连续射击




像格林机枪那种连发六子弹、诸葛弩连发三子弹的原理很简单,在动画xml加几个语句就能达成了。 下面来观察一下三个单位的动画xml,你能找出哪个是定义连发的语句吗?

  musketeer.xml(火枪手) - 记事本 ____ X
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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>
<attachment>
measure tape
<component>
measure tape
<assetreference type="GrannyModel">
<file>units\attachments\measuring_tape</file>
</assetreference>
</component>
<anim>
Idle
<component>measure tape</component>
</anim>
</attachment>
<attachment>
saw
<component>
saw_villager
<assetreference type="GrannyModel">
<file>units\attachments\saw_villager</file>
</assetreference>
</component>
<anim>
Idle
<component>saw_villager</component>
</anim>
</attachment>
<attachment>
hammer
<component>
hammer
<assetreference type="GrannyModel">
<file>units\attachments\hammer_villager</file>
</assetreference>
</component>
<anim>
Idle
<component>hammer</component>
</anim>
</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"/>
</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"/>
</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"/>
</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>
<attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/>
</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>
<attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/>
</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>
<attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/>
</anim>
<anim>
Death_havoc_flail
<assetreference type="GrannyAnim">
<file>animation_library\range\havoc_flail</file>
</assetreference>
<component>ModelComp</component>
<attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/>
</anim>
<anim>
Death_havoc_spin
<assetreference type="GrannyAnim">
<file>animation_library\range\havoc_spin</file>
</assetreference>
<component>ModelComp</component>
<attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/>
</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>
<attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/>
</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>
<attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/>
</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"/>
<attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/>
</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"/>
<attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/>
</anim>
<anim>
Cover_ranged_idle
<assetreference type="GrannyAnim">
<file>animation_library\range\cover\cover_idle</file>
</assetreference>
<component>ModelComp</component>
<attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/>
</anim>
<anim>
Cover_bored
<assetreference type="GrannyAnim">
<file>animation_library\range\cover\cover_bored</file>
</assetreference>
<component>ModelComp</component>
<attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/>
</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>
<attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/>
</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>
<attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/>
</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>
<attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/>
</anim>
<anim>
Volley_standing_idle
<assetreference type="GrannyAnim">
<file>animation_library\range\volley\volley_standing_idle</file>
</assetreference>
<component>ModelComp</component>
<attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/>
</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>
<attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/>
</anim>
<anim>
Volley_standing_reload
<assetreference type="GrannyAnim">
<file>animation_library\range\volley\volley_standing_reload</file>
</assetreference>
<component>ModelComp</component>
<attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/>
</anim>
<anim>
Volley_standing_bored
<assetreference type="GrannyAnim">
<file>animation_library\range\volley\volley_standing_boredA</file>
</assetreference>
<component>ModelComp</component>
<attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/>
</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>
<attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/>
</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>
<attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/>
</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>
<attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/>
</anim>
<anim>
Defend_idle
<assetreference type="GrannyAnim">
<file>animation_library\range\defend\defend_idle</file>
</assetreference>
<component>ModelComp</component>
<attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/>
</anim>
<anim>
Defend_bored
<assetreference type="GrannyAnim">
<file>animation_library\range\defend\defend_boredA</file>
</assetreference>
<component>ModelComp</component>
<attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/>
</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>
<attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/>
</anim>
<anim>
Charge_bored
<assetreference type="GrannyAnim">
<file>animation_library\range\charge\charge_bored</file>
</assetreference>
<component>ModelComp</component>
<attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/>
</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>
<attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/>
</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>
<attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/>
</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>
<attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/>
</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>
<attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/>
</anim>
<anim>
IGC_Pointing
<assetreference type="GrannyAnim">
<file>animation_library\range\pointing_rifleman_A</file>
</assetreference>
<component>ModelComp</component>
<attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/>
</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"/>
<attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/>
</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>
<attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/>
</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>
<attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/>
</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"/>
<attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/>
</anim>
<anim>
NuggetPirate2_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>
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>
BuildLifting
<assetreference type="GrannyAnim">
<file>animation_library\2_leg_task\BuildLifting</file>
<weight>90</weight>
<tag type="Attack">0.66</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="Build">0.38</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="Build">0.67</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="Build">1.00</tag>
</assetreference>
<assetreference type="GrannyAnim">
<file>animation_library\2_leg_task\human_build_standing_idlea</file>
<weight>10</weight>
<tag type="Attack">0.66</tag>
</assetreference>
<component>ModelComp</component>
<attach a="hammer" frombone="MASTER" tobone="bip01 Prop1" syncanims="0"/>
</anim>
<anim>
BuildSaw
<assetreference type="GrannyAnim">
<file>animation_library\2_leg_task\human_saw_standing</file>
<weight>90</weight>
<tag type="SpecificSoundSet" checkvisible="1" set="BuildSaw">0.09</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="BuildSaw">0.32</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="BuildSaw">0.70</tag>
</assetreference>
<assetreference type="GrannyAnim">
<file>animation_library\2_leg_task\human_saw_standing_idlea</file>
<weight>10</weight>
</assetreference>
<component>ModelComp</component>
<attach a="saw" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/>
</anim>
<anim>
BuildStaking
<assetreference type="GrannyAnim">
<file>animation_library\2_leg_task\human_saw_a</file>
<weight>90</weight>
</assetreference>
<assetreference type="GrannyAnim">
<file>animation_library\2_leg_task\human_saw_idlea</file>
<weight>10</weight>
</assetreference>
<component>ModelComp</component>
<attach a="saw" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/>
</anim>
<anim>
Build
<assetreference type="GrannyAnim">
<file>animation_library\villager\villager_male_build1</file>
<weight>90</weight>
<tag type="SpecificSoundSet" checkvisible="1" set="Build">0.36</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="Build">0.66</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="Build">1.00</tag>
</assetreference>
<assetreference type="GrannyAnim">
<file>animation_library\2_leg_task\Build_b</file>
<weight>10</weight>
</assetreference>
<assetreference type="GrannyAnim">
<file>animation_library\2_leg_task\Build_c</file>
<weight>10</weight>
</assetreference>
<assetreference type="GrannyAnim">
<file>animation_library\2_leg_task\Build_d</file>
<weight>10</weight>
</assetreference>
<assetreference type="GrannyAnim">
<file>animation_library\2_leg_task\Build_e</file>
<weight>10</weight>
</assetreference>
<assetreference type="GrannyAnim">
<file>animation_library\2_leg_task\Build_f</file>
<weight>10</weight>
</assetreference>
<component>ModelComp</component>
<attach a="measure tape" frombone="MASTER" tobone="Bip01 Prop2" syncanims="0"/>
<attach a="hammer" frombone="MASTER" tobone="bip01 Prop1" syncanims="0"/>
</anim>
</animfile>


