[樂(lè)游網(wǎng)導(dǎo)讀]《孤島危機(jī)2》scar之ACOG鏡修改方法,其實(shí)這個(gè)修改在泄露版的時(shí)候就搞好了的,現(xiàn)在再來(lái)搞一次……
《孤島危機(jī)2》scar之ACOG鏡修改方法,其實(shí)這個(gè)修改在泄露版的時(shí)候就搞好了的,現(xiàn)在再來(lái)搞一次:
首先,我們先把最底下的這行代碼找到:
<accessory name="AssaultScope" zoommode="assaultscope" category="scope" exclusive="1">
<attach helper="attachment_top" layer="scope" />
<detach />
然后打開(kāi)SCAR的文件依樣畫(huà)葫蘆:
<accessory name="AssaultScope" zoommode="assaultscope" category="scope" exclusive="1">
<attach helper="attachment_top" layer="scope" />
<detach />
<stats_changes stat_accuracy="3" stat_mobility="-1" stat_range="2" GAME="SP"/>
</accessory>
然后復(fù)制,直接把這行代碼覆蓋。這里有一個(gè)很重要的地方,就是要注意accessory這個(gè)東西,如果你漏掉了它的話(不管是在上面或下面),就會(huì)導(dǎo)致無(wú)法進(jìn)入游戲。
覆蓋完畢之后應(yīng)該是這樣:
<accessory name="GrenadeLauncher" firemodes="GrenadeLauncher" zoommodeSecondary="grenadeLauncherZoom" category="bottom" exclusive="1" enableBaseModifier="1" GAME="MP" >
<attach helper="attachment_bottom" />
<detach />
</accessory>
<accessory name="GaussAttachment" firemodes="Gauss" category="bottom" exclusive="1" enableBaseModifier="1" GAME="MP" >
<attach helper="attachment_bottom" />
<detach />
</accessory>
<accessory name="AssaultScope" zoommode="assaultscope" category="scope" exclusive="1">
<attach helper="attachment_top" layer="scope" />
<detach />
<stats_changes stat_accuracy="3" stat_mobility="-1" stat_range="2" GAME="SP"/>
</accessory>
<accessory name="LightShotgun" firemodes="Shotgun" zoommodeSecondary="shotgunZoom" category="bottom" exclusive="1" enableBaseModifier="1" >
<attach helper="attachment_bottom" />
<detach />
<stats_changes stat_range="-3" stat_rate_of_fire="-5" stat_damage="3" GAME="SP"/>
</accessory>
(其實(shí)不一定要貼這)
好,第一步搞定。接著我們就要在scarab的文件里找到這些代碼:
</zoommode>
<zoommode name="assaultscope" type="Scope" enabled="0" GAME="MP">
<stereo>
<param name="eyeDistance" value="0.002" />
<param name="convergenceDistance" value="0.01" />
</stereo>
<zoom>
<param name="suffix" value="assault" />
<param name="suffixAG" value="_iron" />
<param name="dof" value="1" />
<param name="dof_focusMin" value="1.0" />
<param name="dof_focusMax" value="200.0" />
<param name="dof_focusLimit" value="500.0" />
<!--<param name="blur_amount" value="0.8" />
<param name="blur_mask" value="textures/weapons/assault_blurmask.dds" />-->
<param name="zoom_in_time" value="0.15" GAME="SP" />
<param name="zoom_in_time" value="0.23" GAME="MP" />
<param name="zoom_out_time" value="0.2" GAME="SP" />
<param name="zoom_out_time" value="0.23" GAME="MP" />
<param name="zoom_out_delay" value="0.15" GAME="SP"/>
<param name="scope_mode" value="1" />
<param name="scope_nearFov" value="8" GAME="SP" />
<param name="scope_nearFov" value="10" GAME="MP" />
<param name="armor_bonus_zoom" value="1.25" GAME="SP"/>
<param name="muzzle_flash_scale" value="0.5"/>
<stages>
<stage value="3.5" GAME="SP"/>
<stage value="2.5" GAME="MP"/>
</stages>
</zoom>
<zoomSway>
<param name="maxX" value="0.006" GAME="SP" />
<param name="maxY" value="0.008" GAME="SP" />
