《最高指挥官》的优秀视频大汇总
来源:百度文库 编辑:超级军网 时间:2024/04/20 11:27:22
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貌似画面很眩
貌似游戏很赞
貌似机子不行
貌似游戏很赞
貌似机子不行
等偶换好电脑的时候再看……:L
一楼的有点卡,看不完:(
一楼的有点卡,看不完:(
申请加亮:$
请问下载地址!:D
赤裸裸的show机器阿,我那6600几个战列舰开炮都有点受不了
原帖由 bound 于 2007-12-8 04:05 发表
赤裸裸的show机器阿,我那6600几个战列舰开炮都有点受不了
这游戏不吃显卡,吃的是CPU。我的6800显卡,双5200CPU就跑的非常顺畅。
UnitBlueprint {
AI = {
TargetBones = {
'Front_Turret',
'Back_Turret',
},
},
Audio = {
AmbientMove = Sound {
Bank = 'UES',
Cue = 'UES0103_Move_Loop',
LodCutoff = 'UnitMove_LodCutoff',
},
Killed = Sound {
Bank = 'UESDestroy',
Cue = 'UES0103_Destroy',
LodCutoff = 'UnitMove_LodCutoff',
},
StartMove = Sound {
Bank = 'UES',
Cue = 'UES0103_Move_Start',
LodCutoff = 'UnitMove_LodCutoff',
},
StopMove = Sound {
Bank = 'UES',
Cue = 'UES0103_Move_Stop',
LodCutoff = 'UnitMove_LodCutoff',
},
UISelection = Sound {
Bank = 'Interface',
Cue = 'UEF_Select_Naval',
LodCutoff = 'UnitMove_LodCutoff',
},
},
Buffs = {
Regen = {
Level1 = 1,
Level2 = 2,
Level3 = 3,
Level4 = 4,
Level5 = 5,
},
},
BuildIconSortPriority = 30,
Categories = {
'PRODUCTSC1',
'SELECTABLE',
'BUILTBYTIER1FACTORY',
'BUILTBYTIER2FACTORY',
'BUILTBYTIER3FACTORY',
'UEF',
'MOBILE',
'NAVAL',
'TECH1',
'DIRECTFIRE',
'INTELLIGENCE',
'COUNTERINTELLIGENCE',
'RADAR',
'SONAR',
'VISIBLETORECON',
'RECLAIMABLE',
'FRIGATE',
'OVERLAYANTIAIR',
'OVERLAYCOUNTERINTEL',
'OVERLAYRADAR',
'OVERLAYSONAR',
'OVERLAYDIRECTFIRE',
},
CollisionOffsetY = -0.4,
Defense = {
AirThreatLevel = 1,
ArmorType = 'Normal',
EconomyThreatLevel = 0,
Health = 2120,
MaxHealth = 2120,
RegenRate = 0,
SubThreatLevel = 0,
SurfaceThreatLevel = 9,
},
Description = '<LOC ues0103_desc>Frigate',
Display = {
Abilities = {
'<LOC ability_aa>Anti-Air',
'<LOC ability_jamming>Jamming',
'<LOC ability_radar>Radar',
'<LOC ability_sonar>Sonar',
},
AnimationDeath = {
{
Animation = '/units/ues0103/ues0103_ADeath01.sca',
Weight = 100,
},
{
Animation = '/units/ues0103/ues0103_A001.sca',
Weight = 100,
},
{
Animation = '/units/ues0103/ues0103_ADeath02.sca',
Weight = 100,
},
},
IdleEffects = {
Water = {
Effects = {
{
Bones = {
'UES0103',
},
Type = 'SeaIdle01',
},
},
},
},
Mesh = {
IconFadeInZoom = 130,
LODs = {
{
LODCutoff = 140,
ShaderName = 'Unit',
},
{
AlbedoName = 'ues0103_lod1_albedo.dds',
LODCutoff = 250,
ShaderName = 'Unit',
SpecularName = 'ues0103_lod1_specteam.dds',
},
},
},
MovementEffects = {
Water = {
Effects = {
{
Bones = {
'Front_Left_Wake',
},
Scale = 0.5,
Type = 'LeftFrontWake',
},
{
Bones = {
'Front_Right_Wake',
},
Scale = 0.5,
Type = 'RightFrontWake',
},
{
Bones = {
'Back_Wake',
},
Scale = 0.5,
Type = 'BackWake',
},
},
},
},
PlaceholderMeshName = 'UXS0003',
