让单位可以采集宝藏
这个教程是给普通单位添加探险家采集宝藏的动作,使其能捡宝藏。与以往教程不同,这次不只是让你直接复制语句了,而是告诉你怎样复制游戏原有的内容。
例如我要给火枪手添加采集宝藏,那么有有哪些已有的单位能采集宝藏?探险家、村民都可以。那我就提取探险家的动画xml与tactics,然后复制里面语句到火枪手里面。
1. 先把火枪手的tactics文件以及动画xml提取出来。(探险家的就随意吧,我就不提取了,我直接在AOE3ED里面复制。)
2.在tactics寻找探险家采集宝藏的定义,很明显第一个就是了,然后将语句复制进火枪手的tactics。我是怎么知道是第一个?作为大佬就是这么6的,从看英文来看是"发现",但是我就是觉得这个是捡宝藏。另外,Discover旁边不是有个69148,你自己去stringtabley.xml搜索一下。
(为了不影响其他单位,所以我在protoy.xml将火枪手的tactics修改成Musketeer.tactics了。)
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<!-- converted from XMB to XML -->
<tactics> <action> <name stringid="69148">Discover</name> <type>Discover</type> <anim>Pickup</anim> <maxrange>0.2</maxrange> <rate type="AbstractNuggetLand">1.0</rate> </action> <action> <name stringid="38127">VolleyRangedAttack</name> <type>Attack</type> <attackaction>1</attackaction> <rangedlogic>1</rangedlogic> <anim>Volley_standing_attack</anim> <reloadanim>Volley_standing_reload</reloadanim> <idleanim>Volley_standing_idle</idleanim> <maxheight>0</maxheight> <accuracy>1.0</accuracy> <accuracyreductionfactor>1.5</accuracyreductionfactor> <aimbonus>0</aimbonus> <maxspread>5</maxspread> <spreadfactor>0.25</spreadfactor> <trackrating>12</trackrating> <unintentionaldamagemultiplier>0.7</unintentionaldamagemultiplier> <projectile>InvisibleProjectile</projectile> <impacteffect>effects\impacts\gun</impacteffect> <minrange>2</minrange> <rate type="Unit">1.0 </rate> <throw>1</throw> <damage>13.000000</damage> <maxrange>12.000000</maxrange> <rof>2.000000</rof> <instantballistics>1</instantballistics> </action> <action> <name stringid="38130">VolleyHandAttack</name> <type>Attack</type> <maxrange>1.75</maxrange> <rate type="Unit">1.0 </rate> <attackaction>1</attackaction> <handlogic>1</handlogic> <speedboost>1</speedboost> <anim>charge_attack</anim> <idleanim>charge_idle</idleanim> <impacteffect>effects\impacts\melee</impacteffect> <targetspeedboost>1</targetspeedboost> </action> <action> <name stringid="38136">DefendRangedAttack</name> <type>Attack</type> <attackaction>1</attackaction> <rangedlogic>1</rangedlogic> <anim>Volley_standing_attack</anim> <reloadanim>Volley_standing_reload</reloadanim> <idleanim>Volley_standing_idle</idleanim> <maxheight>0</maxheight> <accuracy>1.0</accuracy> <accuracyreductionfactor>1.5</accuracyreductionfactor> <aimbonus>0</aimbonus> <maxspread>5</maxspread> <spreadfactor>0.25</spreadfactor> <trackrating>12</trackrating> <unintentionaldamagemultiplier>0.7</unintentionaldamagemultiplier> <projectile>InvisibleProjectile</projectile> <impacteffect>effects\impacts\gun</impacteffect> <minrange>2</minrange> <rate type="Unit">1.0 </rate> <throw>1</throw> <damage>13.000000</damage> <maxrange>12.000000</maxrange> <rof>2.000000</rof> <instantballistics>1</instantballistics> </action> <action> <name stringid="38137">DefendHandAttack</name> <type>Attack</type> <maxrange>1.75</maxrange> <rate type="Unit">1.0 </rate> <attackaction>1</attackaction> <handlogic>1</handlogic> <speedboost>1</speedboost> <anim>charge_attack</anim> <idleanim>charge_idle</idleanim> <impacteffect>effects\impacts\melee</impacteffect> <damage>6.5</damage> <rof>1.0</rof> <targetspeedboost>1</targetspeedboost> </action> <action> <name stringid="38129">StaggerRangedAttack</name> <type>Attack</type> <attackaction>1</attackaction> <rangedlogic>1</rangedlogic> <anim>Volley_standing_attack</anim> <reloadanim>Volley_standing_reload</reloadanim> <idleanim>Volley_standing_idle</idleanim> <maxheight>0</maxheight> <accuracy>1.0</accuracy> <accuracyreductionfactor>1.5</accuracyreductionfactor> <aimbonus>0</aimbonus> <maxspread>5</maxspread> <spreadfactor>0.25</spreadfactor> <trackrating>12</trackrating> <unintentionaldamagemultiplier>0.7</unintentionaldamagemultiplier> <projectile>InvisibleProjectile</projectile> <impacteffect>effects\impacts\gun</impacteffect> <minrange>2</minrange> <rate type="Unit">1.0 </rate> <throw>1</throw> <damage>13.000000</damage> <maxrange>12.000000</maxrange> <rof>2.000000</rof> <instantballistics>1</instantballistics> </action> <action> <name stringid="38132">StaggerHandAttack</name> <type>Attack</type> <maxrange>1.75</maxrange> <rate type="Unit">1.0 </rate> <attackaction>1</attackaction> <handlogic>1</handlogic> <speedboost>1</speedboost> <anim>charge_attack</anim> <idleanim>charge_idle</idleanim> <impacteffect>effects\impacts\melee</impacteffect> <damage>6.5</damage> <rof>1.0</rof> <targetspeedboost>1</targetspeedboost> </action> <action> <name