<param name="maxX" value="0.001" GAME="MP"/>
<param name="maxY" value="0.002" GAME="MP"/>
<param name="stabilizeTime" value="3.0" />
<param name="minScale" value="0.25" />
<param name="coverScale" value="0.25"/>
<param name="coverScaleTime" value="5.0"/>
<param name="crouchScale" value="0.25"/>
<param name="proneScale" value="0.5"/>
<param name="holdBreathScale" value="0.1" GAME="SP"/>
<param name="holdBreathTime" value="0.5" GAME="SP"/>
</zoomSway>
<spreadMod>
<param name="max_mod" value="0.25" GAME="SP"/>
<param name="max_mod" value="0.115" GAME="MP"/>
<param name="attack_mod" value="1.0" GAME="SP"/>
<param name="attack_mod" value="0.04" GAME="MP"/>
<param name="decay_mod" value="1.0"/>
<param name="end_decay_mod" value="0.2" GAME="MP" />
<param name="speed_m_mod" value="0.5" GAME="SP"/>
<param name="speed_m_mod" value="0.1" GAME="MP"/>
<param name="min_mod" value="0.0001" GAME="SP"/>
<param name="min_mod" value="0.1" GAME="MP"/>
<param name="rotation_m_mod" value="1.0" GAME="SP"/>
<param name="rotation_m_mod" value="0.0" GAME="MP"/>
<param name="spread_crouch_m_mod" value="0.75" GAME="SP" />
<param name="spread_crouch_m_mod" value="1.0" GAME="MP"/>
<param name="spread_prone_m_mod" value="0.5"/>
<param name="spread_jump_m_mod" value="1.0"/>
<param name="spread_holdBreathActive_m_mod" value="0.75" GAME="SP"/>
<param name="spread_holdBreathActive_m_mod" value="1.0" GAME="MP" />
<param name="speed_holdBreathActive_m_mod" value="1.0" GAME="MP" />
</spreadMod>
<recoilMod>
<param name="max_recoil_mod" value="1.0" />
<param name="first_attack_mod" value="0.5" GAME="SP"/>
<param name="first_attack_mod" value="0.55" GAME="MP"/>
<param name="attack_mod" value="0.6" GAME="SP"/>
<param name="attack_mod" value="0.55" GAME="MP"/>
<param name="decay_mod" value="2.0" GAME="SP"/>
<param name="decay_mod" value="2.0" GAME="MP"/>
<param name="end_decay_mod" value="1.5" GAME="SP"/>
<param name="end_decay_mod" value="1.1" GAME="MP"/>
<param name="impulse_mod" value="1.0" />
<param name="maxx_mod" value="1.0" GAME="SP"/>
<param name="maxx_mod" value="0.8" GAME="MP"/>
<param name="maxy_mod" value="1.25" GAME="SP"/>
<param name="maxy_mod" value="1.0" GAME="MP"/>
<param name="randomness_mod" value="1.0" />
<param name="angular_impulse_mod" value="1.0" />
<param name="back_impulse_mod" value="1.0" />
<param name="recoil_crouch_m_mod" value="0.75" GAME="SP"/>
<param name="recoil_crouch_m_mod" value="1.0" GAME="MP"/>
<param name="recoil_prone_m_mod" value="1.0" />
<param name="recoil_jump_m_mod" value="1.0" />
<param name="recoil_holdBreathActive_m_mod" value="1.25" GAME="SP" />
<param name="recoil_holdBreathActive_m_mod" value="1.0" GAME="MP" />
</recoilMod>
<scope>
<param name="scope" value="scope_assault" />
<param name="dark_in_time" value="0.15" />
<param name="dark_out_time" value="0.15" />
</scope>
</zoommode>
再在SCAR的文件里找到ACOG的代碼。你會(huì)發(fā)現(xiàn)SCARAB的代碼要短很多,接下來(lái)你懂的,直接覆蓋。但這里也要注意zoommode這行代碼,你如果覆蓋,一定要成這個(gè)樣子:
</zoommode>