3.2版本传送门
  chu_ko_nu.xml(诸葛弩) - 记事本 ____ X
文件(F)  编辑(E)  格式(O)  查看(V)  帮助(H)
<!-- converted from XMB to XML -->
<animfile>
<definebone>bone_hat</definebone>
<definebone>bone_bow</definebone>
<definebone>bone_quiver</definebone>
<definebone>BIP01 PROP1</definebone>
<definebone>bone01</definebone>
<attachment>
hat
<component>
hat
<assetreference type="GrannyModel">
<file>units\asians\chinese\chu_ko_nu\chokonu_age1_hat</file>
</assetreference>
</component>
<anim>
Idle
<component>hat</component>
</anim>
</attachment>
<attachment>
crossbows
<component>
crossbows
<assetreference type="GrannyModel">
<file>units\asians\chinese\chu_ko_nu\chokonu_bow</file>
</assetreference>
</component>
<anim>
Idle
<component>crossbows</component>
</anim>
</attachment>
<attachment>
flaming_arrow
<component>
emitter
<assetreference type="ParticleSystem">
<file>effects\fire\arrowFire_Longbow.particle</file>
</assetreference>
</component>
<anim>
None
<component>emitter</component>
</anim>
</attachment>
<attachment>
hat2
<component>
hat2
<assetreference type="GrannyModel">
<file>units\asians\chinese\chu_ko_nu\chokonu_age2_hat</file>
</assetreference>
</component>
<anim>
Idle
<component>hat2</component>
</anim>
</attachment>
<component>
ModelComp
<logic type="Tech">
<none>
<logic type="LowPoly">
<normal>
<assetreference type="GrannyModel">
<file>units\asians\chinese\chu_ko_nu\chokonu_age1</file>
</assetreference>
<attach a="hat" frombone="bone_hat" tobone="Bip01 Head" syncanims="0"/>
<attach a="crossbows" frombone="bone_crossbow" tobone="BIP01 PROP1" syncanims="0"/>
</normal>
<lowpoly>
<assetreference type="GrannyModel">
<file>units\asians\chinese\chu_ko_nu\lp_chokonu_age1</file>
</assetreference>
<attach a="hat" frombone="bone_hat" tobone="Bip01 Head" syncanims="0"/>
<attach a="crossbows" frombone="bone_crossbow" tobone="BIP01 PROP1" syncanims="0"/>
</lowpoly>
</logic>
</none>
<ypdisciplinedchukonu>
<logic type="LowPoly">
<normal>
<assetreference type="GrannyModel">
<file>units\asians\chinese\chu_ko_nu\chokonu_age2</file>
</assetreference>
<attach a="hat2" frombone="bone_hat" tobone="Bip01 Head" syncanims="0"/>
<attach a="crossbows" frombone="bone_crossbow" tobone="BIP01 PROP1" syncanims="0"/>
</normal>
<lowpoly>
<assetreference type="GrannyModel">
<file>units\asians\chinese\chu_ko_nu\lp_chokonu_age2</file>
</assetreference>
<attach a="hat2" frombone="bone_hat" tobone="Bip01 Head" syncanims="0"/>
<attach a="crossbows" frombone="bone_crossbow" tobone="BIP01 PROP1" syncanims="0"/>
</lowpoly>
</logic>
</ypdisciplinedchukonu>
<yphonoredchukonu>
<logic type="LowPoly">
<normal>
<assetreference type="GrannyModel">
<file>units\asians\chinese\chu_ko_nu\chokonu_age3</file>
</assetreference>
<attach a="hat2" frombone="bone_hat" tobone="Bip01 Head" syncanims="0"/>
<attach a="crossbows" frombone="bone_crossbow" tobone="BIP01 PROP1" syncanims="0"/>
</normal>
<lowpoly>
<assetreference type="GrannyModel">
<file>units\asians\chinese\chu_ko_nu\lp_chokonu_age3</file>
</assetreference>
<attach a="hat2" frombone="bone_hat" tobone="Bip01 Head" syncanims="0"/>
<attach a="crossbows" frombone="bone_crossbow" tobone="BIP01 PROP1" syncanims="0"/>
</lowpoly>
</logic>
</yphonoredchukonu>
</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">0.52</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\range\death_standing_rifleman_A</file>
<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.53</tag>
</assetreference>
<assetreference type="GrannyAnim">
<file>animation_library\range\death_standing_rifleman_B</file>
<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.19</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_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>
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>
HC_openDoor
<assetreference type="GrannyAnim">
<file>animation_library\shared\doorOpen</file>
</assetreference>
<component>ModelComp</component>
</anim>
<anim>
HC_closeDoor
<assetreference type="GrannyAnim">
<file>animation_library\shared\doorClose</file>
</assetreference>
<component>ModelComp</component>
</anim>
<anim>
Raze_Idle
<assetreference type="GrannyAnim">
<file>animation_library\range\volley\crossbow_volley_idle</file>
</assetreference>
<component>ModelComp</component>
</anim>
<anim>
Raze_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="CrossbowShoot">0.48</tag>
</assetreference>
<component>ModelComp</component>
<attach a="flaming_arrow" frombone="bone01" 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\shared\human_crossbow_bored_a</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\crossbow_volley_idle</file>
</assetreference>
<component>ModelComp</component>
</anim>
<anim>
Volley_standing_attack
<assetreference type="GrannyAnim">
<file>units\asians\chinese\chu_ko_nu\chokonu_volley_standing_fire</file>
<tag type="Attack">0.45</tag>
<tag type="Attack">0.30</tag>
<tag type="Attack">0.15</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="CrossbowShoot">0.48</tag>
</assetreference>
<assetreference type="GrannyAnim">
<file>units\asians\chinese\chu_ko_nu\chokonu_volley_standing_fire</file>
<tag type="Attack">0.42</tag>
<tag type="Attack">0.27</tag>
<tag type="Attack">0.15</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="CrossbowShoot">0.48</tag>
</assetreference>
<assetreference type="GrannyAnim">
<file>units\asians\chinese\chu_ko_nu\chokonu_volley_standing_fire</file>
<tag type="Attack">0.46</tag>
<tag type="Attack">0.26</tag>
<tag type="Attack">0.15</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="CrossbowShoot">0.48</tag>
</assetreference>
<assetreference type="GrannyAnim">
<file>units\asians\chinese\chu_ko_nu\chokonu_volley_standing_fire</file>
<tag type="Attack">0.47</tag>
<tag type="Attack">0.32</tag>
<tag type="Attack">0.14</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="CrossbowShoot">0.48</tag>
</assetreference>
<assetreference type="GrannyAnim">
<file>units\asians\chinese\chu_ko_nu\chokonu_volley_standing_fire</file>
<tag type="Attack">0.46</tag>
<tag type="Attack">0.29</tag>
<tag type="Attack">0.14</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="CrossbowShoot">0.48</tag>
</assetreference>
<component>ModelComp</component>
</anim>
<anim>
Volley_standing_reload
<assetreference type="GrannyAnim">
<file>units\asians\chinese\chu_ko_nu\chokonu_volley_standing_reload</file>
</assetreference>
<component>ModelComp</component>
</anim>
<anim>
Volley_standing_bored
<assetreference type="GrannyAnim">
<file>animation_library\shared\human_crossbow_bored_a</file>
</assetreference>
<component>ModelComp</component>
</anim>
<anim>
Volley_walk
<assetreference type="GrannyAnim">
<file>animation_library\range\walk_crossbow_upper</file>
<file>animation_library\shared\walk_generic_lower</file>
<tag type="FootstepLeft" footprinttype="HumanLeft">0.14</tag>
<tag type="FootstepRight" footprinttype="HumanRight">0.61</tag>
</assetreference>
<component>ModelComp</component>
</anim>
<anim>
Volley_jog
<assetreference type="GrannyAnim">
<file>animation_library\range\jog_rifleman_A</file>
<tag type="FootstepLeft" footprinttype="HumanLeft">0.04</tag>
<tag type="FootstepRight" footprinttype="HumanRight">0.54</tag>
</assetreference>
<component>ModelComp</component>
</anim>
<anim>
Volley_run
<assetreference type="GrannyAnim">
<file>animation_library\range\run_rifleman_A</file>
<tag type="FootstepLeft" footprinttype="HumanLeft">0.13</tag>
<tag type="FootstepRight" footprinttype="HumanRight">0.60</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\cover\cover_bored</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">0.52</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.38</tag>
</assetreference>
<assetreference type="GrannyAnim">
<file>animation_library\range\charge\cacadore_charge_attackB</file>
<tag type="Attack">0.53</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.39</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">0.70</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">0.45</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>
</animfile>


