vehicles-cd2025/读我.txt

92 lines
4.6 KiB
Plaintext
Raw Normal View History

2017-01-26 19:00:41 +08:00
如何驾驶:
基本操作:
所有载具都是通过移动鼠标来控制。
2017-01-26 19:20:01 +08:00
右键载具可以坐上去或下来。
2017-01-26 19:00:41 +08:00
你可以使用向前(就像走路)来移动车辆,但只有一些能够后退。例如,汽车可以后退,但飞机不能。
加速:
一些载具可以有短时间的加速,用'use/aux1'键。
武器:
2017-01-26 19:20:01 +08:00
载具也可以使用武器,例如,喷气式飞机和坦克,按'潜行'发射导弹时需要一个物品栏里的导弹。载具可能有一个第二武器(按'use/aux1'使用),但目前只适合做突击。载具可以使用子弹和导弹。炮塔使用子弹。
2017-01-26 19:00:41 +08:00
2017-01-26 19:20:01 +08:00
飞行/跳跃/悬停:
有些载具可以飞,例如喷气式飞机。当驾驶员抬头或按下“跳跃”时,飞机将向上移动。使用跳跃键不工作得很好。飞机有点不同,它将悬停,当按下“跳跃”时。
载具也有可能在很短的时间内跳或悬停。目前只有Assault能这样做。
2017-01-26 19:00:41 +08:00
2017-01-26 19:20:01 +08:00
船:
快艇可以用在水上,但如果它被推进陆地,它将完全停止。如果你幸运,它可以回到水中,但要小心,因为这并不总是能工作。
2017-01-26 19:00:41 +08:00
2017-01-26 19:20:01 +08:00
其他的事情:
载具接触熔岩会爆炸,所以要小心。
不要驾驶汽车或飞机等进入水中!他们将下沉。
如果你想拿起一辆车,你可以坐上去,左键点击它。
2017-01-26 19:00:41 +08:00
2017-01-26 19:20:01 +08:00
应用程序接口:
vehicles.object_drive是一个用来移动载具的Lua函数。
它应该使用这种格式:
vehicles.object_drive(<实体>, dtime, {……})
2017-01-26 19:00:41 +08:00
2017-01-26 19:20:01 +08:00
在上述情况下,<实体>用于代替实体或对象。如果函数是用于在一个实体的on_step = function(self, dtime),<实体>是self
table,{……})应包含以下列出的变量。这些都是可选的。
2017-01-26 19:00:41 +08:00
speed: This defines the speed of the vehicle, if unset it will be '10'
fixed: Setting this to 'true' will disable movement from the vehicle
decell: This defines the decelleration of the vehicle. The default is 0
shoots: If true then the vehicle can shoot with 'sneak'(arrow must be defined, default is false)
arrow: This should be the entity name for the weapon fired (default is nil) (requires an item with the name arrow_name.."_item" to be in the drivers inventory)
reload_time: how long it takes before the weapon can be fired again (default is 1)
shoot_y: y offset of the weapon, default is 1.5
shoot_angle: This will make the weapon shoot at a differrent vertical angle (default is 0)
infinite_arrow: if this is set then the vehicle won't need an arrow item to be in the inventory
arrow2/reload_time2/shoots2/shoot_y2/infinite_arrow2: same as above but fired with 'use/aux1'
jump: can be either 'hover' or 'jump' (default is nil). Hover lasts longer than jump.
fly: if true then the vehicle will fly (default is false)
fly_mode: can be either 'hold' or 'rise' (default is 'hold'). hold will keep the vehicle in place when 'jump' is pressed, and 'rise' will cause the vehicle to rise when the same key is pressed.
rise_speed: dependant on fly_mode being set to 'rise'. Defines the speed at which the vehicle will rise. (default is 0.1)
gravity: the gravity acting on the vehicle. This should be positive. (default is 1)
boost: if set to 'true' then the vehicle can boost with 'use/aux1' (default is false)
boost_duration: dependant on 'boost'. Determines how long a boost will last (default is 5).
boost_charge: dependant on 'boost'. Determines how long it takes before boost can be used again (default is 4)
boost_effect: particle texture that will fly out from behind the vehicle whilst boosting (default is nil)
hover_speed: the speed at which the vehicle will hover if 'jump' is set to 'hover' (default is 1.5)
jump_speed: the speed at which the vehicle will jump if 'jump' is set to 'jump' (default is 5)
simple_vehicle: removes all functionality except basic movement, use to reduce lag. (not implemented yet), default is false
is_watercraft: if set to true then the vehicle won't be stopped by water.
it will act like a boat unless swims is true. (default is false)
swims: will allow the vehicle to move underwater (not yet implemented) (default is false)
driving_sound: name of the sound file that will play when the vehicle is driving (default is nil)
sound_duration: !VERY IMPORTANT! if there is a driving sound then this should match it's duration. If this is not set then the sound could overlap and increase in volume (default is 5)
extra_yaw: use this if the model has incorrect rotation. It will rotate the model so it faces the right way whilst being driven (default is 0)
moving_anim/stand_anim/jump_anim/shoot_anim/shoot_anim2: animations for actions. Can be set individually. (default is nil)