SpawnRandomRotation = false,
UniformScale = 0.09,
},
Economy = {
BuildCostEnergy = 2800,
BuildCostMass = 280,
BuildTime = 1400,
MaintenanceConsumptionPerSecondEnergy = 5,
},
Footprint = {
SizeX = 2,
SizeZ = 6,
},
General = {
Category = 'Ship',
Classification = 'RULEUC_MilitaryShip',
CommandCaps = {
RULEUCC_Attack = true,
RULEUCC_CallTransport = false,
RULEUCC_Capture = false,
RULEUCC_Guard = true,
RULEUCC_Move = true,
RULEUCC_Nuke = false,
RULEUCC_Patrol = true,
RULEUCC_Reclaim = false,
RULEUCC_Repair = false,
RULEUCC_RetaliateToggle = true,
RULEUCC_Stop = true,
RULEUCC_Transport = false,
},
FactionName = 'UEF',
Icon = 'sea',
TechLevel = 'RULEUTL_Basic',
ToggleCaps = {
RULEUTC_JammingToggle = true,
},
UnitName = '<LOC ues0103_name>Thunderhead Class',
UnitWeight = 1,
},
Intel = {
JamRadius = {
Max = 70,
Min = 70,
},
JammerBlips = 5,
RadarRadius = 80,
SonarRadius = 82,
VisionRadius = 32,
WaterVisionRadius = 16,
},
Interface = {
HelpText = '<LOC ues0103_help>Frigate',
},
LifeBarHeight = 0.075,
LifeBarOffset = 1.7,
LifeBarSize = 1.25,
Physics = {
BackUpDistance = 5,
BankingSlope = 0,
BuildOnLayerCaps = {
LAYER_Air = false,
LAYER_Land = false,
LAYER_Orbit = false,
LAYER_Seabed = false,
LAYER_Sub = false,
LAYER_Water = true,
},
CatchUpAcc = 10,
DragCoefficient = 0.2,
MaxAcceleration = 6,
MaxBrake = 6,
MaxSpeed = 6,
MaxSpeedReverse = 6,
MaxSteerForce = 5,
MeshExtentsX = 0.85,
MeshExtentsY = 1.55,
MeshExtentsZ = 5,
MinSpeedPercent = 0,
MotionType = 'RULEUMT_Water',
TurnRadius = 10,
TurnRate = 60,
},
SelectionSizeX = 0.65,
SelectionSizeZ = 2.75,
SelectionThickness = 0.25,
SizeX = 0.6,
SizeY = 1.1,
SizeZ = 4.3,
StrategicIconName = 'icon_ship1_intel',
StrategicIconSortPriority = 165,
Veteran = {
Level1 = 8,
Level2 = 16,
Level3 = 24,
Level4 = 32,
Level5 = 40,
},
Weapon = {
{
AboveWaterTargetsOnly = true,
Audio = {
BarrelLoop = Sound {
Bank = 'UES',
Cue = 'UES_Turret_Sml_Loop',
LodCutoff = 'Weapon_LodCutoff',
},
BarrelStart = Sound {
Bank = 'UES',
Cue = 'UES_Turret_Sml_Start',
LodCutoff = 'Weapon_LodCutoff',
},
Fire = Sound {
Bank = 'UESWeapon',
Cue = 'UES0103_Cannon_Sgl',
LodCutoff = 'Weapon_LodCutoff',
},
},
BallisticArc = 'RULEUBA_LowArc',
CollideFriendly = false,
Damage = 140,
DamageRadius = 1,
DamageType = 'Normal',
DisplayName = 'Gauss Cannon',
FireTargetLayerCapsTable = {
Water = 'Land|Water|Seabed',
},
FiringRandomness = 0.2,
FiringTolerance = 2,
Label = 'MainGun',
MaxRadius = 28,
MuzzleSalvoDelay = 0,
MuzzleSalvoSize = 1,
MuzzleVelocity = 30,
ProjectileId = '/projectiles/TDFGauss01/TDFGauss01_proj.bp',
ProjectilesPerOnFire = 1,
RackBones = {
{
MuzzleBones = {
'Front_Turret_Muzzle',
