紅色警戒2尤里的復仇rulesmd.ini修改中英對照-下
礦產量控制與其再生週期&生產速率
這個INI
修改非常簡單又好用喔~初學者可以看看喔~
搜尋income and production
; income
and production
;BailCount=28 ; number of 'bails' carried by a
harvester
BuildSpeed=.7 ; general build speed [time (in minutes) to
produce a 1000 credit cost item] ------建造速率~所有單位ˋ建築生產速度就是從這控制ㄉ
BuildupTime=.06
; average minutes that building build-up animation runs
GrowthRate=5
; minutes between ore (Tiberium) growth
------一般再生時間,改為0.1就是六秒長一次(來ㄉ及挖嗎....|||還是改成1就好ㄌ)
TiberiumGrows=yes ;
Does ore grow denser over time? --------是否隨著時間成長(一定要yes不然上面改ㄉ就沒用ㄌ)
TiberiumSpreads=yes
; Does ore spread into adjacent areas? --------礦石是否延展
SeparateAircraft=yes
; Is first helicopter to be purchased separately from helipad?
SurvivorRate=.4
; fraction of building cost to be converted to survivors when sold ;gs
This is no longer used, as the sell price of the building gives more
control
AlliedSurvivorDivisor=500 ; gs divide the sell cost of a
building by this to get number of survivors
SovietSurvivorDivisor=250
; gs this split is needed since no longer have a common infantry
ThirdSurvivorDivisor=750
PlacementDelay=.05
; delay before retrying produced object deploy if temporary blockage
detected
WeedCapacity=56 ; Amount of weed that needs to be harvested
by a house in order to build the chem missile
以下,當你遇到不懂得參數可以來查(按
Ctrl+F)有錯誤請指正
; ******* Unit Statistics *******
; Specifies
the characteristics of the various game objects.
;
AllowedToStartInMultiplayer = Can the unit be allocated to a player when
starting a multiplayer game (def=yes)
會不會像動員兵,美國大兵,灰熊犀牛坦克等等,在遭遇戰一開始出
現
; Ammo = number of rounds carried between reloads [-1 means
unlimited] (def=-1)
子彈數量,預設是-1(無限)
; Armor = the armor type of
this object [none,wood,light,heavy,concrete] (def=none);more types added
in RA2
裝甲強度,共有
none,flak,plate,light,medium,heavy,wood,steel,concrete,special_1,special_2
等等
; BuildLimit = arbitrary maximum allowed to build [per house]
(def=-1 -- no restriction)
限制建造數量(如英雄單位)
; Cloakable = Is it
equipped with a cloaking device (def=no)?
是否有隱形(像淺艇,隱形坦克)
; Cost =
cost to build object (in credits)
價錢
; Category = category of
object [used by AI systems -- "Soldier", "Civilian", "VIP", "Ship",
;
"Recon", "AFV", "IFV", "LRFS", "Support", "Transport", "AirPower",
"AirLift"]
電腦AI會如何看待這個兵種,會影響電腦的使用方法
; CloakStop = Does the unit
cloak when stopped moving (def=no)?
停止移動時會不會隱形(就是移動時現形)
; Crewed =
Does it contain a crew that can escape [never infantry] (def=no)?
這個
東西被掛掉後會不會有步兵跑出來(或者交通工具搭載的成員是否能逃出)
; Gunner = Does it change
capabilites based on a gunner that has been added. (def=no)
抱歉不清楚
;
CrushSound = sound to play if this object type is crushed (def=none)
被
輾壓致死的音效
; DeployFire = This unit can fire when deployed. (def=no)
部
署後能否開火
; DeployFireWeapon = Index of weapon to fire while deployed. 0
or 1. (def=1)
部署後開火將使用主武器或副武器,0是主武器(Primary)1是副武器(Secondary)
;
DeployTime = time, in minutes, to deploy or undeploy [if this object can
do so]
部署後延遲時間(如尤里複製人),已因為單位
; DamageReducesReadiness = Yes if
damage to the unit reduces its ammo (because the ammo explodes or
becomes detargeted, or whatever) (def=no)
看不懂
; Disableable = Can
this object be disabled by special multiplay option (def=yes)?
看不懂
;
DistributedFire = whether the unit continually retargets nearby units
and fires at all of them (def=no)
是否像海豚一樣打到攻擊路徑上所有單位
; DoubleOwned
= Can be built/owned by all countries in a multiplayer game (def=no)?
