遊戲資訊
末日之戰2 Crysis 2
  • 發售: 2011-03-22 (PC)
  • 發行: Electronic Arts
  • 開發: Nadeo
  • 平台: PC PS3 Xbox360
  • 類型: 第一人稱射擊
  • 語言: 簡中 英文
  《末日之戰2》是《末日之戰》的正統續作,遊戲採用一代所使用引擎的升級版——CryENGINE 3所製作,並且二代將打破一代的PC獨佔,將登陸主機平台。那自然就好考慮如何實現PC版畫面不僅不縮水,而且要比前作更好,而且還要兼顧主機平台的可實施性,這就要拜CryENGINE 3的強大功能所賜了,Crytek承諾他們能做到這點。   《末日之戰2》在遊戲內容上與一代也有很大變化,已經從秘密的叢林作戰轉向了公開、大規模的現城 市戰爭。故事發生在距一代3年後的2023年。外星人在地球上的大片區域挑起了戰爭,各大城市都遭到攻擊,人口銳減,玩家將要進行捍衛地球的末日戰爭。 末日之戰2將不同於原作,原作中調查了神秘的隕石後,最後美軍艦隊全數擊沉,主角Nomad攜科學家海倫娜逃離之後,外星人入侵了世界的各個地點,並極大的改變了環境,幸存的人類不得不聯手起來對抗入侵者 末日之戰2的主戰場因此改變至紐約,同時更有神秘勢力Crynet出現,末日之戰2的世界將比起原作更加的凶險和刺激。

《末日之戰2》如何給scarab加scar的ACOG鏡

其實這個修改在泄露版的時候就搞好了的,現在再來搞一次:

首先,我們先把最底下的這行代碼找到:

    <accessory name="AssaultScope" zoommode="assaultscope" category="scope" exclusive="1">

      <attach helper="attachment_top" layer="scope" />

      <detach />

然後打開SCAR的檔案依樣畫葫蘆:

     <accessory name="AssaultScope" zoommode="assaultscope" category="scope" exclusive="1">

      <attach helper="attachment_top" layer="scope" />

      <detach />

      <stats_changes stat_accuracy="3" stat_mobility="-1" stat_range="2" GAME="SP"/>

     </accessory>

然後複製,直接把這行代碼覆蓋。這裡有一個很重要的地方,就是要注意accessory這個東西,如果你漏掉了它的話(不管是在上面或下面),就會導致無法進入遊戲。

覆蓋完畢之後應該是這樣:

    <accessory name="GrenadeLauncher" firemodes="GrenadeLauncher" zoommodeSecondary="grenadeLauncherZoom" category="bottom" exclusive="1" enableBaseModifier="1" GAME="MP"  >

      <attach helper="attachment_bottom" />

      <detach />

    </accessory>

    <accessory name="GaussAttachment" firemodes="Gauss" category="bottom" exclusive="1" enableBaseModifier="1" GAME="MP" >

      <attach helper="attachment_bottom" />

      <detach />

    </accessory>       

               

    <accessory name="AssaultScope" zoommode="assaultscope" category="scope" exclusive="1">

      <attach helper="attachment_top" layer="scope" />

      <detach />

      <stats_changes stat_accuracy="3" stat_mobility="-1" stat_range="2" GAME="SP"/>

     </accessory>

    <accessory name="LightShotgun" firemodes="Shotgun" zoommodeSecondary="shotgunZoom" category="bottom" exclusive="1" enableBaseModifier="1" >

      <attach helper="attachment_bottom" />

      <detach />

      <stats_changes stat_range="-3" stat_rate_of_fire="-5" stat_damage="3" GAME="SP"/>      

    </accessory>

(其實不一定要貼這)

好,第一步搞定。接著我們就要在scarab的檔案裡找到這些代碼:

