doom3script

脚本部分者也
 
 
脚本部分
 
 
这个机器人,
 
ai脚本的处理,
 
weapon的 脚本等等等等
 
 
train火车的脚本了者也
 
 
 
机器人的有限状态机的脚本的编译了者也
 
 
 
 
 
脚本编译   分为开始,结束,编译过程中等等 状态 ……
 
 
脚本部分   也属于这个预处理阶段的部分者也   
 
 
 
使用脚本来生成机器人的名字,对应的模型文件,weapon的效果威力  等等者也
 
 
 
 
 
 
突然想到了机器人要  加载这个  机器人对应的脚本者也,模型,等等,文件定义……
 
 
 
对于机器人的状态的判断   乃是在脚本里面写的者也
 
 
 
 
bot的这个加载武器的权重者也
 
 
对于这个bot存在这个move ai移动的ai处理者也
 
 
对于weapon 脚本的处理者也!
 
还有对于其他部分的处理者也
 
对于脚本加载,还有对于这个脚本的稳定性
 
调试,错误出在了哪一行程序了者也
 
 
 
 
对于weapon,要加载weapon的脚本文件了者也
 
 
这个有这个weapon 的名字,毁坏 类型等等者也
 
 
对于脚本绑定到了物体的名字的赋予
 
 
从脚本中得到了数据值,等等要实现这些……
 
 
weapon的ai脚本的处理者也
 
 
 
对于这个bot的状态等等,
 
 
 
 
例如对于广播给其他的组员来进行这个广播了者也
 
 
对于这个bot的识别敌人者也,寻路在这个aas文件中的处理者也
 
 
对于这个aas中对于这个entity的处理者也
 
 
 
这个entity的更新处理者也,
 
 
 
 
 
 
 
对于game文件中的这个area竞技场文件这个来进行这个map的名字还有这个bot的数量,名字者也
 
 
 
 
对于从脚本中得到了这个变量的值,字符串的值,
 
 
还有得到了这个字符的值者也
 
 
 
 
aas文件中对于这个加载脚本,运行脚本者也
 
 
 
 
脚本的处理
 
 
 
FindImmediate
 
 
ev_entity :
 
 
 
 
idCompiler::LookupDef
 
 
 
 
tries to find an existing immediate with the same value
 
//    尝试  查找  具有   相同  值  的  现有  立即数
 
 
 
 
id这个居然使用多线程来进行脚本的处理了者也,
 
 
绑定了这个  线程的   处理了者也,
 
 
 
最后终止 线程了
 
 
调试这个线程的处理了者也
 
 
 
 
 
class idScriptObject;
 
 
class idEventDef;
 
 
 
class idVarDef;
 
 
class idTypeDef;
 
 
 
 
class idEntity;
 
 
class idThread;
 
 
 
 
 
 
class idSaveGame;
 
 
class idRestoreGame;
 
 
 
 
 
 
 
 
weapon的ai脚本
 
 
从中加载这个的weapon的定义属性文件……
 
 
 
weapon的名字者也
 
 
 
weapon的毁损 半径多大,武器的这个伤害类型的处理等等
 
 
 
这样子的话,各种武器的威力 值,
 
 
 
还有各种“毁损”类型的处理  等等,比如  弧形威力效果  ,圆形“毁损效果”  等等的处理
 
 
 
 
 
item标志
 
 
iteminfo                       "item_health"
{
 
 
name                             "25    Health"
 
 
model                            "models/powerups/health/medium_cross.md3"
 
 
 
 
modelindex                   MODELINDEX_HEALTH
 
 
 
 
 
 
type                               ITEM_HEALTH
 
 
 
 
 
index                               INVENTORY_HEALTH
 
 
 
 
 
respawntime                         30
 
 
 
 
 
 
mins                             {     - 15,          -15,        -15   }
 
 
maxs                             {     15,              15,          15        }
 
 
 
}
 
//   end iteminfo
 
 
对于这个aas   脚本
 
 
和这个bot的    脚本的处理者也
 
 
还有这个bot的脚本的处理者
 
 
 
bot的脚本摘录
 
 
skill 1
{
 
 
CHARACTERISTIC_NAME                                   "Xaero"
 
 
CHARACTERISTIC_GENDER                               "male"
 
 
 
 
CHARACTERISTIC_ATTACK_SKILL                      0.45
 
 
CHARACTERISTIC_WEAPONWEIGHTS             "bots/xaero_w.c"
 
 
 