在
遭遇戰中是否所有國家都可以建造
; EmptyReload = Frames before first reload occurs
when unit is empty. -1 means use standard reload time. (def=-1)
需要多少時
間來補充彈藥(應該吧)
; Explodes = Does it explode violently when destroyed
[i.e., does it do collateral damage] (def=no)?
被摧毀後是否會爆炸
;
Explosion = the explosion to use when it blows up [doesn't apply to
infantry] (def=none)
爆炸時的動畫
; FireAngle = pitch of projectile
launch and barrel [0 = horizontal, 64 = vertical] (def=50)
開火的角度(應該吧)
;
Gate = Is this building a gate? (def=no)
這個建築物是閘門嗎(就是說己方單位可以通過這個建築物)
;
GateCloseDelay = time, in minutes, to delay before closing a gate after
it has opened.
閘門開閘延遲時間
; GuardRange = distance to scan for
enemies to attack (def=use weapon range)
警戒範圍
; Image = name of
graphic data to use for this object (def=same as object identifier)
圖
像
; Immune = Is this object immune to damage
是否完全不受傷害
;
ImmuneToPsionics = Is the unit immune to psionics (def=yes for
buildings, no for others)?
是否不受心靈控制
; ImmuneToRadiation = Is the
unit immune to radiation (def=no)?
是否不怕輻射
; ImmuneToVeins = Is it
immune to vein creature attacks (def=no)?
泰伯倫之日的參數,是否不怕泰伯倫廢礦
;
InitialAmmo = number of rounds the unit starts with. -1 means it starts
full. (def=-1)
製造出廠時配有幾發彈藥
; Invisible = Is completely and always
invisible to enemy (def=no)?
對敵人來說隱形(如紅一的地雷)
; Insignificant =
Will this object not be announed when destroyed (def=no)?
不明,請高手指教
;
LegalTarget = Is this allowed to be a combat target (def=yes)?
是否可以成
為攻擊目標
; Name = specifies the given name (displayed) for the object
英
文名稱
; Nominal = Always use the given name rather than generic "enemy
object" (def=no)?
無關緊要的,死了不會計分(如V3飛彈)
; OmniFire = Doesn't ever
have to rotate to fire. (def=no)
要不要重新轉動炮管開火
; OpportunityFire =
Can fire at targets while performing other actions, like moving.
(def=no).
移動時炮管會不會正對著目標
; Owner = who can build this [GDI or Nod]
(def=none)
擁有者,British英國,French法國,Germans德國,Americans美國,Alliance
韓,Russians俄國,Confederation古巴,Africans力比亞,Arabs伊拉客,YuriCountry尤里國
;
PipScale = what to base pip display on [Passengers, Tiberium, Ammo,
Power] (def=none)
單位的格子裡顯示什麼?如彈藥數量,載運量,礦石數量等等
; PipWrap = how many
pips to draw before wrapping (def=none)
應該是說會顯示幾個格子
; Points =
point value for scoring purposes (def=0)
單位的分數,用於完成任務後計分
;
Prerequisite = list of buildings needed before this can be manufactured
(def=no requirement)
需求建築物
; PreventAttackMove = Does this unit
know how to do attack-move? (def=)
; Can be used to override attack
move on units that shouldn't for various reasons.
是否可移動攻擊
;
PreventAutoDeploy = Does this unit know how to do auto-deploy? (def=)
;
Can be used to override auto deploy on units that deploy.
需要部署的單位,指定
他攻擊後是否會到目標射程內自動部署(如泰伯倫之日的大砲)
; Primary = primary weapon equipped with
(def=none)
主要武器
; Secondary = secondary weapon equipped with
(def=none)
次要武器
; ElitePrimary = new primary weapon when at elite
veteran status (def=same as primary)
精英主要武器(預設與Primary同)
;
EliteSecondary = new secondary weapon when at elite veteran status
(def=same as secondary)
精英次要武器(同上)
; RadarVisible = Is visible on
radar even if insignificant and unowned --gs rewrote to be useful for
something
是否在雷達上顯示出來
; ROT = Rate Of Turn for body (if present)
and turret (if present) (def=0)
轉動車身和炮管速率(越大越快)
;
ReadinessReductionMultiplier = Used to tweak the amount by which damage
reduces readiness. 0 cancels the readiness reduction. (def=0)
不清楚,請指點
;
Reload = time delay between reloads (def=0)
重新填充彈藥速度,越大越慢
;
ReloadIncrement = amount to add at every ((MaxAmmo / PipWrap) %0)
increment. Used to slow reload rate increasingly. (def=0)
每次會補充多少彈藥
;
RadarInvisible = Is it invisible on radar maps (def=no)?
