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如何给米格机添加电子干扰坦克的避弹效果

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如题,绝命时刻挑战玩的核子将军被美国的超武将军的电磁爱国者打破防了,16架米格机20架直升机冲指挥中心被全打下来了(不想用核弹炸,想换换玩法)
想起来ecm坦克可以让追踪导弹偏移,就想试试看能不能给米格机添加ecm坦克的避弹效果


IP属地:吉林来自Android客户端1楼2024-05-07 12:54回复
    有一定的ini基础


    IP属地:吉林来自Android客户端2楼2024-05-07 12:55
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      ECM不行,得激光点防御,或者免疫力(如将军计飞机)


      IP属地:广东3楼2024-05-07 18:49
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        在米格机字段加上如下:
        Behavior = PointDefenseLaserUpdate ModuleTag_30 ;雷射防禦
        WeaponTemplate = PaladinPointDefenseLaser
        PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE
        SecondaryTargetTypes = INFANTRY
        ScanRate = 500
        ScanRange = 1000.0
        PredictTargetVelocityFactor = 30.0
        End
        Behavior = FireWeaponUpdate ModuleTag_31 ;ECM干扰
        Weapon = ECMTankMissileJammer1
        ExclusiveWeaponDelay = 1000 ; If we fire a real weapon, we turn this module off for this long
        End
        Behavior = StealthUpdate ModuleTag_32 ;隐形
        StealthDelay = 2000
        StealthForbiddenConditions = FIRING_PRIMARY
        FriendlyOpacityMin = 30.0%
        FriendlyOpacityMax = 80.0%
        InnateStealth = Yes
        OrderIdleEnemiesToAttackMeUponReveal = Yes
        End


        IP属地:河北4楼2024-05-08 15:16
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          PaladinPointDefenseLaser,这个有点弱,最好上复仇者的,两段式的.ECM干扰,对普通导弹防空有用,对电磁爱国者没啥用。隐形用处巨大


          IP属地:广东5楼2024-05-08 15:23
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            谢谢诸位,已经实现了,用的上古老贴的方法,待会儿我再试试点防御的方法,我自己是直接在米格的*** ENGINEERING Parameters ***里把
            Behavior = FireWeaponUpdate ModuleTag_23
            Weapon = ECMTankMissileJammer
            ExclusiveWeaponDelay = 1000 ; If we fire a real weapon, we turn this module off for this long
            End
            加了进去


            IP属地:吉林来自Android客户端6楼2024-05-09 10:38
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              ;------------------------拽光弹升级------------------------------
              Behavior = CountermeasuresBehavior ModuleTag_26
              TriggeredBy = Upgrade_AmericaCountermeasures
              FlareTemplateName = CountermeasureFlare
              FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03)
              VolleySize = 8;4 ; 每次发射干扰弹数量;Number of flares launched per volley (requires bones)
              VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back).
              VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value.
              DelayBetweenVolleys = 1000 ; 射击间隔;Time between flare volleys
              NumberOfVolleys = 40;5 ; 装弹数;Number of times the volleys will fire before reloading
              ReloadTime = 1000 ; (重新装填时间,如果为0则必须会机场装填)After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only
              EvasionRate = 70% ;30% ;规避率; With active flares, the specified percentage will be diverted.
              ReactionLaunchLatency = 100 ; 遇袭与发射干扰弹的反应时间;Reaction between getting shot at and the firing of the first volley of countermeasures.
              MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures.
              End


              IP属地:福建7楼2024-05-11 14:09
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                你这不是拽光弹,拽光弹哪里这样凶。EvasionRate = 70%


                IP属地:广东8楼2024-05-11 17:28
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                  每次射8个,导弹击中你概率0.3^8


                  IP属地:广东9楼2024-05-11 17:31
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                    更加疯狂的修改如下:
                    Behavior = PointDefenseLaserUpdate ModuleTag_30 ;雷射防禦
                    WeaponTemplate = PaladinPointDefenseLaser1
                    PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE
                    SecondaryTargetTypes = INFANTRY
                    ScanRate = 500
                    ScanRange = 1000.0
                    PredictTargetVelocityFactor = 30.0
                    En
                    记住第二行后面的1.
                    在Weapon搜索PaladinPointDefenseLaser,整段复制,复制后在PaladinPointDefenseLaser加1
                    如下:
                    Weapon PaladinPointDefenseLaser1
                    PrimaryDamage = 100.0
                    PrimaryDamageRadius = 0.0
                    AttackRange = 65.0
                    DamageType = LASER
                    DeathType = LASERED
                    WeaponSpeed = 999999.0 ; dist/sec
                    DelayBetweenShots = 1000 ; time between shots, msec
                    ClipSize = 0 ; how many shots in a Clip (0 == infinite)
                    ClipReloadTime = 0 ; how long to reload a Clip, msec
                    AcceptableAimDelta = 180 ; Don't need to turn at all.
                    AntiSmallMissile = Yes
                    AntiProjectile = No
                    LaserName = PointDefenseLaserBeam
                    LaserBoneName = LASER
                    FireFX = WeaponFX_PaladinPointDefenseLaser
                    End
                    将复制后的 AttackRange = 65.0 改为200或更高,镭射敌方导弹距离加长,改为复仇者的雷射防御更好。


                    IP属地:河北10楼2024-05-16 09:48
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                      直接改装甲,并免疫电磁效果,不是更好?


                      IP属地:广东11楼2024-05-23 08:43
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