《孤岛危机:弹头》狙击和高斯步枪添加消音器的方法

高斯步枪和狙击都可以添加消音器,不过高斯步枪消音器嵌入到枪管里了,不太好看,狙击一点问题都没有。下面以高斯步枪为例介绍修改,改狙击方法跟这个一模一样。

要添加消音器要在4大类中修改,分别是:在geometry中添加位置,在actions中添加声音,在layers中添加图层,在accessories中添加消音器及开火效果,以下绿字部分为添加。武器的actions中的声音和accessories中的开火效果我参考的是SCAR,这个可以随便替换,声音和消音器只是视听效果,决定消音器能杀人于无形的是radius参数,值小就可以不被敌人听到,就是说你不装消音器,只要把相应开火声音的radius改小,哪怕枪声震聋你,敌人也听不到-_-!

-itemname="GaussRifle"class="Weapon"category="medium"priority="16"

+params

paramname="giveable"value="1"/

paramname="selectable"value="1"/

paramname="pose"value="rifle"/

paramname="mass"value="35"/

paramname="select_override"value="1.5"/

paramname="melee_attack_firemode"value="melee"/

paramname="raiseable"value="true"/

paramname="raise_distance"value="0.85"/

paramname="attach_to_back"value="1"/

paramname="bone_attachment_01"value="back_item_attachment_01"/

paramname="bone_attachment_02"value="back_item_attachment_02"/

-dualwield

suffixvalue="akimbo_"/

/dualwield

/params

+ammos

ammoname="gaussbullet"extra="0"amount="5"minAmmo="3"/

/ammos

+geometry

firstpersonname="objects/weapons/us/gauss/gauss_fp.chr"angles="0,0,0"/

thirdpersonname="objects/weapons/us/gauss/gauss_tp.cgf"angles="0,0,0"/

-boneAttachments

attachmenttarget="firstperson"name="silencer_attach"bone="silencer_attach"/这个不能随便改

attachmenttarget="firstperson"name="muzzle_flash_effect"bone="weapon_term"/

attachmenttarget="firstperson"name="muzzle_flash_light"bone="weapon_term"/

attachmenttarget="firstperson"name="muzzle_flash_smoke"bone="weapon_term"/

attachmenttarget="firstperson"name="attachment_top"bone="attachment_top"/

attachmenttarget="firstperson"name="attachment_side"bone="attachment_side"/

attachmenttarget="firstperson"name="attachment_side_light"bone="attachment_side"/

/boneAttachments

/geometry

+actions

-actionname="select"

animationtarget="firstperson"name="select_01"/

animationtarget="owner"name="select"/

soundtarget="thirdperson"name="sounds/weapons:gaussrifle:select"radius="2"/

/action

-actionname="deselect"

animationtarget="firstperson"name="deselect_01"/

animationtarget="owner"name="deselect"/

soundtarget="firstperson"name="sounds/weapons:gaussrifle:deselect"radius="2"/

soundtarget="thirdperson"name="sounds/weapons:gaussrifle:deselect"radius="2"/

/action

-actionname="idle"

animationtarget="firstperson"name="idle_%hand%_%suffix%01"speed="0.7"/

animationtarget="owner"name="idle"/

/action

-actionname="offhand_on"

animationtarget="firstperson"name="remove_hand_%offhand%_01"speed="3"/

/action

-actionname="offhand_off"

animationtarget="firstperson"name="grab_weapon_%offhand%_01"/

/action

-actionname="pickedup"

soundtarget="firstperson"name="Sounds/weapons:weapon_accessories:pickup_weapon_fp"radius="2"/

soundtarget="thirdperson"name="Sounds/weapons:weapon_accessories:pickup_weapon"radius="2"/

/action

-actionname="fire_cock"

animationtarget="firstperson"name="fire_bullets_%hand%_%suffix%01"speed="0.66"/

animationtarget="owner"name="shoot"/

soundtarget="firstperson"name="sounds/weapons:gaussrifle:fire%env%_fp"radius="300"static="1"/

soundtarget="thirdperson"name="sounds/weapons:gaussrifle:fire%env%"radius="300"static="1"/