雷達是否看不見,如夜鷹
直昇機
; RadialFireSegments = If this unit has a radial firing pattern,
this determines the number
; of segments. This starts at the unit's
left and goes right over 180 degrees. (def=0)
好像是什麼東西的角度,不清楚
;
SelfHealing = Does the object heal automatically up to half strength
(def=no)?
是否自動補血
; Selectable = Can this object be selected by the
player (def=yes)?
可否選取?不可者如航空母艦戰機
; Sensors = Has sensors to
detect nearby cloaked objects (def=no)?
可否偵測隱形
; Sight = sight
range, in cells (def=1)
視野
; Size = amount of space unit takes up
in cargo hold (def=1)
放入運兵車所佔空間大小
; SizeLimit = Max size of unit a
transport can carry (def=0) (Size is inclusive. Limit 3 holds 3)
運兵車
加入此數值,代表最大可載運Size=設定多大的單位.如果SizeLimit=3則可以載運Size=3以下的單位
; Storage =
the number of 'bails' this building or unit can store (def=0)
可以背多少礦
;
Strength = strength (hit points) of this object
生命值
; TargetLaser
= Does it have a targeting laser (def=no)?
是否有雷射瞄準???(不清楚)
;
Trainable = Can this object become veteran by experience (def=yes,
buildings def=no)?
可否升級
; Turret = Is it equipped with a turret
like superstructure [never infantry] (def=no)?
是否有炮管
; TurretSpins
= Does the turret just sit and spin [only if turret equipped] (def=no)?
炮
管能否旋轉
; TechLevel = tech level required to build this [-1 means can't
build] (def=-1)
建造該單位的科技等級,-1表不能造
; ToProtect = Should friendly
units come to rescue if under attack [computer only] (def=no)?
電腦是否會派
兵保護這個單位
; TypeImmune = Immune to damage from same type objects if
owned by same side?
是否不受己方同類武器的攻擊影響,如太伯倫之日的分解器不會打到自己的分解器
;
UndeployDelay = The time it takes before a unit automatically undeploys.
(def=-1)
取星部署的延遲
*從這裡開始
; VoiceSelect = list of voices when
selecting this object (def=none)選取
; VoiceMove = list of voices to
use when giving object a movement order (def=none)移動
; VoiceAttack =
list of voices to use when giving object an attack order (def=none)攻擊
;
DieSound = list of voices to use when it dies (def=none)掛掉
;
VoiceFeedback = list of voices that may give when taking damage
(def=none)半死不活(變成黃血)
*到這裡為止,都是指聲音
; Locomotor = CLSID of the
object handling movement for this object (def=statue)
移動方式(不要自己改,如要改成
兩悽磁浮移動,就照copy運兵船這行)
; VeteranAbilities = list of veteran abilities to
grant (def=none)
升一槓的能力
; EliteAbilities = list of elite
abilities to grant cumulative with veteran abilities (def=none)
;
[FASTER,STRONGER,FIREPOWER,SCATTER,ROF,SIGHT,
;
CLOAK,TIBERIUM_PROOF,VEIN_PROOF,SELF_HEAL,EXPLODES,
;
RADAR_INVISIBLE,SENSORS,FEARLESS,C4,TIBERIUM_HEAL,
;
GUARD_AREA,CRUSHER]
升三槓能力,比較常用到的FASTER變快,STRONGER變壯(命變多),FIREPOWER火力強
化,ROF轉身變快,SIGHT視野變大,CLOAK隱形,SELF_HEAL自補,RADAR_INVISIBLE雷達看不到,SENSORS抓隱
形,C4會放C4炸彈,CRUSHER會輾人
; LeadershipRating = When the AI needs a
representative from a team to make a pathfinding or targeting decision
it will pick the one with the highest score (def = 5)
當AI需要一個單位領導部隊時,
會選擇這個數值最高的
; <<< applies only to infantry types
>>>
; 以下為步兵屬性
; Agent = Does it have spy-like abilities
(def=no)?
是否像間諜一樣偷情報
; Fearless = Is not prone to fear (def=no)?
不
會趴下
; VoiceComment = list of idle voices (def=none)
懶散的聲音??
;
Pip = color of pip when inside a transport [green,yellow,white,red,blue]
(def=green)
進入交通工具後格子顯示的顏色
; C4 = Equipped with building sabotage
explosives [presumes Infiltrate is true] (def=no)?