    </zoommode>

    <zoommode name="assaultscope" type="Scope" enabled="0" GAME="MP">

      <stereo>

                                <param name="eyeDistance" value="0.002" />

                                <param name="convergenceDistance" value="0.01" />

      </stereo>

      <zoom>

        <param name="suffix" value="assault" />

                                <param name="suffixAG" value="_iron" />

        <param name="dof" value="1" />

        <param name="dof_focusMin" value="1.0" />

        <param name="dof_focusMax" value="200.0" />

        <param name="dof_focusLimit" value="500.0" />

        <!--<param name="blur_amount" value="0.8" />

        <param name="blur_mask" value="textures/weapons/assault_blurmask.dds" />-->

        <param name="zoom_in_time" value="0.15" GAME="SP" />

        <param name="zoom_in_time" value="0.23" GAME="MP" />

        <param name="zoom_out_time" value="0.2" GAME="SP" />

        <param name="zoom_out_time" value="0.23" GAME="MP" />

        <param name="zoom_out_delay" value="0.15" GAME="SP"/>

        <param name="scope_mode" value="1" />

        <param name="scope_nearFov" value="8" GAME="SP" />

        <param name="scope_nearFov" value="10" GAME="MP" />

                                <param name="armor_bonus_zoom" value="1.25" GAME="SP"/>

                    <param name="muzzle_flash_scale" value="0.5"/>                                               

        <stages>

          <stage value="3.5" GAME="SP"/>

          <stage value="2.5" GAME="MP"/>

        </stages>

      </zoom>

      <zoomSway>

        <param name="maxX" value="0.006" GAME="SP" />

        <param name="maxY" value="0.008" GAME="SP" />

        <param name="maxX" value="0.001" GAME="MP"/>

        <param name="maxY" value="0.002" GAME="MP"/>

        <param name="stabilizeTime" value="3.0" />

        <param name="minScale" value="0.25" />

        <param name="coverScale" value="0.25"/>

        <param name="coverScaleTime" value="5.0"/>

        <param name="crouchScale" value="0.25"/>

        <param name="proneScale" value="0.5"/>

        <param name="holdBreathScale" value="0.1" GAME="SP"/>

        <param name="holdBreathTime" value="0.5" GAME="SP"/>

      </zoomSway>

      <spreadMod>

        <param name="max_mod" value="0.25" GAME="SP"/>

        <param name="max_mod" value="0.115" GAME="MP"/>

        <param name="attack_mod" value="1.0" GAME="SP"/>

        <param name="attack_mod" value="0.04" GAME="MP"/>

        <param name="decay_mod" value="1.0"/>

        <param name="end_decay_mod" value="0.2" GAME="MP" />

        <param name="speed_m_mod" value="0.5" GAME="SP"/>

        <param name="speed_m_mod" value="0.1" GAME="MP"/>

        <param name="min_mod" value="0.0001" GAME="SP"/>

        <param name="min_mod" value="0.1" GAME="MP"/>

        <param name="rotation_m_mod" value="1.0" GAME="SP"/>

        <param name="rotation_m_mod" value="0.0" GAME="MP"/>

        <param name="spread_crouch_m_mod" value="0.75" GAME="SP" />

        <param name="spread_crouch_m_mod" value="1.0" GAME="MP"/>

        <param name="spread_prone_m_mod" value="0.5"/>

        <param name="spread_jump_m_mod" value="1.0"/>

        <param name="spread_holdBreathActive_m_mod" value="0.75" GAME="SP"/>

        <param name="spread_holdBreathActive_m_mod" value="1.0" GAME="MP" />

        <param name="speed_holdBreathActive_m_mod" value="1.0" GAME="MP" />

      </spreadMod>

      <recoilMod>

        <param name="max_recoil_mod" value="1.0" />

        <param name="first_attack_mod" value="0.5" GAME="SP"/>

        <param name="first_attack_mod" value="0.55" GAME="MP"/>

        <param name="attack_mod" value="0.6" GAME="SP"/>

        <param name="attack_mod" value="0.55" GAME="MP"/>

        <param name="decay_mod" value="2.0" GAME="SP"/>

        <param name="decay_mod" value="2.0" GAME="MP"/>

        <param name="end_decay_mod" value="1.5" GAME="SP"/>

        <param name="end_decay_mod" value="1.1" GAME="MP"/>

        <param name="impulse_mod" value="1.0" />

        <param name="maxx_mod" value="1.0" GAME="SP"/>

        <param name="maxx_mod" value="0.8" GAME="MP"/>

        <param name="maxy_mod" value="1.25" GAME="SP"/>

        <param name="maxy_mod" value="1.0" GAME="MP"/>

        <param name="randomness_mod"         value="1.0" />

        <param name="angular_impulse_mod" value="1.0" />

        <param name="back_impulse_mod" value="1.0" />

        <param name="recoil_crouch_m_mod" value="0.75" GAME="SP"/>

        <param name="recoil_crouch_m_mod" value="1.0" GAME="MP"/>

        <param name="recoil_prone_m_mod" value="1.0" />

        <param name="recoil_jump_m_mod" value="1.0" />

        <param name="recoil_holdBreathActive_m_mod" value="1.25" GAME="SP" />

        <param name="recoil_holdBreathActive_m_mod" value="1.0" GAME="MP" />

      </recoilMod>

      <scope>

        <param name="scope" value="scope_assault" />

        <param name="dark_in_time" value="0.15" />

        <param name="dark_out_time" value="0.15" />

      </scope>

    </zoommode>

再在SCAR的檔案裡找到ACOG的代碼。你會發現SCARAB的代碼要短很多,接下來你懂的,直接覆蓋。但這裡也要注意zoommode這行代碼,你如果覆蓋,一定要成這個樣子:

    </zoommode>

                    <zoommode name="assaultscope" type="Scope" enabled="0" >

      <stereo>

                                <param name="eyeDistance" value="0.002" />

                                <param name="convergenceDistance" value="0.01" />

      </stereo>

                        <zoom>

                                <param name="suffix" value="assault" />

                                <param name="suffixAG" value="_iron" />

        <param name="dof" value="1" />

        <param name="dof_focusMin" value="1.0" />

        <param name="dof_focusMax" value="200.0" />

        <param name="dof_focusLimit" value="500.0" />

       

        <!--<param name="blur_amount" value="0.8" />

        <param name="blur_mask" value="textures/weapons/assault_blurmask.dds" />-->

       