在上面没找到,没关系,下面继续找。
3.2版本传送门
  gatling_gun.xml(格林机枪) - 记事本 ____ X
文件(F)  编辑(E)  格式(O)  查看(V)  帮助(H)
<!-- converted from XMB to XML -->
<animfile>
<definebone>bone_ammo</definebone>
<definebone>bone_wheelRight</definebone>
<definebone>bone_wheelLeft</definebone>
<definebone>bone_launchpoint</definebone>
<definebone>bone_muzzle</definebone>
<attachment>
ammo_magazine
<include>units\artillery\gatling_gun\ammo_magazine.xml</include>
</attachment>
<attachment>
ammo_drum
<include>units\artillery\gatling_gun\ammo_drum.xml</include>
</attachment>
<attachment>
ammo_attach
<component>
ammo_attach
<assetreference type="GrannyModel">
<file>units\artillery\gatling_gun\ammo_attach</file>
</assetreference>
</component>
<anim>
Idle
<component>ammo_attach</component>
</anim>
</attachment>
<component>
gatling_gun
<logic type="LowPoly">
<normal>
<logic type="Tech">
<none>
<assetreference type="GrannyModel">
<file>units\artillery\gatling_gun\gatling_gun</file>
<replacetexture>
<from>units\artillery\gatling_gun\gatling_gun</from>
<to>units\artillery\gatling_gun\gatling_gun</to>
</replacetexture>
</assetreference>
<attach a="ammo_magazine" frombone="hotspot" tobone="bone_master" syncanims="1"/>
</none>
<rabauld>
<assetreference type="GrannyModel">
<file>units\artillery\gatling_gun\gatling_gun</file>
<replacetexture>
<from>units\artillery\gatling_gun\gatling_gun</from>
<to>units\artillery\gatling_gun\gatling_gun_upgrade</to>
</replacetexture>
</assetreference>
<attach a="ammo_drum" frombone="hotspot" tobone="bone_master" syncanims="1"/>
</rabauld>
</logic>
</normal>
<lowpoly>
<logic type="Tech">
<none>
<assetreference type="GrannyModel">
<file>units\artillery\gatling_gun\lp_gatling_gun</file>
<replacetexture>
<from>units\artillery\gatling_gun\gatling_gun</from>
<to>units\artillery\gatling_gun\gatling_gun</to>
</replacetexture>
</assetreference>
<attach a="ammo_magazine" frombone="hotspot" tobone="bone_master" syncanims="1"/>
</none>
<rabauld>
<assetreference type="GrannyModel">
<file>units\artillery\gatling_gun\lp_gatling_gun_upgrade</file>
</assetreference>
<attach a="ammo_drum" frombone="hotspot" tobone="bone_master" syncanims="1"/>
</rabauld>
</logic>
</lowpoly>
</logic>
<decal>
<effecttype>default</effecttype>
<texture isfakeshadow="1">shadows_selections\shadow_circle_64x64</texture>
<selectedtexture>shadows_selections\selection_circle_64x64</selectedtexture>
<width>2.50</width>
<height>3.00</height>
<xoffset>0.00</xoffset>
<zoffset>0.15</zoffset>
</decal>
<watersplash>
<texture>units\artillery\cannon\wheel_B</texture>
<width>1.75</width>
<height>2.00</height>
</watersplash>
</component>
<anim>
Walk
<assetreference type="GrannyAnim">
<file>animation_library\artillery\gatling_gun\bombard_walk</file>
</assetreference>
<component>gatling_gun</component>
</anim>
<anim>
Jog
<assetreference type="GrannyAnim">
<file>animation_library\artillery\gatling_gun\bombard_walk</file>
</assetreference>
<component>gatling_gun</component>
</anim>
<anim>
Run
<assetreference type="GrannyAnim">
<file>animation_library\artillery\gatling_gun\bombard_walk</file>
</assetreference>
<component>gatling_gun</component>
</anim>
<anim>
idle
<assetreference type="GrannyAnim">
<file>animation_library\artillery\gatling_gun\idle</file>
</assetreference>
<component>gatling_gun</component>
</anim>
<anim>
bored
<assetreference type="GrannyAnim">
<file>animation_library\artillery\gatling_gun\idle</file>
</assetreference>
<component>gatling_gun</component>
</anim>
<anim>
Death
<assetreference type="GrannyAnim">
<file>animation_library\artillery\gatling_gun\bombard_death</file>
<tag type="SpecificSoundSet" checkvisible="1" set="Thud">0.11</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.05</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.08</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.12</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.16</tag>
</assetreference>
<component>gatling_gun</component>
</anim>
<anim>
Death_by_melee
<assetreference type="GrannyAnim">
<file>animation_library\artillery\gatling_gun\bombard_death</file>
<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.12</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.08</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.05</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="Thud">0.11</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.16</tag>
</assetreference>
<component>gatling_gun</component>
</anim>
<anim>
Death_by_range
<assetreference type="GrannyAnim">
<file>animation_library\artillery\gatling_gun\bombard_death</file>
<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.12</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.08</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.05</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="Thud">0.11</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.16</tag>
</assetreference>
<component>gatling_gun</component>
</anim>
<anim>
Cheer
<assetreference type="GrannyAnim">
<file>animation_library\artillery\gatling_gun\cheer</file>
</assetreference>