<zoommode name="assaultscope" type="Scope" enabled="0" >
<stereo>
<param name="eyeDistance" value="0.002" />
<param name="convergenceDistance" value="0.01" />
</stereo>
<zoom>
<param name="suffix" value="assault" />
<param name="suffixAG" value="_iron" />
<param name="dof" value="1" />
<param name="dof_focusMin" value="1.0" />
<param name="dof_focusMax" value="200.0" />
<param name="dof_focusLimit" value="500.0" />
<!--<param name="blur_amount" value="0.8" />
<param name="blur_mask" value="textures/weapons/assault_blurmask.dds" />-->
<param name="zoom_in_time" value="0.3" GAME="SP" />
<param name="zoom_in_time" value="0.25" GAME="MP" />
<param name="zoom_out_time" value="0.3" GAME="SP" />
<param name="zoom_out_time" value="0.25" GAME="MP" />
<param name="zoom_out_delay" value="0.15" GAME="SP" />
<param name="scope_mode" value="1" />
<param name="scope_nearFov" value="8" GAME="SP"/>
<param name="scope_nearFov" value="8" GAME="MP"/>
<param name="armor_bonus_zoom" value="1.25" GAME="SP"/>
<param name="muzzle_flash_scale" value="0.5"/>
<param name="shoulderRotationAnimFactor" value="0.7" GAME="SP"/>
<param name="shoulderStrafeAnimFactor" value="0.7" GAME="SP"/>
<param name="shoulderMovementAnimFactor" value="0.8" GAME="SP"/>
<param name="ironsightRotationAnimFactor" value="0.3" GAME="SP"/>
<param name="ironsightStrafeAnimFactor" value="0.3" GAME="SP"/>
<param name="ironsightMovementAnimFactor" value="0.7" GAME="SP"/>
<stages>
<stage value="3.5" GAME="SP"/>
<stage value="2.5" GAME="MP"/>
</stages>
</zoom>
<zoomSway>
<param name="maxX" value="0.006" GAME="SP" />
<param name="maxY" value="0.008" GAME="SP" />
<param name="maxX" value="0.001" GAME="MP"/>
<param name="maxY" value="0.002" GAME="MP"/>
<param name="stabilizeTime" value="3.0" />
<param name="minScale" value="0.25" />
<param name="coverScale" value="0.25"/>
<param name="coverScaleTime" value="5.0"/>
<param name="crouchScale" value="0.25"/>
<param name="proneScale" value="0.5"/>
<param name="holdBreathScale" value="0.1" GAME="SP"/>
<param name="holdBreathTime" value="0.5" GAME="SP"/>
</zoomSway>
<spreadMod>
<param name="max_mod" value="0.1" GAME="SP"/>
<param name="max_mod" value="0.105" GAME="MP"/>
<param name="attack_mod" value="1.0" GAME="SP"/>
<param name="attack_mod" value="0.03" GAME="MP"/>
<param name="decay_mod" value="1.0" GAME="SP"/>
<param name="decay_mod" value="1.0" GAME="MP"/>
<param name="end_decay_mod" value="1.0" GAME="MP" />
<param name="speed_m_mod" value="0.2" GAME="SP"/>
<param name="speed_m_mod" value="0.20" GAME="MP"/>
<param name="min_mod" value="0.0001" GAME="SP"/>
<param name="min_mod" value="0.085" GAME="MP"/>
<param name="rotation_m_mod" value="1.0" GAME="SP"/>
<param name="rotation_m_mod" value="0.0" GAME="MP"/>
<param name="spread_crouch_m_mod" value="0.75" GAME="SP"/>
<param name="spread_crouch_m_mod" value="1.0" GAME="MP"/>
<param name="spread_prone_m_mod" value="0.5" GAME="SP"/>
<param name="spread_jump_m_mod" value="1.0"/>