                                <param name="zoom_in_time" value="0.3" GAME="SP" />

                                <param name="zoom_in_time" value="0.25" GAME="MP" />

                                <param name="zoom_out_time" value="0.3" GAME="SP" />

                                <param name="zoom_out_time" value="0.25" GAME="MP" />

                                <param name="zoom_out_delay" value="0.15" GAME="SP" />

                                <param name="scope_mode" value="1" />

                                <param name="scope_nearFov" value="8" GAME="SP"/>

                                <param name="scope_nearFov" value="8" GAME="MP"/>

                                <param name="armor_bonus_zoom" value="1.25" GAME="SP"/>

                                <param name="muzzle_flash_scale" value="0.5"/>

        <param name="shoulderRotationAnimFactor" value="0.7" GAME="SP"/>

        <param name="shoulderStrafeAnimFactor" value="0.7" GAME="SP"/>

        <param name="shoulderMovementAnimFactor" value="0.8" GAME="SP"/>

        <param name="ironsightRotationAnimFactor" value="0.3" GAME="SP"/>

        <param name="ironsightStrafeAnimFactor" value="0.3" GAME="SP"/>

        <param name="ironsightMovementAnimFactor" value="0.7" GAME="SP"/>                                   

                                <stages>

                                        <stage value="3.5" GAME="SP"/>

                                        <stage value="2.5" GAME="MP"/>

                                </stages>

                        </zoom>

                        <zoomSway>

                                <param name="maxX" value="0.006" GAME="SP" />

                                <param name="maxY" value="0.008" GAME="SP" />

                                <param name="maxX" value="0.001" GAME="MP"/>

                                <param name="maxY" value="0.002" GAME="MP"/>

                                <param name="stabilizeTime" value="3.0" />

                                <param name="minScale" value="0.25" />

                                <param name="coverScale" value="0.25"/>

                                <param name="coverScaleTime" value="5.0"/>

                                <param name="crouchScale" value="0.25"/>

                                <param name="proneScale" value="0.5"/>

                                <param name="holdBreathScale" value="0.1" GAME="SP"/>

                                <param name="holdBreathTime" value="0.5" GAME="SP"/>

                        </zoomSway>

                        <spreadMod>

                                <param name="max_mod" value="0.1" GAME="SP"/>

                                <param name="max_mod" value="0.105" GAME="MP"/>

                                <param name="attack_mod" value="1.0" GAME="SP"/>

                                <param name="attack_mod" value="0.03" GAME="MP"/>

                                <param name="decay_mod" value="1.0" GAME="SP"/>

                                <param name="decay_mod" value="1.0" GAME="MP"/>

                                <param name="end_decay_mod" value="1.0" GAME="MP" />

                                <param name="speed_m_mod" value="0.2" GAME="SP"/>

                                <param name="speed_m_mod" value="0.20" GAME="MP"/>

                                <param name="min_mod" value="0.0001" GAME="SP"/>

                                <param name="min_mod" value="0.085" GAME="MP"/>

                                <param name="rotation_m_mod" value="1.0" GAME="SP"/>

                                <param name="rotation_m_mod" value="0.0" GAME="MP"/>

                                <param name="spread_crouch_m_mod" value="0.75" GAME="SP"/>

                                <param name="spread_crouch_m_mod" value="1.0" GAME="MP"/>

                                <param name="spread_prone_m_mod" value="0.5" GAME="SP"/>

                                <param name="spread_jump_m_mod" value="1.0"/>