<component>gatling_gun</component>
</anim>
<anim>
Limber
<assetreference type="GrannyAnim">
<file>animation_library\artillery\gatling_gun\limber</file>
</assetreference>
<component>gatling_gun</component>
</anim>
<anim>
Unlimber
<assetreference type="GrannyAnim">
<file>animation_library\artillery\gatling_gun\unlimber</file>
</assetreference>
<component>gatling_gun</component>
<attach a="ammo_attach" frombone="ATTACHPOINT" tobone="MASTER" syncanims="0"/>
</anim>
<anim>
Bombard_ranged_idle
<assetreference type="GrannyAnim">
<file>animation_library\artillery\gatling_gun\bombard_idle</file>
</assetreference>
<component>gatling_gun</component>
<attach a="ammo_attach" frombone="ATTACHPOINT" tobone="MASTER" syncanims="0"/>
</anim>
<anim>
Bombard_ranged_attack
<assetreference type="GrannyAnim">
<file>animation_library\artillery\gatling_gun\bombard_attack</file>
<tag type="Attack">0.27</tag>
<tag type="Attack">0.41</tag>
<tag type="Attack">0.55</tag>
<tag type="Attack">0.68</tag>
<tag type="Attack">0.74</tag>
<tag type="Attack">0.81</tag>
你要不要回去看看诸葛弩是不是有三个Attack语句?
3.2版本传送门
<tag type="SpecificSoundSet" checkvisible="1" set="GatlingGunShoot">0.27</tag>
<tag type="Particles" particlename="organgunmuzzle01">0.27</tag>
<tag type="Particles" particlename="organgunmuzzle01">0.34</tag>
<tag type="Particles" particlename="organgunmuzzle01">0.40</tag>
<tag type="Particles" particlename="organgunmuzzle01">0.47</tag>
<tag type="Particles" particlename="organgunmuzzle01">0.54</tag>
<tag type="Particles" particlename="organgunmuzzle01">0.60</tag>
<tag type="Particles" particlename="organgunmuzzle01">0.67</tag>
<tag type="Particles" particlename="organgunmuzzle01">0.73</tag>
<tag type="Particles" particlename="organgunmuzzle01">0.80</tag>
</assetreference>
<component>gatling_gun</component>
<attach a="ammo_attach" frombone="ATTACHPOINT" tobone="MASTER" syncanims="0"/>
</anim>
<anim>
Bombard_aim
<assetreference type="GrannyAnim">
<file>animation_library\artillery\gatling_gun\bombard_idle</file>
</assetreference>
<component>gatling_gun</component>
<attach a="ammo_attach" frombone="ATTACHPOINT" tobone="MASTER" syncanims="0"/>
</anim>
<anim>
Bombard_reload
<assetreference type="GrannyAnim">
<file>animation_library\artillery\gatling_gun\bombard_reload</file>
</assetreference>
<component>gatling_gun</component>
<attach a="ammo_attach" frombone="ATTACHPOINT" tobone="MASTER" syncanims="0"/>
</anim>
<anim>
Bombard_bored
<assetreference type="GrannyAnim">
<file>animation_library\artillery\gatling_gun\bombard_idle</file>
</assetreference>
<component>gatling_gun</component>
<attach a="ammo_attach" frombone="ATTACHPOINT" tobone="MASTER" syncanims="0"/>
</anim>
<anim>
Bombard_melee_idle
<assetreference type="GrannyAnim">
<file>animation_library\artillery\gatling_gun\bombard_idle</file>
</assetreference>
<component>gatling_gun</component>
<attach a="ammo_attach" frombone="ATTACHPOINT" tobone="MASTER" syncanims="0"/>
</anim>
<anim>
Bombard_melee_attack
<assetreference type="GrannyAnim">
<file>animation_library\artillery\gatling_gun\bombard_attack</file>
<tag type="Attack">0.27</tag>
<tag type="Attack">0.41</tag>
<tag type="Attack">0.55</tag>
<tag type="Attack">0.68</tag>
<tag type="Attack">0.74</tag>
<tag type="Attack">0.81</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="GatlingGunShoot">0.27</tag>
<tag type="Particles" particlename="organgunmuzzle01">0.27</tag>
<tag type="Particles" particlename="organgunmuzzle01">0.34</tag>
<tag type="Particles" particlename="organgunmuzzle01">0.40</tag>
<tag type="Particles" particlename="organgunmuzzle01">0.47</tag>
<tag type="Particles" particlename="organgunmuzzle01">0.54</tag>
<tag type="Particles" particlename="organgunmuzzle01">0.60</tag>
<tag type="Particles" particlename="organgunmuzzle01">0.67</tag>
<tag type="Particles" particlename="organgunmuzzle01">0.73</tag>
<tag type="Particles" particlename="organgunmuzzle01">0.80</tag>
</assetreference>
<component>gatling_gun</component>
<attach a="ammo_attach" frombone="ATTACHPOINT" tobone="MASTER" syncanims="0"/>
</anim>
<anim>
Bombard_walk
<assetreference type="GrannyAnim">
<file>animation_library\artillery\gatling_gun\bombard_walk</file>
</assetreference>
<component>gatling_gun</component>
</anim>
<anim>
Bombard_jog
<assetreference type="GrannyAnim">
<file>animation_library\artillery\gatling_gun\bombard_walk</file>
</assetreference>
<component>gatling_gun</component>
</anim>
<anim>
Bombard_run
<assetreference type="GrannyAnim">
<file>animation_library\artillery\gatling_gun\bombard_walk</file>
</assetreference>
<component>gatling_gun</component>
</anim>
<anim>
Bombard_limber
<assetreference type="GrannyAnim">
<file>animation_library\artillery\gatling_gun\limber</file>
</assetreference>
<component>gatling_gun</component>
</anim>
<anim>
Bombard_unlimber
<assetreference type="GrannyAnim">
<file>animation_library\artillery\gatling_gun\unlimber</file>
</assetreference>
<component>gatling_gun</component>
<attach a="ammo_attach" frombone="ATTACHPOINT" tobone="MASTER" syncanims="0"/>
</anim>
</animfile>







