<entity_class name="zombieTemplateMale"> <property name="EntityType" value="Zombie"/> <!-- 实体类型 --> <property name="Tags" value="entity,zombie,walker"/> <!-- 标签 --> <property name="Mesh" value="Zombies/zombieStandardBoeRagdoll"/><!-- 模型 --> <property name="AvatarController" value="AvatarZombie01Controller"/><!-- 动画控制器 --> <property name="ModelType" value="Standard"/><!-- 模型类型 --> <property name="HasRagdoll" value="true"/><!-- 是否是丧尸布娃娃? --> <property name="Prefab" value="NPC"/> <property name="Class" value="EntityZombie"/><!-- 类 --> <property name="Parent" value="Enemies"/><!-- 起源/继承 --> <property name="Mass" value="170"/><!-- 范围/体积 --> <property name="Weight" value="70"/><!-- 重量 --> <property name="PhysicsBody" value="zombieStandard"/><!-- 骨骼/蒙皮 --> <property name="Faction" value="undead"/> <property name="Tags" value="entity,zombie"/><!-- 二级标签 --> <property name="IsEnemyEntity" value="true"/><!-- 是否为敌对类型? --> <property name="CompassIcon" value="ui_game_symbol_enemy_dot" /><!--图标--> <property name="CompassUpIcon" value="ui_game_symbol_enemy_dot_up" /> <property name="CompassDownIcon" value="ui_game_symbol_enemy_dot_down" /> <property name="TrackerIcon" value="ui_game_symbol_run"/> <property name="AINoiseSeekDist" value="8"/><!-- AI噪声感知范围 --> <property name="AIPathCostScale" value=".15, .4"/><!-- AI探索路径范围 --> <property name="AITask-1" value="BreakBlock"/><!-- 状态机1:击打方块 --> <property name="AITask-2" value="DestroyArea"/><!-- 状态机2:破坏地形 --> <property name="AITask-3" value="Territorial"/><!-- 状态机3:战略 --> <property name="AITask-4" value="ApproachDistraction"/><!-- 状态机4:感知到异常/分散当前AI状态 --> <property name="AITask-5" value="ApproachAndAttackTarget" data="class=EntityNPC,0,EntityEnemyAnimal,0,EntityPlayer,0"/> <!-- 状态机5:接近和攻击目标(NPC、动物、玩家) --> <property name="AITask-6" value="ApproachSpot"/><!-- 状态机6:接近事物(不包括NPC和玩家) --> <property name="AITask-7" value="Look"/><!-- 状态机7:观察 --> <property name="AITask-8" value="Wander"/><!-- 状态机8:漫步 --> <property name="AITarget-1" value="SetAsTargetIfHurt" data="class=EntityNPC,EntityEnemyAnimal,EntityPlayer"/><!-- 如果AI检测到目标受伤 则优先选择攻击对象 --> <property name="AITarget-2" value="BlockingTargetTask"/><!-- 妨碍目标行进 --> <property name="AITarget-3" value="SetNearestCorpseAsTarget" data="class=EntityPlayer"/><!-- 将最近的*尸体*设为目标-玩家(死亡后) --> <property name="AITarget-4" value="SetNearestEntityAsTarget" data="class=EntityPlayer,0,0,EntityNPC,0,0"/> <!--将最近*实体*设置为目标(玩家权重=商人)--> <!--以下实体会被判定为敌对目标--> <!--Classes for AITarget: <property name="Class" value="EntityAnimalRabbit"/> and chicken <property name="Class" value="EntityAnimalStag"/> <property name="Class" value="EntityBackpack"/> <property name="Class" value="EntityBandit"/> <property name="Class" value="EntityEnemyAnimal"/> <property name="Class" value="EntityLootContainer"/> <property name="Class" value="EntityMinibike"/> <property name="Class" value="EntityNPC"/> <property name="Class" value="EntityPlayer"/> <property name="Class" value="EntitySupplyCrate"/> <property name="Class" value="EntitySupplyPlane"/> <property name="Class" value="EntitySurvivor"/> <property name="Class" value="EntityVulture"/> <property name="Class" value="EntityZombie"/> <property name="Class" value="EntityZombieCop"/> <property name="Class" value="EntityZombieCrawl"/> <property name="Class" value="EntityZombieDog"/> --> <property class="FallLandBehavior"><!--僵尸摔落行为--> <property name="None" data="weightmin=0.6"/> <property name="Ragdoll" data="heightMin=2;weightMin=.2;weightMax=.4"/> <!-- <property name="Stumble" data="heightMin=2.0;weightMin=0.2"/> --> <!-- <property name="Boost" data="heightMin=2.0;weightMin=0.2"/> --> <!-- <property name="CatBoost" data="heightMin=2.0;weightMin=0.2"/> --> </property> <property name="WalkType" value="7"/><!