<param name="spread_holdBreathActive_m_mod" value="0.75" GAME="SP" />
<param name="spread_holdBreathActive_m_mod" value="1.0" GAME="MP" />
<param name="speed_holdBreathActive_m_mod" value="1.0" GAME="MP"/>
</spreadMod>
<recoilMod>
<param name="max_recoil_mod" value="1.0" />
<param name="first_attack_mod" value="1.0" GAME="SP" />
<param name="first_attack_mod" value="0.65" GAME="MP" />
<param name="attack_mod" value="1.0" GAME="SP" />
<param name="attack_mod" value="0.55" GAME="MP"/>
<param name="decay_mod" value="1.0" GAME="SP" />
<param name="decay_mod" value="2.0" GAME="MP" />
<param name="end_decay_mod" value="1.5" GAME="SP" />
<param name="end_decay_mod" value="1.1" GAME="MP" />
<param name="impulse_mod" value="1.0" />
<param name="maxx_mod" value="1.0" GAME="SP" />
<param name="maxx_mod" value="2.3" GAME="MP" />
<param name="maxy_mod" value="1.25" GAME="SP" />
<param name="maxy_mod" value="1.2" GAME="MP" />
<param name="randomness_mod" value="1.0" />
<param name="angular_impulse_mod" value="1.0" />
<param name="back_impulse_mod" value="1.0" />
<param name="recoil_crouch_m_mod" value="0.75" GAME="SP" />
<param name="recoil_crouch_m_mod" value="1.0" GAME="MP" />
<param name="recoil_prone_m_mod" value="1.0" GAME="SP" />
<param name="recoil_jump_m_mod" value="1.0" />
<param name="recoil_holdBreathActive_m_mod" value="1.25" GAME="SP" />
<param name="recoil_holdBreathActive_m_mod" value="1.0" GAME="MP" />
</recoilMod>
<scope>
<param name="scope" value="scope_assault" />
<param name="dark_in_time" value="0.15" />
<param name="dark_out_time" value="0.15" />
</scope>
</zoommode>
(格式可以不管)
最難的第2步完成了,接下來(lái)第3步:
在SCAR的文件里找到:
<MovementModifiers speedScale="1.0" rotationScale="1.0" GAME="SP">
<Ironsight speedScale="0.6" rotationScale="0.5" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />
<Reflexsight speedScale="0.6" rotationScale="0.5" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />
<Assaultscope speedScale="0.5" rotationScale="0.2" mouseRotationScale="0.7" coverLeanRotationScale="1.2" />
<shotgunZoom speedScale="0.6" rotationScale="0.5" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />
</MovementModifiers>
把a(bǔ)ssaultscope這行復(fù)制粘貼到SCARAB的同位置,得到這樣的代碼:
<MovementModifiers speedScale="1.0" rotationScale="1.0" GAME="SP">
<Ironsight speedScale="0.6" rotationScale="0.5" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />
<Reflexsight speedScale="0.6" rotationScale="0.5" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />
<lasersight speedScale="0.8" rotationScale="0.4" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />
<Assaultscope speedScale="0.5" rotationScale="0.2" mouseRotationScale="0.7" coverLeanRotationScale="1.2" />
<shotgunZoom speedScale="0.6" rotationScale="0.5" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />
</MovementModifiers>
接下來(lái)就檢查一下,照這上面的這些來(lái),確定沒(méi)有錯(cuò)誤之后(記著備份)保存,進(jìn)入游戲。哈!我們可以發(fā)現(xiàn)武器自訂—瞄準(zhǔn)欄那里已經(jīng)多了一個(gè)assaultscope,裝上開(kāi)爽吧。
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