现在知道怎样弄连击了吧?
你没增加一次<tag type="Attack">X.00</tag>就会输出一次攻击。









例如我要给堡垒添加一次十发炮弹: 传送门1	 传送门2	 传送门3	(红色语句是多发炮弹,蓝色语句是开炮的声音)
  fort.xml - 记事本 ____ X
文件(F)  编辑(E)  格式(O)  查看(V)  帮助(H)
<!-- converted from XMB to XML -->
<animfile>
<definebone>bone_f1</definebone>
<definebone>bone_f2</definebone>
<definebone>bone_f3</definebone>
<definebone>bone_f4</definebone>
<definebone>bone_f5</definebone>
<definebone>bone_s1</definebone>
<definebone>bone_s2</definebone>
<definebone>bone_debris_1a</definebone>
<definebone>bone_debris_1b</definebone>
<definebone>bone_debris_1c</definebone>
<definebone>bone_debris_1d</definebone>
<definebone>bone_debris_1e</definebone>
<definebone>bone_debris_1f</definebone>
<definebone>bone_debris_1g</definebone>
<definebone>bone_debris_1h</definebone>
<definebone>bone_debris_1i</definebone>
<definebone>bone_debris_1j</definebone>
<definebone>bone_debris_1k</definebone>
<definebone>bone_debris_1l</definebone>
<definebone>bone_debris_2a</definebone>
<definebone>bone_debris_2b</definebone>
<definebone>bone_debris_2c</definebone>
<definebone>bone_debris_2d</definebone>
<definebone>bone_debris_2e</definebone>
<definebone>bone_debris_2f</definebone>
<definebone>bone_debris_2g</definebone>
<definebone>bone_debris_3a</definebone>
<definebone>bone_debris_3b</definebone>
<definebone>bone_debris_3c</definebone>
<definebone>bone_debris_3d</definebone>
<definebone>bone_debris_3e</definebone>
<definebone>bone_debris_3f</definebone>
<definebone>bone_debris_3g</definebone>
<definebone>bone_debris_3h</definebone>
<definebone>bone_debris_3i</definebone>
<definebone>bone_debris_3j</definebone>
<definebone>bone_debris_3k</definebone>
<definebone>bone_debris_4a</definebone>
<definebone>bone_debris_4b</definebone>
<definebone>bone_debris_4c</definebone>
<definebone>bone_debris_4d</definebone>
<definebone>bone_debris_4e</definebone>
<definebone>bone_debris_4f</definebone>
<definebone>bone_debris_5a</definebone>
<definebone>bone_debris_5b</definebone>
<definebone>bone_debris_5c</definebone>
<definebone>bone_debris_5d</definebone>
<definebone>bone_debris_5e</definebone>
<definebone>bone_debris_6a</definebone>
<definebone>bone_debris_6b</definebone>
<definebone>bone_debris_6c</definebone>
<definebone>bone_debris_6d</definebone>
<definebone>bone_debris_6e</definebone>
<definebone>bone_debris_6f</definebone>
<definebone>bone_debris_7a</definebone>
<definebone>bone_debris_7b</definebone>
<definebone>bone_debris_7c</definebone>
<definebone>bone_debris_7d</definebone>
<definebone>bone_debris_7e</definebone>
<definebone>bone_debris_7f</definebone>
<definebone>bone_debris_7g</definebone>
<definebone>bone_debris_7h</definebone>
<definebone>bone_debris_8a</definebone>
<definebone>bone_object40</definebone>
<definebone>bone_object32</definebone>
<definebone>bone_debris_9a</definebone>
<definebone>bone_debris_9b</definebone>
<definebone>bone_debris_9c</definebone>
<definebone>bone_debris_9d</definebone>
<definebone>bone_debris_9e</definebone>
<definebone>bone_debris_10a</definebone>
<definebone>bone_debris_10b</definebone>
<definebone>bone_debris_11a</definebone>
<definebone>bone_debris_11b</definebone>
<submodel>
sub_construction_stage_01
<component>
construction_stage_01
<assetreference type="GrannyModel">
<file>buildings\constructions\6x6_stage1</file>
</assetreference>
<decal>
<effecttype>bump</effecttype>
<texture>buildings\constructions\2x2_construction_decal</texture>
<selectedtexture>shadows_selections\selection_square_128x128</selectedtexture>
<bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
<width>18.00</width>
<height>18.00</height>
</decal>
</component>
<anim>
Idle
<component>construction_stage_01</component>
</anim>
</submodel>
<submodel>
west_fort
<attachment>
base smoke
<component>
smoke base
<assetreference type="ParticleSystem">
<file>effects\smoke\collapsesmoke01.particle</file>
</assetreference>
</component>
<anim>
Idle
<component>smoke base</component>
</anim>
</attachment>
<attachment>
base smoke2
<component>
smoke wave
<assetreference type="ParticleSystem">
<file>effects\smoke\collapse_smoke_wave.particle</file>
</assetreference>
</component>
<anim>
Idle
<component>smoke wave</component>
</anim>
</attachment>
<attachment>
base smoke3
<component>
smoke wave center
<assetreference type="ParticleSystem">
<file>effects\smoke\collapse_smoke_fort.particle</file>
</assetreference>
</component>
<anim>
Idle
<component>smoke wave center</component>
</anim>
</attachment>
<attachment>
collapse_smoke
<component>
collapse_smoke
<assetreference type="ParticleSystem">
<file>effects\smoke\collapse_smoke_a.particle</file>
</assetreference>
</component>
<anim>
Idle
<component>collapse_smoke</component>
</anim>
</attachment>
<attachment>
pendentflag
<component>
flag
<assetreference type="ClothFlag">
<flag>
<blending>alphatest_color</blending>
<texture>buildings\flags\pendent</texture>
<width>3.00</width>
<height>1.00</height>
</flag>
</assetreference>
</component>
<anim>
Idle
<component>flag</component>
</anim>
</attachment>
<attachment>
pendentflag01
<component>
flag
<assetreference type="ClothFlag">
<flag>
<blending>alphatest_color</blending>
<texture>buildings\flags\pendent01</texture>
<width>2.00</width>
<height>1.00</height>
</flag>
</assetreference>
</component>
<anim>
Idle
<component>flag</component>
</anim>
</attachment>
<attachment>
civflag
<component>
flag
<assetreference type="ClothFlag">
<flag>
<blending>alphatest_color</blending>
<specialtexture/>
<width>2.00</width>
<height>1.50</height>
</flag>
</assetreference>
</component>
<anim>
Idle
<component>flag</component>
</anim>
</attachment>
<attachment>
smokey
<component>
smoke
<assetreference type="ParticleSystem">
<file>effects\smoke\factory_smoke.particle</file>
</assetreference>
</component>
<anim>
idle
<component>smoke</component>
</anim>
</attachment>
<attachment>
towersmoke
<component>
smoke base
<assetreference type="ParticleSystem">
<file>effects\smoke\collapse_smoke_tower.particle</file>
</assetreference>
</component>
<anim>
Idle
<component>smoke base</component>
</anim>
</attachment>
<component>
fort
<logic type="LowPoly">
<normal>
<logic type="Destruction">
<p1>
<assetreference type="GrannyModel" shape="west_fort">
<file>buildings\fort\west_fort_damaged</file>
</assetreference>
</p1>
<p99>
<assetreference type="GrannyModel" shape="west_fort">
<file>buildings\fort\west_fort</file>
</assetreference>
</p99>
</logic>
</normal>
<lowpoly>
<assetreference type="GrannyModel" shape="west_fort">
<file>buildings\fort\lp_west_fort</file>
</assetreference>
</lowpoly>
</logic>
<decal>
<effecttype>bump</effecttype>
<texture>buildings\fort\west_fort_decal</texture>
<selectedtexture>shadows_selections\selection_square_128x128</selectedtexture>
<bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
<width>14.00</width>
<height>14.00</height>
</decal>
<attach a="pendentflag" frombone="bone_f1" tobone="bone_f1" syncanims="0"/>
<attach a="pendentflag01" frombone="bone_f2" tobone="bone_f2" syncanims="0"/>
<attach a="pendentflag" frombone="bone_f3" tobone="bone_f3" syncanims="0"/>
<attach a="pendentflag01" frombone="bone_f4" tobone="bone_f4" syncanims="0"/>
<attach a="civflag" frombone="bone_f5" tobone="bone_f5" syncanims="0"/>
</component>
<component>
fort_death
<logic type="LowPoly">
<normal>
<assetreference type="GrannyModel">
<file>buildings\fort\west_fort_deathModel</file>
</assetreference>
</normal>
<lowpoly>
<assetreference type="GrannyModel">
<file>buildings\fort\lp_west_fort</file>
</assetreference>
</lowpoly>
</logic>
<decal>
<effecttype>bump</effecttype>
<texture>buildings\fort\west_fort_decal</texture>
<selectedtexture>shadows_selections\selection_square_128x128</selectedtexture>
<bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
<width>14.00</width>
<height>14.00</height>
</decal>
<attach a="civflag" frombone="bone_f5" tobone="bone_f5" syncanims="0"/>
<attach a="pendentflag" frombone="bone_f1" tobone="bone_f1" syncanims="0"/>
<attach a="pendentflag01" frombone="bone_f2" tobone="bone_f2" syncanims="0"/>
<attach a="pendentflag" frombone="bone_f3" tobone="bone_f3" syncanims="0"/>
<attach a="pendentflag01" frombone="bone_f4" tobone="bone_f4" syncanims="0"/>
</component>
<anim>
Idle
<assetreference type="GrannyAnim">
<file>buildings\fort\west_fort_idle</file>
</assetreference>
<component>fort</component>
<simskeleton>
<model>buildings\fort\west_fort_damaged</model>
<damagetemplate>buildings\fort\west_fort.dmg</damagetemplate>
</simskeleton>
<attach a="smokey" frombone="bone_s2" tobone="bone_s2" syncanims="0"/>
<attach a="smokey" frombone="bone_s1" tobone="bone_s1" syncanims="0"/>
</anim>
<anim>
RangedAttack
<assetreference type="GrannyAnim">
<file>buildings\fort\west_fort_idle</file>
<tag type="Attack">0.05</tag>
<tag type="Attack">0.10</tag>
<tag type="Attack">0.15</tag>
<tag type="Attack">0.20</tag>
<tag type="Attack">0.25</tag>
<tag type="Attack">0.30</tag>
<tag type="Attack">0.35</tag>
<tag type="Attack">0.40</tag>
<tag type="Attack">0.45</tag>
<tag type="Attack">0.55</tag>

<tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.05</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.15</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.20</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.25</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.30</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.35</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.40</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.45</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.50</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.55</tag>