/action

-actionname="fire"

animationtarget="firstperson"name="fire_bullets_%hand%_%suffix%02"/

animationtarget="owner"name="shoot"/

soundtarget="firstperson"name="sounds/weapons:gaussrifle:fire%env%_fp"radius="300"static="1"/

soundtarget="thirdperson"name="sounds/weapons:gaussrifle:fire%env%"radius="300"static="1"/

/action

-actionname="fire_silenced"

soundtarget="firstperson"name="sounds/weapons:scar:fire_silenced_fp_single"radius="18"static="1"/

soundtarget="thirdperson"name="sounds/weapons:scar:fire_silenced_3rd_single"radius="18"static="1"/

/action这是开枪时的声音,可以随意替换其他武器的,但是记得radius值不要太大,这才是消音器起作用的重要参数。

-actionname="cock"

animationtarget="firstperson"name="cock_%hand%_01"/

/action

-actionname="cock_sound"

soundtarget="firstperson"name="Sounds/weapons:gaussrifle:gauss_reload_fire_full"static="1"/

/action

-actionname="reload_chamber_empty"

animationtarget="firstperson"name="reload_chamberempty_01"/

animationtarget="owner"name="reload_chamber_empty"/

-!--soundtarget="thirdperson"name="sounds/weapons:gaussrifle:reload"radius="10"/

--

/action

-actionname="reload_chamber_full"

animationtarget="firstperson"name="reload_chamberfull_01"/

animationtarget="owner"name="reload_chamber_full"/

-!--soundtarget="thirdperson"name="sounds/weapons:gaussrifle:reload"radius="5"/

--

/action

-actionname="zoom_in"

animationtarget="firstperson"name="zoom_in_%suffix%01"speed="1.75"/

/action

-actionname="zoom_out"

animationtarget="firstperson"name="zoom_out_%suffix%01"speed="1.25"/

/action

-actionname="enter_modify"

animationtarget="firstperson"name="enter_modify_%hand%_01"/

animationtarget="ownerloop"name="modify_weapon"/

/action

-actionname="leave_modify"

animationtarget="firstperson"name="leave_modify_%hand%_01"/

animationtarget="ownerloop"name="idle"/

/action

-actionname="melee"

animationtarget="firstperson"name="melee_02"/

animationtarget="owner"name="melee"/

-!--soundtarget="firstperson"name="sounds/weapons:melee:fire_fp_mw"radius="5"/

--

soundtarget="thirdperson"name="sounds/weapons:melee:fire"radius="5"/

/action

-actionname="empty_clip"

soundtarget="firstperson"name="Sounds/weapons:gaussrifle:dryfire_fp"radius="2"/

soundtarget="thirdperson"name="Sounds/weapons:gaussrifle:dryfire"radius="2"/

/action

-actionname="null_fire"

soundtarget="firstperson"name="Sounds/interface:hud:null_fire"radius="2"/

/action

-actionname="hit"

soundtarget="firstperson"name="sounds/physics:bullet_impact:melee_impact_mw"radius="5"/

soundtarget="thirdperson"name="sounds/physics:bullet_impact:melee_impact_mw"radius="5"/

/action

-actionname="raise"

animationtarget="firstperson"name="raise_%hand%_%suffix%01"/

/action

-actionname="idle_raised"

animationtarget="firstperson"name="idle_raised_%hand%_%suffix%01"/

/action

-actionname="lower"

animationtarget="firstperson"name="lower_%hand%_%suffix%01"/

/action

/actions

+layers

-layername="silencer"

animationtarget="firstperson"name="silencer_on_layer_01"layerId="1"/

/layer

-layername="dampers"

animationtarget="firstperson"name="dampers_layer_01"layerId="4"/

-bones

bonename="left_damper_base"/

bonename="right_damper_base"/

/bones

/layer

-layername="flashlight"

animationtarget="firstperson"name="flashlight_on_layer_01"layerId="6"/

/layer

-layername="scope"

animationtarget="firstperson"name="scope_on_layer_01"layerId="5"/

/layer

-layername="modify_layer"

animationtarget="firstperson"name="modify_layered_%hand%_01"layerId="2"/

/layer

/layers

+firemodes

-firemodetype="default"