 
CHARACTERISTIC_AIM_SKILL                        0.45
 
 
 
CHARACTERISTIC_AIM_ACCURACY             0.75
 
 
 
 
 
 
CHARACTERISTIC_VIEW_FACTOR                        0.95
 
 
 
CHARACTERISTIC_VIEW_MAXCHANGE                 360
 
 
 
 
 
 
CHARACTERISTIC_REACTIONTIME                    0.5
 
 
 
 
 
CHARACTERISTIC_CHAT_FILE                         "bots/xaero_t.c"
 
 
CHARACTERISTIC_CHAT_NAME                  "xaero"
 
 
 
CHARACTERISTIC_CHAT_CPM                         400
 
 
CHARACTERISTIC_CHAT_INSULT                       0.4
 
 
CHARACTERISTIC_CHAT_MISC                          0.5
 
 
 
 
CHARACTERISTIC_CHAT_STARTENDLEVEL          0.5
 
 
CHARACTERISTIC_CHAT_ENTEREXITGAME           0.5
 
 
 
CHARACTERISTIC_CHAT_KILL                              0.5
 
CHARACTERISTIC_CHAT_DEATH                      0.5
 
CHARACTERISTIC_CHAT_ENEMYSUICIDE        0.5
 
 
 
 
CHARACTERISTIC_CHAT_HITTALKING             0.15
 
 
CHARACTERISTIC_CHAT_HITNODEATH           0.5
 
 
CHARACTERISTIC_CHAT_HITNOKILL                 0.5
 
 
 
 
CHARACTERI          //  性格。
 
 
 
 
STIC_CHAT_RANDOM                             0.5
 
//    Stic_Chat_Random
 
 
 
 
CHARACTERISTIC_CHAT_REPLY             0.25
 
 
 
 
 
 
CHARACTERISTIC_CROUCHER                        0.05
 
 
 
CHARACTERISTIC_JUMPER                             0.95
 
 
 
CHARACTERISTIC_WEAPONJUMPING           0.05
 
 
 
 
 
CHARACTERISTIC_GRAPPLE_USER                 0.05
 
 
 
 
 
CHARACTERISTIC_ITEMWEIGHTS    "bots/xaero_i.c"
 
 
 
CHARACTERISTIC_AGGRESSION                      0.75
 
 
CHARACTERISTIC_SELFPRESERVATION         0.95
 
 
 
CHARACTERISTIC_VENGEFULNESS                    0.95
 
 
 
CHARACTERISTIC_CAMPER                               0.25
 
 
CHARACTERISTIC_EASY_FRAGGER                            0.05
 
 
CHARACTERISTIC_ALERTNESS                                    0.95
 
 
 
 
 
 
CHARACTERISTIC_AIM_ACCURACY_MACHINEGUN           0.5
 
 
CHARACTERISTIC_AIM_ACCURACY_SHOTGUN                      0.5
 
 
 
CHARACTERISTIC_AIM_ACCURACY_ROCKETLAUNCHER       0.5
 
 
 
CHARACTERISTIC_AIM_ACCURACY_GRENADELAUNCHER     0.5
 
 
 
 
 
CHARACTERISTIC_AIM_ACCURACY_LIGHTNING               0.5
 
 
CHARACTERISTIC_AIM_ACCURACY_PLASMAGUN           0.5
 
 
CHARACTERISTIC_AIM_ACCURACY_RAILGUN                    0.7
 
 
CHARACTERISTIC_AIM_ACCURACY_BFG10K                       0.5
 
 
 
 
CHARACTERISTIC_AIM_SKILL_ROCKETLAUNCHER          0.5
 
 
 
CHARACTERISTIC_AIM_SKILL_GRENADELAUNCHER         0.5
 
 
CHARACTERISTIC_AIM_SKILL_PLASMAGUN                       0.5
 
 
 
CHARACTERISTIC_AIM_SKILL_BFG10K                                    0.5
 
 
 
CHARACTERISTIC_FIRETHROTTLE 0.4
}
 
 
2
 
机器人的脚本
 
机器人的动画部分的定义
 
 
// sex m??
 