</assetreference>
<component>fort</component>
<simskeleton>
<model>buildings\fort\west_fort_damaged</model>
<damagetemplate>buildings\fort\west_fort.dmg</damagetemplate>
</simskeleton>
<attach a="smokey" frombone="bone_s2" tobone="bone_s2" syncanims="0"/>
<attach a="smokey" frombone="bone_s1" tobone="bone_s1" syncanims="0"/>
</anim>
<anim>
death
<assetreference type="GrannyAnim">
<file>buildings\fort\west_fort_deathAnim</file>
</assetreference>
<component>fort_death</component>
<attach a="base smoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
<attach a="base smoke2" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
<attach a="base smoke3" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
<attach a="collapse_smoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
<attach a="towersmoke" frombone="ATTACHPOINT" tobone="bone_object40" syncanims="0"/>
</anim>
</submodel>
<submodel>
med_fort
<attachment>
base smoke
<component>
smoke base
<assetreference type="ParticleSystem">
<file>effects\smoke\collapsesmoke01.particle</file>
</assetreference>
</component>
<anim>
Idle
<component>smoke base</component>
</anim>
</attachment>
<attachment>
base smoke2
<component>
smoke wave
<assetreference type="ParticleSystem">
<file>effects\smoke\collapse_smoke_wave.particle</file>
</assetreference>
</component>
<anim>
Idle
<component>smoke wave</component>
</anim>
</attachment>
<attachment>
base smoke3
<component>
smoke wave center
<assetreference type="ParticleSystem">
<file>effects\smoke\collapse_smoke_fort.particle</file>
</assetreference>
</component>
<anim>
Idle
<component>smoke wave center</component>
</anim>
</attachment>
<attachment>
collapse_smoke
<component>
collapse_smoke
<assetreference type="ParticleSystem">
<file>effects\smoke\collapse_smoke_a.particle</file>
</assetreference>
</component>
<anim>
Idle
<component>collapse_smoke</component>
</anim>
</attachment>
<attachment>
pendentflag
<component>
flag
<assetreference type="ClothFlag">
<flag>
<blending>alphatest_color</blending>
<texture>buildings\flags\pendent</texture>
<width>3.00</width>
<height>1.00</height>
</flag>
</assetreference>
</component>
<anim>
Idle
<component>flag</component>
</anim>
</attachment>
<attachment>
pendentflag01
<component>
flag
<assetreference type="ClothFlag">
<flag>
<blending>alphatest_color</blending>
<texture>buildings\flags\pendent01</texture>
<width>2.00</width>
<height>1.00</height>
</flag>
</assetreference>
</component>
<anim>
Idle
<component>flag</component>
</anim>
</attachment>
<attachment>
civflag
<component>
flag
<assetreference type="ClothFlag">
<flag>
<blending>alphatest_color</blending>
<specialtexture/>
<width>2.00</width>
<height>1.50</height>
</flag>
</assetreference>
</component>
<anim>
Idle
<component>flag</component>
</anim>
</attachment>
<attachment>
smokey
<component>
smoke
<assetreference type="ParticleSystem">
<file>effects\smoke\factory_smoke.particle</file>
</assetreference>
</component>
<anim>
idle
<component>smoke</component>
</anim>
</attachment>
<attachment>
towersmoke
<component>
smoke base
<assetreference type="ParticleSystem">
<file>effects\smoke\collapse_smoke_tower.particle</file>
</assetreference>
</component>
<anim>
Idle
<component>smoke base</component>
</anim>
</attachment>
<component>
fort
<logic type="LowPoly">
<normal>
<logic type="Destruction">
<p1>
<assetreference type="GrannyModel" shape="med_fort">
<file>buildings\fort\med_fort_damaged</file>
</assetreference>
</p1>
<p99>
<assetreference type="GrannyModel" shape="med_fort">
<file>buildings\fort\med_fort</file>
</assetreference>
</p99>
</logic>
</normal>
<lowpoly>
<assetreference type="GrannyModel" shape="east_fort">
<file>buildings\fort\lp_med_fort</file>
</assetreference>
</lowpoly>
</logic>
<decal>
<effecttype>bump</effecttype>
<texture>buildings\fort\west_fort_decal</texture>
<selectedtexture>shadows_selections\selection_square_128x128</selectedtexture>
<bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
<width>14.00</width>
<height>14.00</height>
</decal>
<attach a="pendentflag" frombone="bone_f1" tobone="bone_f1" syncanims="0"/>
<attach a="pendentflag01" frombone="bone_f2" tobone="bone_f2" syncanims="0"/>
<attach a="pendentflag" frombone="bone_f3" tobone="bone_f3" syncanims="0"/>
<attach a="pendentflag01" frombone="bone_f4" tobone="bone_f4" syncanims="0"/>
<attach a="civflag" frombone="bone_f5" tobone="bone_f5" syncanims="0"/>
<attach a="smokey" frombone="ATTACHPOINT" tobone="bone_s2" syncanims="0"/>
<attach a="smokey" frombone="ATTACHPOINT" tobone="bone_s1" syncanims="0"/>
</component>
<component>
fort_death
<logic type="LowPoly">
<normal>
<assetreference type="GrannyModel">
<file>buildings\fort\med_fort_deathModel</file>
</assetreference>
</normal>
<lowpoly>
<assetreference type="GrannyModel">
<file>buildings\fort\lp_med_fort</file>
</assetreference>
</lowpoly>
</logic>
<decal>
<effecttype>bump</effecttype>
<texture>buildings\fort\west_fort_decal</texture>
<selectedtexture>shadows_selections\selection_square_128x128</selectedtexture>
<bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
<width>14.00</width>
<height>14.00</height>
</decal>
<attach a="pendentflag" frombone="bone_f1" tobone="bone_f1" syncanims="0"/>
<attach a="pendentflag01" frombone="bone_f2" tobone="bone_f2" syncanims="0"/>
<attach a="pendentflag" frombone="bone_f3" tobone="bone_f3" syncanims="0"/>
<attach a="pendentflag01" frombone="bone_f4" tobone="bone_f4" syncanims="0"/>
<attach a="civflag" frombone="bone_f5" tobone="bone_f5" syncanims="0"/>
</component>
<anim>
Idle
<assetreference type="GrannyAnim">
<file>buildings\fort\med_fort_idle</file>
</assetreference>
<component>fort</component>
<simskeleton>
<model>buildings\fort\med_fort_damaged</model>
<damagetemplate>buildings\fort\med_fort.dmg</damagetemplate>
</simskeleton>
<attach a="smokey" frombone="bone_s2" tobone="bone_s2" syncanims="0"/>
<attach a="smokey" frombone="bone_s1" tobone="bone_s1" syncanims="0"/>
</anim>
<anim>

RangedAttack
<assetreference type="GrannyAnim">
<file>buildings\fort\med_fort_idle</file>
<tag type="Attack">0.05</tag>
<tag type="Attack">0.10</tag>
<tag type="Attack">0.15</tag>
<tag type="Attack">0.20</tag>
<tag type="Attack">0.25</tag>
<tag type="Attack">0.30</tag>
<tag type="Attack">0.35</tag>
<tag type="Attack">0.40</tag>
<tag type="Attack">0.45</tag>
<tag type="Attack">0.55</tag>

<tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.05</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.15</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.20</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.25</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.30</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.35</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.40</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.45</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.50</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.55</tag>