},
RackBone = 'Front_Turret_Barrel',
},
},
RackFireTogether = false,
RackRecoilDistance = -0.75,
RackReloadTimeout = 0,
RackSalvoChargeTime = 0,
RackSalvoReloadTime = 0,
RackSalvoSize = 1,
RackSlavedToTurret = false,
RangeCategory = 'UWRC_DirectFire',
RateOfFire = 0.35,
SlavedToBody = true,
SlavedToBodyArcRange = 155,
TargetCheckInterval = 1,
TargetPriorities = {
'SPECIALHIGHPRI',
'MOBILE',
'STRUCTURE DEFENSE',
'SPECIALLOWPRI',
'ALLUNITS',
},
TargetRestrictDisallow = 'UNTARGETABLE',
TrackingRadius = 1.15,
TurretBoneMuzzle = 'Front_Turret_Muzzle',
TurretBonePitch = 'Front_Turret_Barrel',
TurretBoneYaw = 'Front_Turret',
TurretDualManipulators = false,
TurretPitch = 10,
TurretPitchRange = 20,
TurretPitchSpeed = 30,
TurretYaw = 0,
TurretYawRange = 160,
TurretYawSpeed = 90,
Turreted = true,
WeaponCategory = 'Direct Fire Naval',
WeaponRepackTimeout = 0,
WeaponUnpacks = false,
},
{
AlwaysRecheckTarget = true,
Audio = {
Fire = Sound {
Bank = 'UESWeapon',
Cue = 'UES0103_Railgun',
LodCutoff = 'Weapon_LodCutoff',
},
},
BallisticArc = 'RULEUBA_None',
CannotAttackGround = true,
CollideFriendly = false,
Damage = 5,
DamageType = 'Normal',
DisplayName = 'Linked Railgun',
EffectiveRadius = 0,
FireTargetLayerCapsTable = {
Water = 'Air',
},
FiringRandomness = 0,
FiringTolerance = 1,
Label = 'AAGun',
MaxRadius = 48,
MuzzleSalvoDelay = 0,
MuzzleSalvoSize = 1,
MuzzleVelocity = 45,
ProjectileId = '/projectiles/TAARailgun01/TAARailgun01_proj.bp',
ProjectileLifetimeUsesMultiplier = 1.25,
ProjectilesPerOnFire = 1,
RackBones = {
{
MuzzleBones = {
'Back_Turret_Muzzle01',
},
RackBone = 'Back_Turret_Barrel01',
},
{
MuzzleBones = {
'Back_Turret_Muzzle02',
},
RackBone = 'Back_Turret_Barrel02',
},
},
RackFireTogether = true,
RackRecoilDistance = -0.25,
RackReloadTimeout = 0,
RackSalvoChargeTime = 0,
RackSalvoReloadTime = 0,
RackSalvoSize = 1,
RackSlavedToTurret = true,
RangeCategory = 'UWRC_AntiAir',
RateOfFire = 1,
TargetCheckInterval = 0.3,
TargetPriorities = {
'SPECIALHIGHPRI',
'AIR MOBILE HIGHPRIAIR',
'AIR MOBILE TECH3 BOMBER',
'AIR MOBILE BOMBER',
'AIR MOBILE GROUNDATTACK',
'AIR MOBILE TRANSPORTATION',
'AIR MOBILE',
'SPECIALLOWPRI',
'ALLUNITS',
},
TargetRestrictDisallow = 'UNTARGETABLE',
TrackingRadius = 1.4,
TurretBoneMuzzle = 'Back_Turret_Muzzle01',
TurretBonePitch = 'Back_Turret_Barrel01',
TurretBoneYaw = 'Back_Turret',
TurretDualManipulators = false,
TurretPitch = 45,
TurretPitchRange = 40,
TurretPitchSpeed = 180,
TurretYaw = 0,
TurretYawRange = 180,
TurretYawSpeed = 180,
Turreted = true,
UseFiringSolutionInsteadOfAimBone = true,
WeaponCategory = 'Anti Air',
WeaponRepackTimeout = 0,