// first frame, num frames, looping frames, frames per second
 
//    第一帧,帧数,循环帧数,每秒帧数
 
 
0 30 0 20 // BOTH_DEATH1
 
29 1 0 20 // BOTH_DEAD1
 
30 30 0 20 // BOTH_DEATH2
 
59 1 0 20 // BOTH_DEAD2
 
60 30 0 20 // BOTH_DEATH3
 
89 1 0 20 // BOTH_DEAD3
 
90 40 0 20 // TORSO_GESTURE
 
 
 
 
 
 
130 6 0 15 // TORSO_ATTACK (MUST NOT CHANGE -- hand animation is synced to this)
 
136 6 0 15 // TORSO_ATTACK2 (MUST NOT CHANGE -- hand animation is synced to this)
 
 
(不得更改--手动画   与此   同步)
 
 
 
 
 
 
142 5 0 20 // TORSO_DROP (MUST NOT CHANGE -- hand animation is synced to this)
 
147 4 0 20 // TORSO_RAISE (MUST NOT CHANGE -- hand animation is synced to this)
 
 
 
 
151 1 0 15 // TORSO_STAND
152 1 0 15 // TORSO_STAND2
 
 
 
 
153 8 8 20 // LEGS_WALKCR
 
161 12 12 20 // LEGS_WALK
 
173 8 8 18         // LEGS_RUN
 
181 10 10 20     // LEGS_BACK
 
 
191 10 10 15 // LEGS_SWIM
 
201 7 0 15 // LEGS_JUMP
 
208 2 0 15 // LEGS_LAND
 
 
 
 
210 8 0 15 // LEGS_JUMPB
 
 
218 1 0 15 // LEGS_LANDB
 
 
219 10 10 15 // LEGS_IDLE
 
229 10 10 15 // LEGS_IDLECR
 
 
 
239 7 7 15 // LEGS_TURN
 
 
 
 
 
 
脚本的编译
 
 
加载这些bot脚本,来绑定到了bot身上了者也
 
 
对于脚本的处理者也,将这些脚本增加到了这个堆栈上了者也
 
 
AddScriptToStack( const char *filename )
 
 
 
 
LoadScriptFile
 
 
 
void ParseFromMemory (char *buffer, int size)
 
 
 
 
分析这个脚本的缓存的处理者也
 
 
 
 
GetToken (qboolean crossline)
{
 
 
对于脚本,quake3居然能够找到了这个错误在哪一行那一列的处理了者也
 
 
 
 
(doom3有的部分   似乎跟quake3类似,但是似乎是希望有 更多使用……)
 
 
id的这个编译器居然还使用了这个 多线程   来进行这个的处理了者也
 
 
 
 
编译脚本
 
当前文件的数目,这个不是编译一个文件的者也
 
 
编译出了错误的话,那么输出了这个错误信息了者也
 
 
输出了这个警告了者也
 
 
 
 
doom3这部分居然使用的虚函数的调用了者也
 
 
 
VirtualFunctionConstant
 
 
 
 
Creates a def for an index into a virtual function table
 
 
//  ..为虚函数表  中的   索引        创建    定义
 
 
 
 
尺寸,跳转尺寸了者也
 
寻找图像的函数了者也
 
 
 
compiles the 0 terminated text, adding definitions to the program structure
 
//      编译0  终止的   文本,并向   程序  结构   添加    定义
 
 
 
 
在doom3代码中的东西,quake3的脚本有的显得乱一些……,
 
doom3的处理部分,实际上我感觉这个   它 的 脚本   其实本质上也有其  独到之处……
 
 
 
脚本居然关联了这么多的这个类型,还有这个事件的处理了者也
 
类型的定义了者也,还有对于entity的处理了者也
 
 
对于gamesave的处理了者也
 
对于变量的处理了择业
 
脚本对象的处理了者也
 
还有对于这个事件定义的处理了等等
 
 
脚本的内存的处理,把脚本中的数据给于了各个部分了者也,
 
 
例如weapon脚本的变量给了这个武器的,
 
 
 
bot脚本的内容,供给了一个bot处理了
 
 
加载 weapon,玩家,怪物们  等等的有限状态机  脚本了者也
 
 
 
train,守卫者,最后的boss1脚本
 
 
 
 
脚本文件的一个例子了者也
 
float dmsp_skill = 0;
 
float dmsp_nextComboTime = -1;
 
float dmsp_combo = 1;
 
float dmsp_score = 0;
 
 
 
 
 
 
// Create a target_null for every deathmatch spawnpoint, because func_spawners reject 
// anything that isn't a target_null for some strange reason
 
 
// 为   每个 DeathMatch SpawnPoint    创建一个target_null,
 
 
//   因为   func_spawners拒绝。
 
 
//由于某些奇怪的原因,任何不是target_null的内容
 
 
 