</assetreference>
<component>fort</component>
<simskeleton>
<model>buildings\fort\med_fort_damaged</model>
<damagetemplate>buildings\fort\med_fort.dmg</damagetemplate>
</simskeleton>
<attach a="smokey" frombone="bone_s2" tobone="bone_s2" syncanims="0"/>
<attach a="smokey" frombone="bone_s1" tobone="bone_s1" syncanims="0"/>
</anim>
<anim>
Death
<assetreference type="GrannyAnim">
<file>buildings\fort\med_fort_deathAnim</file>
</assetreference>
<component>fort_death</component>
<attach a="base smoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
<attach a="base smoke2" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
<attach a="base smoke3" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
<attach a="collapse_smoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
<attach a="towersmoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
</anim>
</submodel>
<submodel>
east_fort
<attachment>
base smoke
<component>
smoke base
<assetreference type="ParticleSystem">
<file>effects\smoke\collapsesmoke01.particle</file>
</assetreference>
</component>
<anim>
Idle
<component>smoke base</component>
</anim>
</attachment>
<attachment>
base smoke2
<component>
smoke wave
<assetreference type="ParticleSystem">
<file>effects\smoke\collapse_smoke_wave.particle</file>
</assetreference>
</component>
<anim>
Idle
<component>smoke wave</component>
</anim>
</attachment>
<attachment>
base smoke3
<component>
smoke wave center
<assetreference type="ParticleSystem">
<file>effects\smoke\collapse_smoke_fort.particle</file>
</assetreference>
</component>
<anim>
Idle
<component>smoke wave center</component>
</anim>
</attachment>
<attachment>
collapse_smoke
<component>
collapse_smoke
<assetreference type="ParticleSystem">
<file>effects\smoke\collapse_smoke_a.particle</file>
</assetreference>
</component>
<anim>
Idle
<component>collapse_smoke</component>
</anim>
</attachment>
<attachment>
pendentflag
<component>
flag
<assetreference type="ClothFlag">
<flag>
<blending>alphatest_color</blending>
<texture>buildings\flags\pendent</texture>
<width>3.00</width>
<height>1.00</height>
</flag>
</assetreference>
</component>
<anim>
Idle
<component>flag</component>
</anim>
</attachment>
<attachment>
pendentflag01
<component>
flag
<assetreference type="ClothFlag">
<flag>
<blending>alphatest_color</blending>
<texture>buildings\flags\pendent01</texture>
<width>2.00</width>
<height>1.00</height>
</flag>
</assetreference>
</component>
<anim>
Idle
<component>flag</component>
</anim>
</attachment>
<attachment>
civflag
<component>
flag
<assetreference type="ClothFlag">
<flag>
<blending>alphatest_color</blending>
<specialtexture/>
<width>2.00</width>
<height>1.50</height>
</flag>
</assetreference>
</component>
<anim>
Idle
<component>flag</component>
</anim>
</attachment>
<attachment>
smokey
<component>
smoke
<assetreference type="ParticleSystem">
<file>effects\smoke\factory_smoke.particle</file>
</assetreference>
</component>
<anim>
idle
<component>smoke</component>
</anim>
</attachment>
<attachment>
towersmoke
<component>
smoke base
<assetreference type="ParticleSystem">
<file>effects\smoke\collapse_smoke_tower.particle</file>
</assetreference>
</component>
<anim>
Idle
<component>smoke base</component>
</anim>
</attachment>
<component>
fort
<logic type="LowPoly">
<normal>
<logic type="Destruction">
<p1>
<assetreference type="GrannyModel" shape="east_fort">
<file>buildings\fort\east_fort_damaged</file>
</assetreference>
</p1>
<p99>
<assetreference type="GrannyModel" shape="east_fort">
<file>buildings\fort\east_fort</file>
</assetreference>
</p99>
</logic>
</normal>
<lowpoly>
<assetreference type="GrannyModel" shape="east_fort">
<file>buildings\fort\lp_east_fort</file>
</assetreference>
</lowpoly>
</logic>
<decal>
<effecttype>bump</effecttype>
<texture>buildings\fort\east_fort_decal</texture>
<selectedtexture>shadows_selections\selection_square_128x128</selectedtexture>
<bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
<width>15.75</width>
<height>15.75</height>
<xoffset>-0.15</xoffset>
<zoffset>-0.20</zoffset>
</decal>
<attach a="pendentflag" frombone="ATTACHPOINT" tobone="bone_f1" syncanims="0"/>
<attach a="pendentflag01" frombone="ATTACHPOINT" tobone="bone_f2" syncanims="0"/>
<attach a="pendentflag" frombone="ATTACHPOINT" tobone="bone_f3" syncanims="0"/>
<attach a="pendentflag01" frombone="ATTACHPOINT" tobone="bone_f4" syncanims="0"/>
<attach a="civflag" frombone="ATTACHPOINT" tobone="bone_f5" syncanims="0"/>
<attach a="smokey" frombone="ATTACHPOINT" tobone="bone_s2" syncanims="0"/>
<attach a="smokey" frombone="ATTACHPOINT" tobone="bone_s1" syncanims="0"/>
</component>
<component>
fort_death
<logic type="LowPoly">
<normal>
<assetreference type="GrannyModel">
<file>buildings\fort\east_fort_deathModel</file>
</assetreference>
</normal>
<lowpoly>
<assetreference type="GrannyModel">
<file>buildings\fort\lp_east_fort</file>
</assetreference>
</lowpoly>
</logic>
<decal>
<effecttype>bump</effecttype>
<texture>buildings\fort\east_fort_decal</texture>
<selectedtexture>shadows_selections\selection_square_128x128</selectedtexture>
<bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
<width>15.75</width>
<height>15.75</height>
<xoffset>-0.15</xoffset>
<zoffset>-0.20</zoffset>
</decal>
<attach a="pendentflag01" frombone="ATTACHPOINT" tobone="bone_f2" syncanims="0"/>
<attach a="pendentflag" frombone="ATTACHPOINT" tobone="bone_f3" syncanims="0"/>
<attach a="pendentflag01" frombone="ATTACHPOINT" tobone="bone_f4" syncanims="0"/>
<attach a="civflag" frombone="ATTACHPOINT" tobone="bone_f5" syncanims="0"/>
<attach a="pendentflag" frombone="ATTACHPOINT" tobone="bone_f1" syncanims="0"/>
</component>
<anim>
Idle
<component>fort</component>
<simskeleton>
<model>buildings\fort\east_fort_damaged</model>
<damagetemplate>buildings\fort\east_fort.dmg</damagetemplate>
</simskeleton>
</anim>
<anim>
Death
<assetreference type="GrannyAnim">
<file>buildings\fort\east_fort_deathAnim</file>
</assetreference>
<component>fort_death</component>
<attach a="base smoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
<attach a="base smoke2" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
<attach a="base smoke3" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
<attach a="collapse_smoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
<attach a="towersmoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
</anim>
<anim>

RangedAttack
<assetreference type="GrannyAnim">
<file>buildings\fort\east_fort_idle</file>
<tag type="Attack">0.05</tag>
<tag type="Attack">0.10</tag>
<tag type="Attack">0.15</tag>
<tag type="Attack">0.20</tag>
<tag type="Attack">0.25</tag>
<tag type="Attack">0.30</tag>
<tag type="Attack">0.35</tag>
<tag type="Attack">0.40</tag>
<tag type="Attack">0.45</tag>
<tag type="Attack">0.55</tag>

<tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.05</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.15</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.20</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.25</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.30</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.35</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.40</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.45</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.50</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.55</tag>