stringid="38135">MeleeHandAttack</name> <type>Attack</type> <maxrange>1.75</maxrange> <rate type="Unit">1.0 </rate> <attackaction>1</attackaction> <handlogic>1</handlogic> <speedboost>1</speedboost> <anim>Charge_attack</anim> <idleanim>Charge_idle</idleanim> <impacteffect>effects\impacts\melee</impacteffect> <damage>6.5</damage> <rof>1.0</rof> <targetspeedboost>1</targetspeedboost> </action> <action> <name stringid="38118">BuildingAttack</name> <type>Attack</type> <rangedlogic>1</rangedlogic> <maxrange>6</maxrange> <rate type="LogicalTypeShipsAndBuildings">1.0 </rate> <attackaction>1</attackaction> <speedboost>1</speedboost> <anim>Raze_attack</anim> <idleanim>Raze_idle</idleanim> <impacteffect>effects\impacts\torch</impacteffect> <projectile>TorchProjectile</projectile> </action> <action> <name stringid="69147">Build</name> <type>Build</type> <anim>Build</anim> <active>0</active> <maxrange>0.2</maxrange> <rate type="Barracks">2.0</rate> <rate type="Stable">2.0</rate> <rate type="ArtilleryDepot">2.0</rate> <rate type="Warhut">2.0</rate> <rate type="Corral">2.0</rate> <rate type="FortFrontier">2.0</rate> <rate type="ypBarracksIndian">2.0</rate> <rate type="ypCaravanserai">2.0</rate> <rate type="ypCastle">2.0</rate> </action> <tactic> Volley <action priority="100">VolleyRangedAttack</action> <action priority="75">BuildingAttack</action> <action priority="25">VolleyHandAttack</action> <action>Build</action> <action>Discover</action> <attacktype>LogicalTypeRangedUnitsAttack</attacktype> <autoattacktype>LogicalTypeRangedUnitsAutoAttack</autoattacktype> <attackresponsetype>LogicalTypeRangedUnitsAttack</attackresponsetype> <runaway>1</runaway> <autoretarget>1</autoretarget> <idleanim>Volley_standing_idle</idleanim> <boredanim>Volley_standing_bored</boredanim> <deathanim>Death_by_melee</deathanim> <walkanim>Volley_walk</walkanim> <joganim>Volley_jog</joganim> <runanim>Volley_run</runanim> </tactic> <tactic> Defend <action priority="100">DefendRangedAttack</action> <action priority="75">BuildingAttack</action> <action priority="25">DefendHandAttack</action> <action>Build</action> <action>Discover</action> <attacktype>LogicalTypeRangedUnitsAttack</attacktype> <autoattacktype>LogicalTypeRangedUnitsAutoAttack</autoattacktype> <attackresponsetype>LogicalTypeRangedUnitsAttack</attackresponsetype> <runaway>0</runaway> <autoretarget>1</autoretarget> <idleanim>Defend_idle</idleanim> <boredanim>Defend_bored</boredanim> <deathanim>Death_by_melee</deathanim> <walkanim>Cover_walk</walkanim> <joganim>Cover_jog</joganim> <runanim>Cover_run</runanim> </tactic> <tactic> Stagger <action priority="100">StaggerRangedAttack</action> <action priority="75">BuildingAttack</action> <action priority="25">StaggerHandAttack</action> <action>Build</action> <action>Discover</action> <attacktype>LogicalTypeRangedUnitsAttack</attacktype> <autoattacktype>LogicalTypeRangedUnitsAutoAttack</autoattacktype> <attackresponsetype>LogicalTypeRangedUnitsAttack</attackresponsetype> <runaway>0</runaway> <autoretarget>1</autoretarget> <idleanim>Cover_ranged_idle</idleanim> <boredanim>Cover_bored</boredanim> <deathanim>Death_by_melee</deathanim> <walkanim>Cover_walk</walkanim> <joganim>Cover_jog</joganim> <runanim>Cover_run</runanim> </tactic> <tactic> Melee <action priority="100">BuildingAttack</action> <action priority="75">MeleeHandAttack</action> <action>Build</action> <action>Discover</action> <attacktype>LogicalTypeRangedUnitsAttack</attacktype> <autoattacktype>LogicalTypeRangedUnitsAutoAttack</autoattacktype> <attackresponsetype>LogicalTypeRangedUnitsAttack</attackresponsetype> <runaway>0</runaway> <autoretarget>1</autoretarget> <idleanim>Charge_idle</idleanim> <boredanim>Charge_bored</boredanim> <deathanim>Death_by_melee</deathanim> <walkanim>Charge_walk</walkanim> <joganim>Charge_jog</joganim> <runanim>Charge_run</runanim> </tactic> </tactics> |
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要记得在所有tactic那里添加
<action>Discover</action>开启捡宝藏的设定。
3. 根据tactics所写的Pickup到探险家的动画xml寻找这个动画。然后复制,按照格式粘贴到火枪手的动画xml。
传送门
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<!-- converted from XMB to XML -->