可否放C4炸藥--注意,這裡的C4
只能炸建築物,不能炸船和坦克
; Cyborg = Does it require special cyborg death
handling (def=no)?
泰伯倫之日屬性,是否會被打到斷腿(像電子生化兵一樣)
; Fraidycat = Is it
inherently afraid and will panic easily (def=no)?
是否為膽小鬼
;
TiberiumProof = Is it immune to tiberium and tiberium gas damage
(def=no)?
泰伯倫之日屬性,過泰礦是否不受傷害
; Infiltrate = Can it enter a building
like a spy or thief (def=no)?
能否進建築物
; IsCanine = Should special
case dog logic be applied to this?
是否像狗一樣,攻擊完移動位置到敵人身上
; Civilian =
Counts a civilian for evac and kill tracking (def=no)?
是不是平民(電腦不會自動攻
擊)
; FemaleVoice = Uses the civilian female voice (def=no)?
是否使用女聲
;
Engineer = Does it behave like an engineer as far as repair and capture
go (def=no)?
是否為工程師,可以修復及佔領
; Disguised = Is it disgised as enemy
soldier when seen by enemy (def=no)?
是否有偽裝
; Agent = Does this
infantry gather information if it enters an enemy building [like a spy]
(def=no)?
是否像間諜一樣偷情報
; Thief = Does it steal money if it
infiltrates an enemy building (def=no)?
會不會偷錢
; VehicleThief =
Does it steal enemy vehicles when it gets close to one (def=no)?
當進入敵
人車輛時就可以把他開走,像泰伯倫之日的異變劫機者
; Deployer = Deploys like NOD artillery from
TibSun. (def=no)
會不會部署
; <<< applies only to moving
units (not buildings) >>>
;以下為非建築屬性
; MoveToShroud =
Allowed to move into a shrouded cell (def=yes, aircraft def=no)?
能否移動
到陰影,飛機屬性
; Dock = preferred docking building [e.g., harvester ->
refinery, helicopter -> helipad] (def=none)
停泊處
; TiberiumHeal =
Does it heal slowly when in Tiberium field (def=no)?
是否會在礦區自動補血
;
Passengers = number of passengers it may carry (def=0)
可以搭載共幾個格子的單位
;
Speed = speed of this object [n/a for buildings] (def=0)
移動速度
;
ManualReload = Must this object reload by coordinating with reloader
building (def=no)?
建築物幫單位補充子彈嗎?如空指部
; WalkRate = walking animation
rate [larger means slower] (def=1)
不清楚,請高手指教
;
IsSelectableCombatant=Does this unit get selected by the select all
combatants key? (def=no)
當按快速鍵P選取所有單位時,是否會選到他
; <<<
applies only to turret changers >>>
;以下為有炮塔者的設定
;
TurretCount=the number of turrets the unit has (def=0)
炮塔的數量
;
WeaponX=the name of the weapon to be thought of as weaponX (where X is
an integer) (def=none)
武器X是什麼,X是變數
; YTurretIndex=the number of
the weapon for this turret (as indicated by the WeaponX parameter),
where Y is the name of swapping factor for the turret (def=none)
當使用武
器Y時,圖像套用哪一個炮塔,像多功能步兵車有很多種武器及炮塔
; HasTurretTooltips=whether this unit
multiplexes tooltips based on its current turret. (def=no)
看不懂
;
<<< applies only to terrestrial driving vehicle types
>>>
;以下為車輛屬性
; CrateGoodie = Can it appear out of a crate
in multiplay (def=no)?
會不會在寶箱中撿到
; Crushable = Can it be crushed
by a heavy tracked vehicle (def=no)?
會不會被壓扁
; Crusher = Is this
vehicle able to crush infantry (def=no)?
能否輾人
; MovingFire = The
vehicle does not need to stop before it can fire (def=yes)?
不必停止就能開火
嗎?
; DeployToFire = The vehicle must deploy before it can fire
(def=no)?
必須部署才能開火
; Harvester = Does the special Tiberium
harvesting rules apply (def=no)?
是否為採礦車
; Weeder = Does the
special weed-harvesting rules apply (def=no)?
是否為廢礦車(泰伯倫之日)
;
Deployer = Does it deploy before being able to operate (def=no)?
OBSOLETE
部署後變成什麼東西
; IsTilter = Does this unit tilt on slopes
(def=yes)?
在斜坡上是否傾斜
; CarriesCrate = Might this unit drop a crate
when it is destroyed (def=no)?