WeaponUnpacks = false,
},
},
}
AI = {
TargetBones = {
'Front_Turret',
'Back_Turret',
},
},
Audio = {
AmbientMove = Sound {
Bank = 'UES',
Cue = 'UES0103_Move_Loop',
LodCutoff = 'UnitMove_LodCutoff',
},
Killed = Sound {
Bank = 'UESDestroy',
Cue = 'UES0103_Destroy',
LodCutoff = 'UnitMove_LodCutoff',
},
StartMove = Sound {
Bank = 'UES',
Cue = 'UES0103_Move_Start',
LodCutoff = 'UnitMove_LodCutoff',
},
StopMove = Sound {
Bank = 'UES',
Cue = 'UES0103_Move_Stop',
LodCutoff = 'UnitMove_LodCutoff',
},
UISelection = Sound {
Bank = 'Interface',
Cue = 'UEF_Select_Naval',
LodCutoff = 'UnitMove_LodCutoff',
},
},
Buffs = {
Regen = {
Level1 = 1,
Level2 = 2,
Level3 = 3,
Level4 = 4,
Level5 = 5,
},
},
BuildIconSortPriority = 30,
Categories = {
'PRODUCTSC1',
'SELECTABLE',
'BUILTBYTIER1FACTORY',
'BUILTBYTIER2FACTORY',
'BUILTBYTIER3FACTORY',
'UEF',
'MOBILE',
'NAVAL',
'TECH1',
'DIRECTFIRE',
'INTELLIGENCE',
'COUNTERINTELLIGENCE',
'RADAR',
'SONAR',
'VISIBLETORECON',
'RECLAIMABLE',
'FRIGATE',
'OVERLAYANTIAIR',
'OVERLAYCOUNTERINTEL',
'OVERLAYRADAR',
'OVERLAYSONAR',
'OVERLAYDIRECTFIRE',
},
CollisionOffsetY = -0.4,
Defense = {
AirThreatLevel = 1,
ArmorType = 'Normal',
EconomyThreatLevel = 0,
Health = 2120,
MaxHealth = 2120,
RegenRate = 0,
SubThreatLevel = 0,
SurfaceThreatLevel = 9,
},
Description = '<LOC ues0103_desc>Frigate',
Display = {
Abilities = {
'<LOC ability_aa>Anti-Air',
'<LOC ability_jamming>Jamming',
'<LOC ability_radar>Radar',
'<LOC ability_sonar>Sonar',
},
AnimationDeath = {
{
Animation = '/units/ues0103/ues0103_ADeath01.sca',
Weight = 100,
},
{
Animation = '/units/ues0103/ues0103_A001.sca',
Weight = 100,
},
{
Animation = '/units/ues0103/ues0103_ADeath02.sca',
Weight = 100,
},
},
IdleEffects = {
Water = {
Effects = {
{
Bones = {
'UES0103',
},
Type = 'SeaIdle01',
},
},
},
},
Mesh = {
IconFadeInZoom = 130,
LODs = {
{
LODCutoff = 140,
ShaderName = 'Unit',
},
{
AlbedoName = 'ues0103_lod1_albedo.dds',
LODCutoff = 250,
ShaderName = 'Unit',
SpecularName = 'ues0103_lod1_specteam.dds',
},
},
},
MovementEffects = {
Water = {
Effects = {
{
Bones = {
'Front_Left_Wake',
},
Scale = 0.5,
Type = 'LeftFrontWake',
},
{
Bones = {
'Front_Right_Wake',
},
Scale = 0.5,
Type = 'RightFrontWake',
},
{
Bones = {
'Back_Wake',
},
Scale = 0.5,
Type = 'BackWake',
},
},
},
},
PlaceholderMeshName = 'UXS0003',
SpawnRandomRotation = false,
UniformScale = 0.09,
},
Economy = {
BuildCostEnergy = 2800,
BuildCostMass = 280,
BuildTime = 1400,
MaintenanceConsumptionPerSecondEnergy = 5,
},
Footprint = {
SizeX = 2,
SizeZ = 6,
},
General = {
Category = 'Ship',
Classification = 'RULEUC_MilitaryShip',
CommandCaps = {
RULEUCC_Attack = true,