-spread

paramname="min"value="1.0"/

paramname="max"value="3.0"/

paramname="attack"value="0.95"/

paramname="decay"value="0.7"/

paramname="speed_m"value="1.5"/

/spread

/firemode

-firemodename="Single"type="Single"

-fire

paramname="ammo_type"value="gaussbullet"/

paramname="rate"value="30"/

paramname="clip_size"value="5"/

paramname="bullet_chamber"value="1"/

paramname="slider_layer"value="dampers"/

paramname="slider_layer_time"value="750"/

paramname="damage"value="500"/

paramname="reload_time"value="3.5"/

paramname="helper_tp"value="weapon_term"/

paramname="nearmiss_signal"value="OnNearMiss"/

paramname="hit_type"value="gaussbullet"/

/fire

-tracer

paramname="effectFP"value="weapon_fx.tracer.gaussfp"/

paramname="effect"value="weapon_fx.tracer.gauss"/

paramname="speed"value="500"/

paramname="speedFP"value="400"/

paramname="frequency"value="1"/

paramname="helper_tp"value="weapon_term"/

paramname="helper_fp"value="weapon_term"/

/tracer

-recoil

paramname="max_recoil"value="12.0"/

paramname="attack"value="5.0"/

paramname="decay"value="0.5"/

paramname="maxx"value="40.0"/

paramname="maxy"value="6.0"/

paramname="randomness"value="0.3"/

-hints

hintx="1.0"y="1.0"/

/hints

/recoil

-!--

spread

paramname="min"value="2.5"/

paramname="max"value="6.25"/

paramname="attack"value="0.95"/

paramname="decay"value="0.7"/

paramname="speed_m"value="1.5"/

/spread

--

-actions

paramname="fire_cock"value="fire_cock"/

/actions

-muzzleflash

firstpersoneffect="muzzleflash.SniperRifle.Sniper"time="1"helper="muzzle_flash_effect"light_helper="muzzle_flash_light"light_radius="2"light_color="0.5,0.5,1"light_diffuse_mult="8"/

thirdpersoneffect="muzzleflash.SniperRifle.Sniper_tp"time="1"helper="weapon_term"light_helper="weapon_term"light_radius="2.3"light_color="0.5,0.5,1"light_diffuse_mult="8"/

/muzzleflash

-muzzlesmoke_ice

firstpersoneffect="weapon_fx.gun.cold_steam_on_barrel"helper="muzzle_flash_smoke"/

thirdpersoneffect="weapon_fx.gun.cold_steam_on_barrel"helper="weapon_term"/

/muzzlesmoke_ice

-reject

firstpersoneffect="weapon_fx.shells.gaussrifle"helper="shells"/

thirdpersoneffect="weapon_fx.shells.gaussrifle"helper="shells"/

/reject

-recoil

paramname="angular_impulse"value="0.5"/

paramname="back_impulse"value="3.0"/

/recoil

/firemode

-firemodename="melee"type="Melee"

-melee

paramname="helper"value="collision"/

paramname="offset"value="0.85"/

paramname="damage"value="70"/

paramname="impulse"value="60"/

paramname="delay"value="0.13"/

paramname="duration"value="0.35"/

/melee

-actions

paramname="attack"value="melee"/

/actions

/firemode

/firemodes

+zoommodes

-zoommodename="ironsight"type="IronSight"

-zoom

paramname="suffix"value="ironsight_"/

paramname="suffix_FC"value="fc_"/

paramname="support_FC_IronSight"value="true"/

paramname="dof_mask"value="textures/weapons