 
 
float dmsp_createSpawns(      )
{
 
 
float     i, j =       0;
 
 
entity spawny, newNull;
 
 
 
string namey;
 
 
 
for (i = 1; i < 64; i++)
 {
 
 
 
       namey = (     "info_player_deathmatch_" + i       );
 
 
 
       spawny = sys.getEntity(namey);
 
 
 
 
 
if (spawny)
   {
 
      namey = "dudeSpawnPoint_" + j;
 
 
 
      sys.setSpawnArg( "name", namey );
 
 
       sys.setSpawnArg( "origin", spawny.getWorldOrigin( ) );
 
 
       newNull = sys.spawn( "target_null" )  ;
 
 
j++;
 
        }
 
 }
 
return j;
 
}
 
 
 
// Set spawnargs of the func_spawner to target all of the new spawn nulls
 
 
//  将  func_spawner  的   spawnargs    设置为  以所有   新生成的   null  为  目标
 
 
 
void dmsp_setSpawns( float j )
{
 
 
 
    float            i;
 
   entity        spawny;
 
   string        namey;
 
 
 
for (i = 0; i <= j; i++)
{
 
 
               namey = (    "dudeSpawnPoint_" + i   );
 
 
 
              spawny =     sys.getEntity(namey);
 
 
if (spawny)
{
 
             sys.setSpawnArg("target_" + i, namey );
 
}
 
    }
}
 
 
// score!
// take the given score and display it with the ordinarily dev-only function sys.drawText
//  and float/shrink it per frame for extra arcade cach?
 
//   游戏中的 得分……
 
//获取  给定的   得分,
 
//并使用  通常   仅用于开发的函数sys.drawText  显示它。
 
//并  每帧  浮动/收缩它,以获得  额外的 街机缓存?
 
 
void dmsp_scorePip (   string text, vector origin, float pipTime )
{
 
 
float frameTime = sys.getFrameTime(  );
 
float startTime =    sys.getTime(   );
 
 
float i, d, score;
 
 
vector org = origin, color;
 
 
 
string comboType;
 
 
 
 
 
if (startTime <= dmsp_nextComboTime)
 
 
 
           dmsp_combo  = dmsp_combo + 1;
 
 
 
 else    dmsp_combo    = 1;
 
 
 
 
dmsp_nextComboTime = startTime + 2 * pipTime;
 
 
 
// window until combo cutoff
 
//   窗口   直到   组合框   关闭
 
 
 
 
 
 
score = sys.strToFloat( text ) * dmsp_combo;
 
 
 
pipTime = pipTime + ( 0.25 * pipTime * ( dmsp_combo - 1 ) );
 
 
 
 
for ( i = startTime; i < (startTime + pipTime); i = i + frameTime )
{
 
 
 
      d = (i - startTime) /    pipTime;
 
 
// pick a lerping color & extra floaty text print based on combo level
 
// this feels kind of unwieldy but without arrays or case switches it's the best we can do
 
 
//  根据    组合级别   选择Lerping颜色  和   额外的 浮动  文本  打印。
 
//    这感觉有点  笨拙,但没有    数组或大小写   切换,这是我们能做的最好的。
 
 
 
 
if (dmsp_combo == 1)
         color_x = 1 - d; // red
 
}
 
  else if (dmsp_combo == 2)
 
 
 
   color_x = 1 - d; 
 
 
   color_y = 0.5 * ( 1 - d );         // orange
 
 
   comboType = "Combo!";
 
 
 
}
 
 
 
else if (dmsp_combo == 3)
 
 
       color_x = 1 - d; 
 
        color_y = 1 - d;                // yellow
 
 
         comboType = "Double Combo!";
 
}
 
 
else if (dmsp_combo == 4)
 
 
              color_y = 1 - d; // green
 
 
               comboType = "Triple Combo!";
 
 
}
 
else if (dmsp_combo == 5)
 
      color_y = 1 - d; 
 
      color_z = 1 - d; // cyan
 
      comboType = "Super Combo!";
 
 
}
 
 
 
else if (dmsp_combo == 6)
 
 
           color_y = 0.5 * ( 1 - d ); 
 
 
           color_z = 1 - d; // light blue
 
 
            comboType = "Mega Combo!";
}
 
 
else if (dmsp_combo == 7)
 
 
 
              color_z = 1 - d; // deep blue
 
             comboType = "Ultra Combo!";
 
 
}
 
else if (dmsp_combo >= 8)
 