RULEUCC_CallTransport = false,
RULEUCC_Capture = false,
RULEUCC_Guard = true,
RULEUCC_Move = true,
RULEUCC_Nuke = false,
RULEUCC_Patrol = true,
RULEUCC_Reclaim = false,
RULEUCC_Repair = false,
RULEUCC_RetaliateToggle = true,
RULEUCC_Stop = true,
RULEUCC_Transport = false,
},
FactionName = 'UEF',
Icon = 'sea',
TechLevel = 'RULEUTL_Basic',
ToggleCaps = {
RULEUTC_JammingToggle = true,
},
UnitName = '<LOC ues0103_name>Thunderhead Class',
UnitWeight = 1,
},
Intel = {
JamRadius = {
Max = 70,
Min = 70,
},
JammerBlips = 5,
RadarRadius = 80,
SonarRadius = 82,
VisionRadius = 32,
WaterVisionRadius = 16,
},
Interface = {
HelpText = '<LOC ues0103_help>Frigate',
},
LifeBarHeight = 0.075,
LifeBarOffset = 1.7,
LifeBarSize = 1.25,
Physics = {
BackUpDistance = 5,
BankingSlope = 0,
BuildOnLayerCaps = {
LAYER_Air = false,
LAYER_Land = false,
LAYER_Orbit = false,
LAYER_Seabed = false,
LAYER_Sub = false,
LAYER_Water = true,
},
CatchUpAcc = 10,
DragCoefficient = 0.2,
MaxAcceleration = 6,
MaxBrake = 6,
MaxSpeed = 6,
MaxSpeedReverse = 6,
MaxSteerForce = 5,
MeshExtentsX = 0.85,
MeshExtentsY = 1.55,
MeshExtentsZ = 5,
MinSpeedPercent = 0,
MotionType = 'RULEUMT_Water',
TurnRadius = 10,
TurnRate = 60,
},
SelectionSizeX = 0.65,
SelectionSizeZ = 2.75,
SelectionThickness = 0.25,
SizeX = 0.6,
SizeY = 1.1,
SizeZ = 4.3,
StrategicIconName = 'icon_ship1_intel',
StrategicIconSortPriority = 165,
Veteran = {
Level1 = 8,
Level2 = 16,
Level3 = 24,
Level4 = 32,
Level5 = 40,
},
Weapon = {
{
AboveWaterTargetsOnly = true,
Audio = {
BarrelLoop = Sound {
Bank = 'UES',
Cue = 'UES_Turret_Sml_Loop',
LodCutoff = 'Weapon_LodCutoff',
},
BarrelStart = Sound {
Bank = 'UES',
Cue = 'UES_Turret_Sml_Start',
LodCutoff = 'Weapon_LodCutoff',
},
Fire = Sound {
Bank = 'UESWeapon',
Cue = 'UES0103_Cannon_Sgl',
LodCutoff = 'Weapon_LodCutoff',
},
},
BallisticArc = 'RULEUBA_LowArc',
CollideFriendly = false,
Damage = 140,
DamageRadius = 1,
DamageType = 'Normal',
DisplayName = 'Gauss Cannon',
FireTargetLayerCapsTable = {
Water = 'Land|Water|Seabed',
},
FiringRandomness = 0.2,
FiringTolerance = 2,
Label = 'MainGun',
MaxRadius = 28,
MuzzleSalvoDelay = 0,
MuzzleSalvoSize = 1,
MuzzleVelocity = 30,
ProjectileId = '/projectiles/TDFGauss01/TDFGauss01_proj.bp',
ProjectilesPerOnFire = 1,
RackBones = {
{
MuzzleBones = {
'Front_Turret_Muzzle',
},
RackBone = 'Front_Turret_Barrel',
},
},
RackFireTogether = false,
RackRecoilDistance = -0.75,
RackReloadTimeout = 0,
RackSalvoChargeTime = 0,
RackSalvoReloadTime = 0,
RackSalvoSize = 1,
RackSlavedToTurret = false,
RangeCategory = 'UWRC_DirectFire',
RateOfFire = 0.35,
SlavedToBody = true,
SlavedToBodyArcRange = 155,