                                <param name="spread_holdBreathActive_m_mod" value="0.75" GAME="SP" />

                                <param name="spread_holdBreathActive_m_mod" value="1.0" GAME="MP" />

                                <param name="speed_holdBreathActive_m_mod" value="1.0" GAME="MP"/>

                        </spreadMod>

                        <recoilMod>

                                <param name="max_recoil_mod" value="1.0" />

                                <param name="first_attack_mod" value="1.0" GAME="SP" />

                                <param name="first_attack_mod" value="0.65" GAME="MP" />

                                <param name="attack_mod" value="1.0" GAME="SP" />

                                <param name="attack_mod" value="0.55" GAME="MP"/>

                                <param name="decay_mod" value="1.0" GAME="SP" />

                                <param name="decay_mod" value="2.0" GAME="MP" />

                                <param name="end_decay_mod" value="1.5" GAME="SP" />

                                <param name="end_decay_mod" value="1.1" GAME="MP" />

                                <param name="impulse_mod" value="1.0" />

                                <param name="maxx_mod" value="1.0" GAME="SP" />

                                <param name="maxx_mod" value="2.3" GAME="MP" />

                                <param name="maxy_mod" value="1.25" GAME="SP" />

                                <param name="maxy_mod" value="1.2" GAME="MP" />

                                <param name="randomness_mod"         value="1.0" />

                                <param name="angular_impulse_mod" value="1.0" />

                                <param name="back_impulse_mod" value="1.0" />

                                <param name="recoil_crouch_m_mod" value="0.75" GAME="SP" />

                                <param name="recoil_crouch_m_mod" value="1.0" GAME="MP" />

                                <param name="recoil_prone_m_mod" value="1.0" GAME="SP" />

                                <param name="recoil_jump_m_mod" value="1.0" />

                                <param name="recoil_holdBreathActive_m_mod" value="1.25" GAME="SP" />

                                <param name="recoil_holdBreathActive_m_mod" value="1.0" GAME="MP" />

                        </recoilMod>

                        <scope>

                                <param name="scope" value="scope_assault" />

                                <param name="dark_in_time" value="0.15" />

                                <param name="dark_out_time" value="0.15" />

                        </scope>

    </zoommode>

(格式可以不管)

最難的第2步完成了,接下來第3步:

在SCAR的檔案裡找到:

  <MovementModifiers        speedScale="1.0" rotationScale="1.0" GAME="SP">

    <Ironsight speedScale="0.6" rotationScale="0.5" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />

    <Reflexsight speedScale="0.6" rotationScale="0.5" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />

    <Assaultscope speedScale="0.5" rotationScale="0.2" mouseRotationScale="0.7" coverLeanRotationScale="1.2" />

    <shotgunZoom speedScale="0.6" rotationScale="0.5" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />

  </MovementModifiers>

把assaultscope這行複製粘貼到SCARAB的同位置,得到這樣的代碼:

  <MovementModifiers        speedScale="1.0" rotationScale="1.0" GAME="SP">

    <Ironsight speedScale="0.6" rotationScale="0.5" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />

    <Reflexsight speedScale="0.6" rotationScale="0.5" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />

    <lasersight speedScale="0.8" rotationScale="0.4" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />

    <Assaultscope speedScale="0.5" rotationScale="0.2" mouseRotationScale="0.7" coverLeanRotationScale="1.2" />

    <shotgunZoom speedScale="0.6" rotationScale="0.5" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />

  </MovementModifiers>

接下來就檢查一下,照這上面的這些來,確定沒有錯誤之後(記著備份)保存,進入遊戲。哈!我們可以發現武器自訂—瞄準欄那裡已經多了一個assaultscope,裝上開爽吧。

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