 
 
         color_x = color_y = color_z = 1 - d; // white
 
 
          comboType = "Holy Shit!";
 
}
 
 
 
org_z = origin_z + d * 96;
 
 
sys.drawText( score, org, 0.5 * (1 - d), color, 1, 0 );
 
 
 
 
if (dmsp_combo > 1)
{
 
 
 
       org_z    =     origin_z + d * 96 + 12;
 
 
        sys.drawText( comboType, org, 0.25 * ( 1 - d ), color, 1, 0 );
 
 
}
 
 
sys.waitFrame(  );
 
}
 
 
 
 
dmsp_score =      dmsp_score + score;
 
 
 
 
// The only way to show the player his score is to update it in the
 
//向    玩家  显示   其   分数的   唯一方法    是在
 
 
 
sys.println(     dmsp_score   );
 
 
 
// console since there's no way to display it on the player hud
 
 
//    控制台,因为   无法在   播放器HUD上  显示   它
 
 
 
 
}
 
 
 
 
 
// Sprinkle goodies around a given point
 
 
 
//在    给定点        周围         撒上   供给 
 
 
 
void dmsp_throwLoots (  vector org,
 
                                          string lootClass,
 
                                           float cnt,
 
                                          float nodoubles
                                        )
{
 
 
float i;
 
entity loots;
 
vector toss;
 
 
float dist = 128;            // radius distance to spawn goodies
 
 
//          生成     好东西的      半径距离
 
 
 
 
 
float doubChance = 1 - ( 0.1 * dmsp_skill );
 
 
 
 
// more double drops on harder skill to keep the player stocked
 
//   在更难的技能上   有更多的    双倍掉落,以保持   玩家的 储备。
 
 
 
if ( sys.random(1) > doubChance && nodoubles == 0 )
{
 
      cnt = cnt * 2;       //   twice the goodies
 
       //   两倍的   供给品
 
         dist = 192;
 
}
 
 
 
 
for( i = 0; i < cnt; i++ )
{
 
 
 
toss_x = dist - sys.random(2 * dist);
 
 
toss_y = dist - sys.random(2 * dist);
 
 
toss_z = dist;
 
 
 
 
sys.setSpawnArg( "origin", org );
 
 
sys.setSpawnArg( "nodrop", 1 );
 
 
loots = sys.spawn( lootClass );
 
 
 
 
sys.waitFrame(   );       // wait until entity exists to set toss velocity
 
//    等待    实体  存在   以  设置   抛掷   速度
 
 
 
 
 
loots.setLinearVelocity( toss );
 
 
}
 
}
 
 
 
 
// Drop one of the single player weapon mods
 
//    丢弃  一个    single   weapon   插件
 
 
void dmsp_throwMod( vector org )
{
 
 
string mod;
 
entity loots;
 
vector toss;
 
 
 
 
toss_x = 128 - sys.random(256);
 
toss_y = 128 - sys.random(256);
 
toss_z = 128;
 
 
 
 
float val = sys.random(10);
 
 
if (val > 9) mod = "weaponmod_shotgun_ammo";
 
 
else if (val > 8) mod = "weaponmod_machinegun_ammo";
 
 
else if (val > 7) mod = "weaponmod_hyperblaster_bounce1";
 
 
else if (val > 6) mod = "weaponmod_hyperblaster_bounce2";
 
 
 
else if (val > 5) mod = "weaponmod_nailgun_seek";
 
 
else if (val > 4) mod = "weaponmod_nailgun_power";
 
 
 
 
else if (val > 3) mod = "weaponmod_railgun_penetrate";
 
 
 
else if (val > 2) mod = "weaponmod_rocketlauncher_seek";
 
 
else if (val > 1) mod = "weaponmod_rocketlauncher_burst";
 
 
else mod = "weaponmod_lightninggun_chain";
 
 
 
 
sys.setSpawnArg( "model", "models/pick_ups/mp_pickups/moderator.lwo" );
 
 
 
    // give it a better/more noticeable model
 
 
//    给它一个    更好 或者   更引人注目  的   模型
 
 
 
 
 
sys.setSpawnArg( "origin", org );
 
 
loots = sys.spawn( mod );
 
 
 
 
 
sys.waitFrame();     // wait until entity exists to set toss velocity
 
 
                           //    等待      实体   存在,设置   抛掷   速度
 
 
 
 
loots.setLinearVelocity( toss );
 
}
 
 
 
// check the killed monster's spawnclass and decide on a drop and score
 
 
//检查   终结后的 怪物的  生成类   并决定   掉落   和   得分
 
 
 
void dmsp_killMonster( entity victim )
{
 
 
 
string vicType = victim.getKey( "classname" ); // what kind of monster is it?
 