</assetreference>
<component>fort</component>
<simskeleton>
<model>buildings\fort\east_fort_damaged</model>
<damagetemplate>buildings\fort\east_fort.dmg</damagetemplate>
</simskeleton>
</anim>
</submodel>
<submodel>
east_fort_con
<attachment>
con
<component>
scaffolding
<assetreference type="GrannyModel">
<file>buildings\fort\east_fort_con</file>
</assetreference>
</component>
<anim>
Idle
<component>scaffolding</component>
</anim>
</attachment>
<component>
east_fort
<assetreference type="GrannyModel">
<file>buildings\constructions\6x6_stage2</file>
</assetreference>
<decal>
<effecttype>bump</effecttype>
<texture>buildings\fort\east_fort_decal</texture>
<selectedtexture>shadows_selections\selection_square_128x128</selectedtexture>
<bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
<width>15.75</width>
<height>15.75</height>
<xoffset>-0.15</xoffset>
<zoffset>-0.20</zoffset>
</decal>
<attach a="con" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
</component>
<anim>
Idle
<component>east_fort</component>
</anim>
</submodel>
<submodel>
east_fort_con2
<attachment>
con
<component>
scaffolding
<assetreference type="GrannyModel">
<file>buildings\fort\east_fort_con2</file>
</assetreference>
</component>
<anim>
Idle
<component>scaffolding</component>
</anim>
</attachment>
<component>
east_fort
<assetreference type="GrannyModel">
<file>buildings\constructions\6x6_stage2</file>
</assetreference>
<decal>
<effecttype>bump</effecttype>
<texture>buildings\fort\east_fort_decal</texture>
<selectedtexture>shadows_selections\selection_square_128x128</selectedtexture>
<bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
<width>15.75</width>
<height>15.75</height>
<xoffset>-0.15</xoffset>
<zoffset>-0.20</zoffset>
</decal>
<attach a="con" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
</component>
<anim>
Idle
<component>east_fort</component>
</anim>
</submodel>
<submodel>
med_fort_con
<attachment>
con
<component>
scaffolding
<assetreference type="GrannyModel">
<file>buildings\constructions\6x6_stage2</file>
</assetreference>
</component>
<anim>
Idle
<component>scaffolding</component>
</anim>
</attachment>
<component>
med_fort
<assetreference type="GrannyModel">
<file>buildings\fort\med_fort</file>
</assetreference>
<decal>
<effecttype>bump</effecttype>
<texture>buildings\fort\east_fort_decal</texture>
<selectedtexture>shadows_selections\selection_square_128x128</selectedtexture>
<bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
<width>15.75</width>
<height>15.75</height>
<xoffset>-0.15</xoffset>
<zoffset>-0.20</zoffset>
</decal>
<attach a="con" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
</component>
<anim>
Idle
<component>med_fort</component>
</anim>
</submodel>
<submodel>
med_fort_con2
<attachment>
con
<component>
scaffolding
<assetreference type="GrannyModel">
<file>buildings\constructions\6x6_stage2</file>
</assetreference>
</component>
<anim>
Idle
<component>scaffolding</component>
</anim>
</attachment>
<component>
med_fort
<assetreference type="GrannyModel">
<file>buildings\fort\med_fort_age2_con</file>
</assetreference>
<decal>
<effecttype>bump</effecttype>
<texture>buildings\fort\east_fort_decal</texture>
<selectedtexture>shadows_selections\selection_square_128x128</selectedtexture>
<bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
<width>15.75</width>
<height>15.75</height>
<xoffset>-0.15</xoffset>
<zoffset>-0.20</zoffset>
</decal>
<attach a="con" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
</component>
<anim>
Idle
<component>med_fort</component>
</anim>
</submodel>
<submodel>
med_fort_con3
<attachment>
con
<component>
scaffolding
<assetreference type="GrannyModel">
<file>buildings\constructions\6x6_stage2</file>
</assetreference>
</component>
<anim>
Idle
<component>scaffolding</component>
</anim>
</attachment>
<component>
med_fort
<assetreference type="GrannyModel">
<file>buildings\fort\med_fort_age3_con</file>
</assetreference>
<decal>
<effecttype>bump</effecttype>
<texture>buildings\fort\east_fort_decal</texture>
<selectedtexture>shadows_selections\selection_square_128x128</selectedtexture>
<bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
<width>15.75</width>
<height>15.75</height>
<xoffset>-0.15</xoffset>
<zoffset>-0.20</zoffset>
</decal>
<attach a="con" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
</component>
<anim>
Idle
<component>med_fort</component>
</anim>
</submodel>
<submodel>
west_fort_con
<attachment>
con
<component>
scaffolding
<assetreference type="GrannyModel">
<file>buildings\fort\west_fort_con1</file>
</assetreference>
</component>
<anim>
Idle
<component>scaffolding</component>
</anim>
</attachment>
<component>
west_fort
<assetreference type="GrannyModel">
<file>buildings\constructions\6x6_stage2</file>
</assetreference>
<decal>
<effecttype>bump</effecttype>
<texture>buildings\fort\east_fort_decal</texture>
<selectedtexture>shadows_selections\selection_square_128x128</selectedtexture>
<bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
<width>15.75</width>
<height>15.75</height>
<xoffset>-0.15</xoffset>
<zoffset>-0.20</zoffset>
</decal>
<attach a="con" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
</component>
<anim>
Idle
<component>west_fort</component>
</anim>
</submodel>
<submodel>
west_fort_con2
<attachment>
con
<component>
scaffolding
<assetreference type="GrannyModel">
<file>buildings\fort\west_fort_con2</file>
</assetreference>
</component>
<anim>
Idle
<component>scaffolding</component>
</anim>
</attachment>
<component>
west_fort
<assetreference type="GrannyModel">
<file>buildings\constructions\6x6_stage2</file>
</assetreference>
<decal>
<effecttype>bump</effecttype>
<texture>buildings\fort\east_fort_decal</texture>
<selectedtexture>shadows_selections\selection_square_128x128</selectedtexture>
<bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
<width>15.75</width>
<height>15.75</height>
<xoffset>-0.15</xoffset>
<zoffset>-0.20</zoffset>
</decal>
<attach a="con" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
</component>
<anim>
Idle
<component>west_fort</component>
</anim>
</submodel>
<component>
fort
<logic type="Culture">
<easterneurope>
<logic type="BuildingCompletion">
<p0>
<submodelref ref="sub_construction_stage_01"/>
</p0>
<p33>
<submodelref ref="east_fort_con"/>
</p33>
<p66>
<submodelref ref="east_fort_con2"/>
</p66>
<p100>
<submodelref ref="east_fort"/>
</p100>
</logic>
</easterneurope>
<mediterranean>
<logic type="BuildingCompletion">
<p0>
<submodelref ref="sub_construction_stage_01"/>
</p0>
<p25>
<submodelref ref="med_fort_con2"/>
</p25>
<p50>
<submodelref ref="med_fort_con3"/>
</p50>
<p75>
<submodelref ref="med_fort_con"/>
</p75>
<p100>
<submodelref ref="med_fort"/>
</p100>
</logic>
</mediterranean>
<westerneurope>
<logic type="BuildingCompletion">
<p0>
<submodelref ref="sub_construction_stage_01"/>
</p0>
<p33>
<submodelref ref="west_fort_con"/>
</p33>
<p66>
<submodelref ref="west_fort_con2"/>
</p66>
<p100>
<submodelref ref="west_fort"/>
</p100>
</logic>
</westerneurope>
</logic>
</component>
</animfile>

这是从未来穿越过来的连发火炮吗?