TargetCheckInterval = 1,
TargetPriorities = {
'SPECIALHIGHPRI',
'MOBILE',
'STRUCTURE DEFENSE',
'SPECIALLOWPRI',
'ALLUNITS',
},
TargetRestrictDisallow = 'UNTARGETABLE',
TrackingRadius = 1.15,
TurretBoneMuzzle = 'Front_Turret_Muzzle',
TurretBonePitch = 'Front_Turret_Barrel',
TurretBoneYaw = 'Front_Turret',
TurretDualManipulators = false,
TurretPitch = 10,
TurretPitchRange = 20,
TurretPitchSpeed = 30,
TurretYaw = 0,
TurretYawRange = 160,
TurretYawSpeed = 90,
Turreted = true,
WeaponCategory = 'Direct Fire Naval',
WeaponRepackTimeout = 0,
WeaponUnpacks = false,
},
{
AlwaysRecheckTarget = true,
Audio = {
Fire = Sound {
Bank = 'UESWeapon',
Cue = 'UES0103_Railgun',
LodCutoff = 'Weapon_LodCutoff',
},
},
BallisticArc = 'RULEUBA_None',
CannotAttackGround = true,
CollideFriendly = false,
Damage = 5,
DamageType = 'Normal',
DisplayName = 'Linked Railgun',
EffectiveRadius = 0,
FireTargetLayerCapsTable = {
Water = 'Air',
},
FiringRandomness = 0,
FiringTolerance = 1,
Label = 'AAGun',
MaxRadius = 48,
MuzzleSalvoDelay = 0,
MuzzleSalvoSize = 1,
MuzzleVelocity = 45,
ProjectileId = '/projectiles/TAARailgun01/TAARailgun01_proj.bp',
ProjectileLifetimeUsesMultiplier = 1.25,
ProjectilesPerOnFire = 1,
RackBones = {
{
MuzzleBones = {
'Back_Turret_Muzzle01',
},
RackBone = 'Back_Turret_Barrel01',
},
{
MuzzleBones = {
'Back_Turret_Muzzle02',
},
RackBone = 'Back_Turret_Barrel02',
},
},
RackFireTogether = true,
RackRecoilDistance = -0.25,
RackReloadTimeout = 0,
RackSalvoChargeTime = 0,
RackSalvoReloadTime = 0,
RackSalvoSize = 1,
RackSlavedToTurret = true,
RangeCategory = 'UWRC_AntiAir',
RateOfFire = 1,
TargetCheckInterval = 0.3,
TargetPriorities = {
'SPECIALHIGHPRI',
'AIR MOBILE HIGHPRIAIR',
'AIR MOBILE TECH3 BOMBER',
'AIR MOBILE BOMBER',
'AIR MOBILE GROUNDATTACK',
'AIR MOBILE TRANSPORTATION',
'AIR MOBILE',
'SPECIALLOWPRI',
'ALLUNITS',
},
TargetRestrictDisallow = 'UNTARGETABLE',
TrackingRadius = 1.4,
TurretBoneMuzzle = 'Back_Turret_Muzzle01',
TurretBonePitch = 'Back_Turret_Barrel01',
TurretBoneYaw = 'Back_Turret',
TurretDualManipulators = false,
TurretPitch = 45,
TurretPitchRange = 40,
TurretPitchSpeed = 180,
TurretYaw = 0,
TurretYawRange = 180,
TurretYawSpeed = 180,
Turreted = true,
UseFiringSolutionInsteadOfAimBone = true,
WeaponCategory = 'Anti Air',
WeaponRepackTimeout = 0,
WeaponUnpacks = false,
},
},
}
不支持HTML代码哦。
最高指挥官确实不错……战略层面的对决很有意思……
]]
原帖由 响尾蛇X 于 2007-12-8 21:50 发表
这游戏不吃显卡,吃的是CPU。我的6800显卡,双5200CPU就跑的非常顺畅。
原来如此,难道我以前那个754针脚的athlon3000+那么烂:L :L
另外顶一下原声
:$ 我发现马维真滴很好用……
原帖由 止战之殇 于 2008-1-4 10:43 发表
:$ 我发现马维真滴很好用……
建筑一个战略火炮要多少资源和时间?等造好都天亮了。其实无论是虐待电脑还是对战,最好用的永远是小胖群+T3战斗机护航。6台以上的小胖集群是无敌的,就是银河巨人都挡不住。