-- 行走方式 --> <!-- 声音 --> <property name="SoundRandomTime" value="60.0"/> <property name="SoundRandom" value="Enemies/Base_Zombie_Male/zombiemaleroam"/> <property name="SoundAlertTime" value="25.0"/> <property name="SoundAlert" value="Enemies/Base_Zombie_Male/zombiemalealert"/> <property name="SoundSense" value="Enemies/Base_Zombie_Male/zombiemalesense"/> <property name="SoundHurt" value="Enemies/Base_Zombie_Male/zombiemalepain"/> <property name="SoundDeath" value="Enemies/Base_Zombie_Male/zombiemaledeath"/> <property name="SoundAttack" value="Enemies/Base_Zombie_Male/zombiemaleattack"/> <property name="SoundSleeperSense" value="sleepersense"/> <property name="SoundSleeperBackToSleep" value="sleeperbacktosleep"/> <!-- 声音 End --> <property name="RootMotion" value="true"/><!--根骨架节点--> <property name="HasDeathAnim" value="true"/><!--是否有死亡动画?--> <property name="ParticleOnDeath" value="blood_death"/><!--死亡时粒子特效--> <property name="SurfaceCategory" value="organic"/> <!-- 猛烈打击僵尸的粒子特效 --> <property name="DismemberMultiplierHead" value="1"/><!-- 头部肢解数 --> <property name="DismemberMultiplierArms" value="1"/><!-- 手臂肢解数 --> <property name="DismemberMultiplierLegs" value="1"/><!-- 腿肢解数 --> <property name="LegCrippleScale" value="2"/> <!--致残几率 --> <property name="LegCrawlerThreshold" value="0"/> <property name="KnockdownProneDamageThreshold" value="0.5"/> <property name="KnockdownProneStunDuration" value="0.5,1.8"/> <property name="KnockdownProneRefillRate" value="0.045,0.045"/> <property name="KnockdownKneelDamageThreshold" value="0.4"/> <property name="KnockdownKneelStunDuration" value="0.5,1.8"/> <property name="KnockdownKneelRefillRate" value="0.045,0.045"/> <property name="LegsExplosionDamageMultiplier" value="1"/> <property name="ArmsExplosionDamageMultiplier" value="1"/> <property name="HeadExplosionDamageMultiplier" value="1"/> <property name="ChestExplosionDamageMultiplier" value="1"/> <property name="PainResistPerHit" value=".45"/> <!-- Gameplay --> <property name="MaxTurnSpeed" value="250"/><!--最大速度--> <property name="MoveSpeed" value="0.08"/> <!--移动速度--> <property name="MoveSpeedAggro" value="0.2, 1.25"/> <!--移动速度范围(受地形、buff 影响)--> <property name="MoveSpeedPanic" value="0.55"/><!--恐慌时 僵尸移动速度--> <property name="CanClimbLadders" value="true"/><!--是否会爬楼梯?--> <property name="JumpMaxDistance" value="2.8, 3.9"/><!--最大跳跃距离--> <property name="HandItem" value="meleeHandZombie01"/><!--手持武器(也就是僵尸攻击你的武器)--> <property name="HandItemCrawler" value="meleeHandZombie02"/><!--手持爬行器--> <property name="AttackTimeoutDay" value="1.5"/> <!-- 白天攻击溢出时间 --> <property name="AttackTimeoutNight" value="1.1"/><!-- 晚上攻击溢出时间 --> <property name="Immunity" value="sickness;disease;wellness"/> <!-- 免疫 --> <property name="ExperienceGain" value="413"/> <!-- 获得XP --> <property name="LootDropProb" value="0.02"/> <!-- 战利品掉落几率 --> <!-- <property name="LootListOnDeath" value="45"/> --> <!-- 可搜刮尸体/对应LootList(已被移除) --> <property name="LootDropEntityClass" value="EntityLootContainerRegular"/><!-- 对应战利品EntityClass --> <property name="TimeStayAfterDeath" value="30"/><!-- 死后尸体停留时间(s) --> <property name="DeadBodyHitPoints" value="1000"/> <!-- 尸体耐久(用于收获或抵抗尸体破坏) --> <effect_group name="Base Effects"> <passive_effect name="DistractionResistance" operation="base_set" value="0,0"/> <passive_effect name="HealthMax" operation="base_set" value="150"/> <!-- (基数)最大血量 --> <passive_effect name="HealthMax" operation="perc_set" value="1"/> <!-- Zombie HP scale --> <passive_effect name="StaminaMax" operation="base_set" value="100"/><!-- (基数)最大耐力 --> </effect_group> </entity_class>
EntityClasses丧尸基本重要属性讲解
1、本站所有内容由用户发表,作者与本站享有帖子版权;
2、转载或者引用本文内容请注明来源及原作者;
3、如内容侵犯到任何版权,请联系本站将及时予与删除;
"点赞是美意,打赏是鼓励"
因恶意刷帖用户过多,本版块已取消回帖金币奖励,请签到获取!>>>金币获取指南<<<
请登录之后再进行评论
登录
谢谢哥
谢大哥