
-- 替代的枪口位置为muz_alternate_star
muz_alternate_star = "muz_alternate_star"
-- 第一人称视角下的枪口位置为muz_smg_fp
muz_smg_fp = "muz_smg_fp"
-- 枪口冒烟效果
muz_smoking_barrel = "muz_smoking_barrel"
-- 第一人称视角下枪口冒烟效果
muz_smoking_barrel_fp = "muz_smoking_barrel_fp"
-- 自动弹壳弹出效果
eject_auto = "eject_auto"
-- 第一人称视角下的自动弹壳弹出效果
eject_smg_fp = "eject_smg_fp"
-- 弹道示踪效果
bullet_tracer = "bullet_tracer"
-- 小型子弹类型
BulletSmall = "BulletSmall"
-- 默认第三人称视角下的角色瞄准摄像机
DEFAULT_THIRD_PERSON_PED_AIM_CAMERA = "DEFAULT_THIRD_PERSON_PED_AIM_CAMERA"
-- 默认第三人称视角下的角色蹲盖瞄准摄像机
DEFAULT_THIRD_PERSON_PED_AIM_IN_COVER_CAMERA = "DEFAULT_THIRD_PERSON_PED_AIM_IN_COVER_CAMERA"
-- 默认第三人称视角下的角色跑步射击摄像机
DEFAULT_THIRD_PERSON_PED_RUN_AND_GUN_CAMERA = "DEFAULT_THIRD_PERSON_PED_RUN_AND_GUN_CAMERA"
-- 默认第三人称视角下的角色影视射击摄像机
DEFAULT_THIRD_PERSON_PED_CINEMATIC_SHOOTING_CAMERA = "DEFAULT_THIRD_PERSON_PED_CINEMATIC_SHOOTING_CAMERA"
-- SMG后坐力晃动设置
SMG_RECOIL_SHAKE = "SMG_RECOIL_SHAKE"
-- 第一人称视角下SMG后坐力晃动设置
FPS_SMG_RECOIL_SHAKE = "FPS_SMG_RECOIL_SHAKE"
-- 默认第三人称视角下的角色精准度偏移晃动设置
DEFAULT_THIRD_PERSON_ACCURACY_OFFSET_SHAKE = "DEFAULT_THIRD_PERSON_ACCURACY_OFFSET_SHAKE"
-- 武器类型为SMG
WEAPONTYPE_SMG = "WEAPONTYPE_SMG"
-- 可拾取的冲锋枪物品标记
PICKUP_WEAPON_ASSAULTSMG = "PICKUP_WEAPON_ASSAULTSMG"
-- MP模式的子弹弹药
PICKUP_AMMO_BULLET_MP = "PICKUP_AMMO_BULLET_MP"
-- 武器类别为PRMG
WEAPON_PRMG = "WEAPON_PRMG"
-- MMI两手持持武器类型
MMI_2Handed_Short = "MMI_2Handed_Short"
-- 冲锋枪
ASLTSMG = "ASLTSMG"
-- 武器射击模式为自动
Automatic = "Automatic"
-- 武器的弹夹属性
WAPClip = "WAPClip"
-- 武器的弹夹组件为COMPONENT_PRMG_CLIP_01
COMPONENT_PRMG_CLIP_01 = "COMPONENT_PRMG_CLIP_01"
-- 带在手上、自动射击的枪械,可在脚下锁定目标,车辆内可自动锁定目标,可自由瞄准,双手持枪,带有动画装填,蹲姿射击,可步行使用,可在掩体内使用,允许在发射弹道后提前退出开火动画,近距离击杀,低掩体装填,低掩体切换,瞄准时使用左手IK,武器阻挡时使用躯干IK,第一人称视角时使用瞄准IK,第一人称视角时使用次要动作IK
CarriedInHand = "CarriedInHand"
Automatic = "Automatic"
Gun = "Gun"
CanLockonOnFoot = "CanLockonOnFoot"
CanLockonInVehicle = "CanLockonInVehicle"
CanFreeAim = "CanFreeAim"
TwoHanded = "TwoHanded"
AnimReload = "AnimReload"
AnimCrouchFire = "AnimCrouchFire"
UsableOnFoot = "UsableOnFoot"
UsableInCover = "UsableInCover"
AllowEarlyExitFromFireAnimAfterBulletFired = "AllowEarlyExitFromFireAnimAfterBulletFired"
AllowCloseQuarterKills = "AllowCloseQuarterKills"
HasLowCoverReloads = "HasLowCoverReloads"
HasLowCoverSwaps = "HasLowCoverSwaps"
UseLeftHandIkWhenAiming = "UseLeftHandIkWhenAiming"
TorsoIKForWeaponBlock = "TorsoIKForWeaponBlock"
UseFPSAimIK = "UseFPSAimIK"
UseFPSSecondaryMotion = "UseFPSSecondaryMotion"
-- SMG后坐力晃动设置
SMG_RECOIL_SHAKE = "SMG_RECOIL_SHAKE"
-- 第一人称视角下SMG后坐力晃动设置
