仅用于使用vxl图像的对象,并且包含多个vxl的对象。它决定了哪个vxl会渲染出单位的影子。例如:直升机,直升机的机体大概包含两个vxl,即机身和螺旋桨。ShadowIndex=决定了游戏到底是绘制机身的影子还是螺旋桨的影子。
DemandLoad=
Can be set to true, or false. If it is set to true, the game will preload the image at the loading screen instead of when it is built. Usually used on civilian buildings.
可以被赋值为true或者false。如果设置成true,游戏将会在装载“Loading…”那个画面的时候预载入图像而不是在建造的载入图像。一般用于平民建筑。(这是当然的!你要是打算在那个“Loading…”画面的时候悠哉悠哉地洗个澡的话,就随便你设置……)
TurretOffset=
Specifies where the unit’s turret will be placed, along the unit’s centerline. In other words, this says how far backwards or forwards the turret is. This value defaults to 0 (perfect center) and is measured in leptons, with 256 leptons per cell, so if the voxel spans one cell, 256 is its measurement from front to back.
指定单位的炮塔位于什么地方,沿着单位的中轴线。换句话说,炮塔距离前后有多远。默认值为0(正中心),单位是“lepton”,其中,256个lepton等于一格。就是说如果某个机体前后长度为1格,相当于前后256个lepton。
PrimaryFireFLH=
SecondaryFireFLH=
ElitePrimaryFireFLH=
EliteSecondaryFireFLH=
These tags dictate where the projectile will be launched. Basically, this is where the bullet will leave the rifle barrel so to speak. This also determines where the firing animation (if any) defined in the RULES.INI will be displayed. The tags require three values separated by commas, and they are measured in leptons. FLH means forward, lateral, height. A positive value for forward will move the firing location towards the front. A positive value for lateral will move the firing location towards the unit’s right. A positive height value will move the firing location towards the top of the unit. The default for the first two tags is 0,0,0 meaning dead center of the voxel. The last two tags default to same as the first two tags. The last two tags are usually used when the unit gains a different weapon upon reaching elite status. If a weapon has burst=2, then a virtual FLH spot will be chosen for the second projectile. This virtual FLH will be equal to the Primary (or Secondary if the weapon is secondary) F-LH, that is, on the opposite side (left or right) of the vehicle, with the same distance from the centerline as the PrimaryFLH or SecondaryFLH.
这些标签规定了抛射体发射的坐标。通俗的说就是子弹离开炮口的位置。同时它也决定了开火的动画播放的位置(如果在rules.ini文件中有定义的话)。这个标签需要三个参数,每个参数之间用逗号隔开(警告!绝对不能用中文的“,”这个逗号!一定要用英文的“,”这个逗号!)参数的单位也是lepton。FLH表示前向,横向和纵向。前向的参数为正数代表开火的坐标向前移动;横向的参数为正数代表开火的坐标向单位的右方移动;同理纵向的参数为正数代表开火的坐标向单位的上方移动。前两个标签的坐标默认为(0,0,0),也就是机体的正中心。后两个标签的坐标默认与前两个相同。后两个标签一般用于单位三级之后获得的另一种加强武器。如果某种武器有“burst=2”这个标签,那么虚拟FLH坐标点将针对第二种抛射体。这个虚拟FLH将会和主要武器的FLH相等(或者是次要武器,如果这个武器是次要武器的话)。就是说,站在与战车相反的一边(左或者右),主要武器FLH或者次要武器FLH与中心线距离相等。(X它母亲的!说的什么啊……?)