當這個單位被幹掉後,是否會留下一個寶箱(通通設成yes不就爽了)
;
<<< applies only to aircraft >>>
;飛機屬性
;
Carryall = Can it tote vehicles around (def=no)?
能不能像泰伯倫之日的運輸機一樣抓勾抓住車
輛?
; Landable = Can this aircraft land on the map (def=no)?
能否降落停泊
;
PitchSpeed = Throttle setting at which aircraft pitch forward
(def=.25);
降落停泊速度
; PitchAngle = Amount that non-FixedWing
aircraft pitch forward in degrees (def=20.0);
停泊的角度
; RollAngle =
Amount that the aircraft rolls when turning (def=30.0)
轉動角度??
;
<<< applies only to building types >>>
;以下為建築物屬性
;
Adjacent = distance allowed to place from other buildings (def=1)
必須
離BaseNormal=yes的建築幾格遠方可建造
; BaseNormal = Considered for building
adjacency checks (def=yes)? ;HEY! Use this, not the phantom IsBase
可否
將建築物部署在這個建築的周圍
; Barrel = Use barrel explosion logic when it is
destroyed (def=no)?
是油桶嗎?是的話會像油桶一樣的爆炸
; Bib = Does the building
have a bib built in (def=no)?
建築物前會不會有空地
; Capturable = Can this
building be infiltrated by a spy/engineer (def=no)?
這個建築物能否被佔領
;
DockUnload = When a unit docks with this building should it unload
(def=no)?
能否停泊單位並補充彈藥
; Factory = type of object to build
[InfantryType, AircraftType, UnitType, BuildingType, VesselType]
(def=none)
這個建築物能建造什麼?步兵,飛機,車,建築物,Vessel(泰的東西)
; Fake = Is this a
fake structure (def=no)?
假的?
; FreeUnit = free unit to give this
building [typically harvester with refinery] (def=none)
有沒有送免費單位?像採礦場
跟礦車
; Power = power output [positive for output, negative for drain]
(def=0)
電力,+的是發電廠,-的是耗電量
; Powered = Does it require power to
function (def=no)?
是否沒電就不能動了?
; Radar = Does this building give
radar to owning player (def=no)?
是否提供雷達服務
; Repairable = Can it be
repaired (def=yes)?
能不能修
; RevealToAll=yes Means that when built
or captured, a radar event is generated (def=no)
是否能視野全開(像間諜衛星)
;
UnitReload = Does this building reload units if they dock with it
(def=no)?
單位進來後能否補彈?
; UnitRepair = Does this building repair
units if they dock with it (def=no)?
單位進來後能否補血?
; Unsellable =
Cannot sell this building (even if it can be built)?
不准賣(雖然能造?)
;
Wall = Is this a wall type structure [special rules apply] (def=no)?
是
牆壁嗎 /
; WaterBound = Is this building placed on water only (def=no)?
要
建在水上
; Upgrades = Is the number of power-ups/upgrades that can be
applied to this building (def=0)
像泰伯倫之日GDI的電廠,升級中心和守衛塔一樣能升級嗎?
;
ShipYard = This building is a ship yard or sub pen
海軍會從這裡出來嗎
; SAM
= This building is a SAM launcher
是不是一個Sam飛彈發射器
;
ConstructionYard = This building is a construction yard
這東西是建築工廠嗎?
;
Refinery = This building is a tiberium/ore refinery
這建築物能不能倒礦
;
WeaponsFactory = This building is a weapons factory
這東西是否為武器工廠
;
CloakGenerator = Does this building cloak objects around it?
是否為隱形裝置
;
LaserFencePost = This building is a laser fence post and obeys the
rules for a building of this type.
是否為泰伯倫之日的NOD雷射圍牆
;
LightIntensity = This building radiates this amount of light (def = 0).
建
築物亮度
; LightVisibility= The distance (in leptons) that this light is
visible from (def=5000).
發光範圍
; LightRedTint = The red tint of
this buildings light (def=1.0)
發光紅比例
; LightGreenTint = The green
tint of this buildings light (def=1.0)
發光綠比例
; LightBlueTint = The
blue tint of this buildings light (def=1.0)
發光藍比例
;
InvisibleInGame= Building cannot be seen on selected in the game, only
in the editor. (def=no)
大家都看不到這個建築???
; PowersUpBuilding =
Building that can be upgraded by attaching this building to it
這個建築物必
須建築在升級中心上?
; PowersUpToLevel = Amount of upgrade provided by this
attachment. -1=incremental upgrade. Positive number is specific
需要佔用升
級中心格數













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能復制嗎?