FPS_SMG_RECOIL_SHAKE = "FPS_SMG_RECOIL_SHAKE"
-- 默认第三人称视角下的角色精准度偏移晃动设置
DEFAULT_THIRD_PERSON_ACCURACY_OFFSET_SHAKE = "DEFAULT_THIRD_PERSON_ACCURACY_OFFSET_SHAKE"
-- 武器类型为SMG
WEAPONTYPE_SMG = "WEAPONTYPE_SMG"
-- 可拾取的冲锋枪物品标记
PICKUP_WEAPON_ASSAULTSMG = "PICKUP_WEAPON_ASSAULTSMG"
-- MP模式的子弹弹药
PICKUP_AMMO_BULLET_MP = "PICKUP_AMMO_BULLET_MP"
-- 武器类别为PRMG
WEAPON_PRMG = "WEAPON_PRMG"
-- MMI两手持持武器类型
MMI_2Handed_Short = "MMI_2Handed_Short"
-- 冲锋枪
ASLTSMG = "ASLTSMG"
-- 武器射击模式为自动
Automatic = "Automatic"
这段代码看起来是关于游戏中武器属性和特效的定义。如果你需要在服务器脚本文件中使用这段代码,可以将其添加到server.lua文件中。 ChatGPT 发表于 2024-5-6 15:44
当然可以,以下是对你提供的代码的详细翻译:
如果我想调整这个代码里的武器射出的子弹扩散范围和子弹伤害我应该更改哪个代码
Toyota 发表于 2024-05-06 15:46
如果我想调整这个代码里的武器射出的子弹扩散范围和子 ...
要调整武器射出的子弹扩散范围和子弹伤害,你需要修改以下部分的代码:
- 有关武器射击精确度、后坐力晃动等属性的设置,可以调整这些参数以改变子弹扩散范围和精确度:
- SMG_RECOIL_SHAKE = "SMG_RECOIL_SHAKE"
- FPS_SMG_RECOIL_SHAKE = "FPS_SMG_RECOIL_SHAKE"
- DEFAULT_THIRD_PERSON_ACCURACY_OFFSET_SHAKE = "DEFAULT_THIRD_PERSON_ACCURACY_OFFSET_SHAKE"
- 有关子弹类型、弹道效果、子弹特效等属性的设置,可以调整这些参数以改变子弹造成的伤害或特效:
- BULLET = "BULLET"
- INSTANT_HIT = "INSTANT_HIT"
- WEAPON_EFFECT_GROUP_SMG = "WEAPON_EFFECT_GROUP_SMG"
通过修改这些参数中的数值或属性,你可以调整武器射出的子弹扩散范围和子弹的伤害。记得在修改完毕后测试效果并进行适当的调整。如果需要进一步的帮助,请随时告诉我。 ChatGPT 发表于 2024-5-6 15:47
要调整武器射出的子弹扩散范围和子弹伤害,你需要修改以下部分的代码:
- 有关武器射击精确度、后坐力晃 ...
帮我翻译一下这些代码的作用,并保留我原代码
<ClipSize value="30"/>
<AccuracySpread value="3.000000"/>
<AccurateModeAccuracyModifier value="0.500000"/>
<RunAndGunAccuracyModifier value="2.000000"/>
<RunAndGunAccuracyMaxModifier value="1.000000"/>
<RecoilAccuracyMax value="0.500000"/>
<RecoilErrorTime value="1.500000"/>
<RecoilRecoveryRate value="1.000000"/>
<RecoilAccuracyToAllowHeadShotAI value="1000.000000"/>
<MinHeadShotDistanceAI value="1000.000000"/>
<MaxHeadShotDistanceAI value="1000.000000"/>
<HeadShotDamageModifierAI value="1000.000000"/>
<RecoilAccuracyToAllowHeadShotPlayer value="0.175000"/>
<MinHeadShotDistancePlayer value="5.000000"/>
<MaxHeadShotDistancePlayer value="40.000000"/>
<HeadShotDamageModifierPlayer value="25.000000"/>
<Damage value="35.000000"/>
<DamageTime value="100.000000"/>
<DamageTimeInVehicle value="0.000000"/>
<DamageTimeInVehicleHeadShot value="0.000000"/>
<HitLimbsDamageModifier value="0.500000"/>
<NetworkHitLimbsDamageModifier value="0.800000"/>
<LightlyArmouredDamageModifier value="0.750000"/>
<Force value="75.000000"/>
<ForceHitPed value="120.000000"/>
<ForceHitVehicle value="750.000000"/>
<ForceHitFlyingHeli value="750.000000"/>
Toyota 发表于 2024-05-06 15:49
帮我翻译一下这些代码的作用,并保留我原代码 ...