<animfile> <definebone>bone_hat</definebone> <definebone>Bip01_AttachRt</definebone> <definebone>Bip01_AttachLt</definebone> <definebone>bone_sword</definebone> <definebone>bone_gun</definebone> <definebone>Bip01 Prop1</definebone> <definebone>Bip01 Prop2</definebone> <attachment> gun <include>units\infantry_ranged\musketeer\musketeer_guns.xml</include> </attachment> <attachment> hats <include>units\infantry_ranged\musketeer\musketeer_hats.xml</include> </attachment> <attachment> sword <include>units\attachments\sword.xml</include> </attachment> <attachment> torch <include>effects\projectiles\torch.xml</include> </attachment> <component> ModelComp <logic type="Tech"> <none> <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\musketeer_2age</file> </assetreference> <attach a="hats" frombone="bone_hat" tobone="HEAD" syncanims="0"/> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\lp_musketeer_2age</file> </assetreference> </lowpoly> </logic> </none> <veteranmusketeers> <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\musketeer_3age</file> </assetreference> <attach a="hats" frombone="bone_hat" tobone="HEAD" syncanims="0"/> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\lp_musketeer_3age</file> </assetreference> </lowpoly> </logic> </veteranmusketeers> <guardmusketeers> <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\musketeer_4age</file> </assetreference> <attach a="hats" frombone="bone_hat" tobone="HEAD" syncanims="0"/> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\lp_musketeer_4age</file> </assetreference> </lowpoly> </logic> </guardmusketeers> </logic> <decal> <effecttype>default</effecttype> <texture isfakeshadow="1">shadows_selections\shadow_circle_32x32</texture> <selectedtexture>shadows_selections\selection_circle_32x32</selectedtexture> <width>1.0</width> <height>1.0</height> </decal> </component> <anim> Death_by_melee <assetreference type="GrannyAnim"> <file>animation_library\range\death_standing_rifleman_A</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.51</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\death_standing_rifleman_B</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.18</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\death_standing_rifleman_C</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.73</tag> </assetreference> <component>ModelComp</component> </anim> <anim> Death_by_range <assetreference type="GrannyAnim"> <file>animation_library\shared\death_by_rangeA</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.50</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\death_by_rangeB</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.55</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\death_by_rangeC</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.45</tag> </assetreference> <component>ModelComp</component> </anim> <anim> Death_by_havoc <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_death</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_deathB</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_deathC</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_deathD</file> </assetreference> <component>ModelComp</component> </anim> <anim> Death_havoc_flail <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_flail</file> </assetreference> <component>ModelComp</component> </anim> <anim> Death_havoc_spin <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_spin</file> </assetreference> <component>ModelComp</component> </anim> <anim> Cheer <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_A</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_B</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_C</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_D</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_E</file> </assetreference> <component>ModelComp</component> </anim> <anim> Recoil <assetreference type="GrannyAnim"> <file>animation_library\shared\recoil_A</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\recoil_C</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\recoil_E</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\recoil_G</file> </assetreference> <component>ModelComp</component> </anim> <anim> OpenDoor <assetreference type="GrannyAnim"> <file>animation_library\shared\doorOpen</file> </assetreference> <component>ModelComp</component> </anim> <anim> CloseDoor <assetreference type="GrannyAnim"> <file>animation_library\shared\doorClose</file> </assetreference> <component>ModelComp</component> </anim> <anim> Raze_Idle <assetreference type="GrannyAnim"> <file>animation_library\shared\torch_throw_idle</file> </assetreference> <component>ModelComp</component> <attach a="torch" frombone="ATTACHPOINT" tobone="L HAND" syncanims="0"/> </anim> <anim> Raze_Attack <assetreference type="GrannyAnim"> <file>animation_library\shared\torch_throwA</file> <tag type="Attack">0.61</tag> <tag type="SpecificSoundSet" checkvisible="1" set="TorchSwing">0.52</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\torch_throwB</file> <tag type="Attack">0.56</tag> <tag type="SpecificSoundSet" checkvisible="1" set="TorchSwing">0.44</tag> </assetreference> <component>ModelComp</component> <attach a="torch" frombone="ATTACHPOINT" tobone="L HAND" syncanims="0"/> </anim> <anim> Cover_ranged_idle <assetreference type="GrannyAnim"> <file>animation_library\range\cover\cover_idle</file> </assetreference> <component>ModelComp</component> </anim> <anim> Cover_bored <assetreference type="GrannyAnim"> <file>animation_library\range\cover\cover_bored</file> </assetreference> <component>ModelComp</component> </anim> <anim> Cover_Walk <assetreference type="GrannyAnim"> <file>animation_library\range\cover\cover_walk</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.28</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.80</tag> </assetreference> <component>ModelComp</component> </anim> <anim> Cover_Jog <assetreference type="GrannyAnim"> <file>animation_library\range\cover\cover_jog</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.29</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.76</tag> </assetreference> <component>ModelComp</component> </anim> <anim> Cover_Run <assetreference type="GrannyAnim"> <file>animation_library\range\cover\cover_run</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.68</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.12</tag> </assetreference> <component>ModelComp</component> </anim> <anim> Volley_standing_idle <assetreference type="GrannyAnim"> <file>animation_library\range\volley\volley_standing_idle</file> </assetreference> <component>ModelComp</component> </anim> <anim> Volley_standing_attack <assetreference type="GrannyAnim"> <file>animation_library\range\volley\volley_standing_fire</file> <tag type="Attack">0.48</tag> <tag type="SpecificSoundSet" checkvisible="1" set="MusketShot">0.48</tag> <tag type="Particles" particlename="musketshot">0.48</tag> </assetreference> <component>ModelComp</component> </anim> <anim> Volley_standing_reload <assetreference type="GrannyAnim"> <file>animation_library\range\volley\volley_standing_reload</file> </assetreference> <component>ModelComp</component> </anim> <anim> Volley_standing_bored <assetreference type="GrannyAnim"> <file>animation_library\range\volley\volley_standing_boredA</file> </assetreference> <component>ModelComp</component> </anim> <anim> Volley_walk <assetreference type="GrannyAnim"> <file>animation_library\range\march_rifleman</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.62</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.08</tag> </assetreference> <component>ModelComp</component> </anim> <anim> Volley_jog <assetreference type="GrannyAnim"> <file>animation_library\range\march_rifleman_run</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.58</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.11</tag> </assetreference> <component>ModelComp</component> </anim> <anim> Volley_run <assetreference type="GrannyAnim"> <file>animation_library\range\march_rifleman_run</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.58</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.11</tag> </assetreference> <component>ModelComp</component> </anim> <anim> Defend_idle <assetreference type="GrannyAnim"> <file>animation_library\range\defend\defend_idle</file> </assetreference> <component>ModelComp</component> </anim> <anim> Defend_bored <assetreference type="GrannyAnim"> <file>animation_library\range\defend\defend_boredA</file> </assetreference> <component>ModelComp</component> </anim> <anim> Charge_idle <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_idleA</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_idleB</file> </assetreference> <component>ModelComp</component> </anim> <anim> Charge_bored <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_bored</file> </assetreference> <component>ModelComp</component> </anim> <anim> Charge_attack <assetreference type="GrannyAnim"> <file>animation_library\range\charge\cacadore_charge_attackA</file> <tag type="Attack">0.53</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.42</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\charge\cacadore_charge_attackB</file> <tag type="Attack">0.52</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.38</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_attackA</file> <tag type="Attack">0.53</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_attackB</file> <tag type="Attack">0.69</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_attackC</file> <tag type="Attack">0.50</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.42</tag> </assetreference> <component>ModelComp</component> </anim> <anim> Charge_Walk <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_walk</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.65</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.06</tag> </assetreference> <component>ModelComp</component> </anim> <anim> Charge_Jog <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_jog</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.65</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.11</tag> </assetreference> <component>ModelComp</component> </anim> <anim> Charge_Run <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_runA</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.66</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.12</tag> </assetreference> <component>ModelComp</component> </anim> <anim> IGC_Pointing <assetreference type="GrannyAnim"> <file>animation_library\range\pointing_rifleman_A</file> </assetreference> <component>ModelComp</component> </anim> <anim> NuggetPirate1_Idle <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_diga</file> <weight>90</weight> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_dig_boreda</file> <weight>10</weight> </assetreference> <component>ModelComp</component> <attach a="shovel" frombone="Bip01 Prop2" tobone="bip01 Prop2" syncanims="0"/> </anim> <anim> NuggetPirate2_Idle <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleA</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleB</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleC</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleD</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleE</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleF</file> </assetreference> <component>ModelComp</component> </anim> <anim> NuggetPirate3_Idle <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate3_idleA</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate3_idleb</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate3_idlec</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate3_idled</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate3_idleE</file> </assetreference> <component>ModelComp</component> </anim> <anim> NuggetPirate1_Exit <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_draw_gun</file> </assetreference> <component>ModelComp</component> <attach a="shovel" frombone="Bip01 Prop2" tobone="bip01 Prop2" syncanims="0"/> </anim> <anim> NuggetPirate2_Exit <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_exit</file> </assetreference> <component>ModelComp</component> </anim> <anim> kidnap_outlawA_idle <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleA</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleB</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleC</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleD</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleE</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleF</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> kidnap_outlawA_exit <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_exit</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim>
<anim> Pickup <assetreference type="GrannyAnim"> <file>animation_library\explorer\pickup_explorer_A</file> <tag type="SpecificSoundSet" checkvisible="1" set="GatherFruit">0.33</tag> </assetreference> <component>ModelComp</component> <attach a="muskets" frombone="Bip01_AttachRt" tobone="bip01 Prop1" syncanims="0"/> </anim>
</animfile> |
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PS:protoy.xml的单位类型改成air后将无法采集宝藏。