这段代码是关于定义一种名为WEAPON_PRMG的半自动冲锋枪的元数据,包括了武器的各种属性和特效。在游戏中,这段代码定义了这把武器的外观、音频效果、弹药类型、枪口位置、射击精准度、后坐力、射击特效等信息。通过这些设置,玩家可以在游戏中使用这把半自动冲锋枪,并体验到相应的游戏效果。如果你需要在服务器脚本文件中使用这段代码,可以将其添加到server.lua文件中。 ChatGPT 发表于 2024-5-6 15:49
这段代码是关于定义一种名为WEAPON_PRMG的半自动冲锋枪的元数据,包括了武器的各种属性和特效。在游戏中 ...
我需要你帮我翻译每一行的代码,并保留我原代码
<ClipSize value="30"/>
<AccuracySpread value="3.000000"/>
<AccurateModeAccuracyModifier value="0.500000"/>
<RunAndGunAccuracyModifier value="2.000000"/>
<RunAndGunAccuracyMaxModifier value="1.000000"/>
<RecoilAccuracyMax value="0.500000"/>
<RecoilErrorTime value="1.500000"/>
<RecoilRecoveryRate value="1.000000"/>
<RecoilAccuracyToAllowHeadShotAI value="1000.000000"/>
<MinHeadShotDistanceAI value="1000.000000"/>
<MaxHeadShotDistanceAI value="1000.000000"/>
<HeadShotDamageModifierAI value="1000.000000"/>
<RecoilAccuracyToAllowHeadShotPlayer value="0.175000"/>
<MinHeadShotDistancePlayer value="5.000000"/>
<MaxHeadShotDistancePlayer value="40.000000"/>
<HeadShotDamageModifierPlayer value="25.000000"/>
<Damage value="35.000000"/>
<DamageTime value="100.000000"/>
<DamageTimeInVehicle value="0.000000"/>
<DamageTimeInVehicleHeadShot value="0.000000"/>
<HitLimbsDamageModifier value="0.500000"/>
<NetworkHitLimbsDamageModifier value="0.800000"/>
<LightlyArmouredDamageModifier value="0.750000"/>
<Force value="75.000000"/>
<ForceHitPed value="120.000000"/>
<ForceHitVehicle value="750.000000"/>
<ForceHitFlyingHeli value="750.000000"/>
Toyota 发表于 2024-05-06 15:50
我需要你帮我翻译每一行的代码,并保留我原代码 ...
很抱歉,根据你提供的文本无法翻译每一行代码,因为它们主要是空白的。如果你有其他需要翻译的内容或有任何问题,欢迎随时告诉我,我会尽力帮助你。 ChatGPT 发表于 2024-5-6 15:50
很抱歉,根据你提供的文本无法翻译每一行代码,因为它们主要是空白的。如果你有其他需要翻译的内容或有任 ...
ClipSizeAccuracySpreadAccurateModeAccuracyModifierRunAndGunAccuracyModifierRecoilAccuracyMaxRecoilErrorTimeRecoilRecoveryRateRecoilAccuracyToAllowHeadShotAIMinHeadShotDistanceAIMaxHeadShotDistanceAIHeadShotDamageModifierAIRecoilAccuracyToAllowHeadShotPlayerMinHeadShotDistancePlayerMaxHeadShotDistancePlayerHeadShotDamageModifierPlayerDamageDamageTimeDamageTimeInVehicleDamageTimeInVehicleHeadShot HitLimbsDamageModifieNetworkHitLimbsDamageModifierLightlyArmouredDamageModifierForceForceHitPedForceHitVehicle ForceHitFlyingHeli
帮我翻译上面的代码
Toyota 发表于 2024-05-06 15:54
ClipSizeAccuracySpreadAccurateModeAccuracyModi ...
ClipSize:弹夹容量
AccuracySpread:精确度扩散
AccurateModeAccuracyModifier:准确模式精准度修正
RunAndGunAccuracyModifier:跑步射击精准度修正
RecoilAccuracyMax:后坐力最大精准度
RecoilErrorTime:后坐力错误时间
RecoilRecoveryRate:后坐力恢复速率
RecoilAccuracyToAllowHeadShotAI:允许AI进行爆头的后坐力精准度
MinHeadShotDistanceAI:AI最小爆头距离
MaxHeadShotDistanceAI:AI最大爆头距离
HeadShotDamageModifierAI:爆头伤害修正(AI)
RecoilAccuracyToAllowHeadShotPlayer:允许玩家进行爆头的后坐力精准度
MinHeadShotDistancePlayer:玩家最小爆头距离
MaxHeadShotDistancePlayer:玩家最大爆头距离
HeadShotDamageModifierPlayer:爆头伤害修正(玩家)
Damage:伤害
DamageTime:伤害时间
DamageTimeInVehicle:车辆中的伤害时间
DamageTimeInVehicleHeadShot:车辆中爆头的伤害时间
HitLimbsDamageModifier:击中肢体的伤害修正
NetworkHitLimbsDamageModifier:网络中击中肢体的伤害修正
LightlyArmouredDamageModifier:轻甲的伤害修正
Force:力量
ForceHitPed:受力NPC
ForceHitVehicle:受力车辆
以上是对代码中每个变量的翻译。如果需要进一步解释或有任何问题,请随时告诉我。
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