 
//   它   是什么怪物?
 
 
 
 
vector vicOrg, vicSize, vicDrop, vicPip;
 
 
 
 
float score = (dmsp_skill + 1) * 25 * dmsp_combo;
 
 
// score on general = 4x score on easy
 
//   常规得分=    简单得分   的   4   倍
 
 
 
vicOrg = victim.getWorldOrigin(); // where was it killed?
 
 
 
vicSize = victim.getSize(   );
 
 
 
// how big was it?  for deciding how high to toss items and print score
 
//它有多大?用于  决定   抛掷  物品   的  高度   和   打印   分数
 
 
 
vicDrop = vicOrg;
 
 
 
 
 
vicDrop_z = vicDrop_z + vicSize_z * 0.5; // drop items waist high
 
//drop items waist high(此处翻译待定)
 
 
 
 
 
vicPip = vicOrg;
 
 
vicPip_z = vicPip_z + vicSize_z * 0.75; // print score pip about head high
 
 
//打印   关于头高的   得分PIP
 
 
 
 
 
 
 
float val = sys.random(1);
 
 
 
if ( vicType == "monster_strogg_marine" )
{
 
 
if ( val > 0.7 )
 
           dmsp_throwLoots( vicDrop, "ammo_hyperblaster_mp", 1, 0 );
 
 
 
else if ( val > 0.5 )
 
         dmsp_throwLoots( vicDrop, "item_health_shard_mp", 1, 0);
 
 
 
else if ( val > 0.3 )
 
        dmsp_throwLoots( vicDrop, "item_armor_shard", 1, 0);
 
 
          thread dmsp_scorePip( score, vicPip, 1 );
 
}
 
 
 
else if ( vicType == "monster_strogg_marine_sgun" )
{
 
 
if ( val > 0.7 )
 
      dmsp_throwLoots( vicDrop, "ammo_shotgun_mp", 1, 0 );
 
 
 
else if ( val > 0.5 )
 
     dmsp_throwLoots( vicDrop, "item_health_shard_mp", 1, 0);
 
 
 
else if ( val > 0.3 )
 
      dmsp_throwLoots( vicDrop, "item_armor_shard", 1, 0);
 
 
 
thread dmsp_scorePip( score, vicPip, 1 );
 
}
 
else if ( vicType == "monster_strogg_marine_mgun" )  
 
{
 
 
if ( val > 0.7 )
 
    dmsp_throwLoots( vicDrop, "ammo_machinegun_mp", 1, 0 );
 
else if ( val > 0.5 )
 
    dmsp_throwLoots( vicDrop, "item_health_shard_mp", 1, 0 );
 
 
 
else if ( val > 0.3 )
 
     dmsp_throwLoots( vicDrop, "item_armor_shard", 1, 0 );
 
 
thread dmsp_scorePip( score, vicPip, 1 );
 
}
 
 
 
else if ( vicType == "monster_sentry" )
{
 
 
if ( val > 0.66 )
 
       dmsp_throwLoots( vicDrop, "item_armor_shard", 4, 0 )
 
 
else if ( val > 0.33 ) dmsp_throwMod( vicDrop );
 
 
// 1/3 chance of dropping a sexy weaponmod
 
 
 
 
else dmsp_throwLoots( vicDrop, "item_health_shard_mp", 4, 0 );
 
 
score = score * 2;
 
 
thread dmsp_scorePip( score, vicPip, 1.25 );
 
}
 
 
else if ( vicType == "monster_grunt" )
{
 
 
if ( val > 0.5 ) dmsp_throwLoots( vicDrop, "item_health_small_mp", 1, 0 );
 
score = score * 3;
 
thread dmsp_scorePip( score, vicPip, 1 );
 
}
 
 
else if ( vicType == "monster_berserker" )
{
 
 
      if ( val > 0.5 )
 
   dmsp_throwLoots( vicDrop, "item_health_small_mp", 1, 0 );
 
 
else if ( val > 0.2 ) dmsp_throwLoots( vicDrop, "ammo_lightninggun_mp", 1, 0 );
 
score = score * 3;
 
 
thread dmsp_scorePip( score, vicPip, 1 );
 
 
}
 
 
 
else if ( vicType == "monster_gunner" )
{
 
 
      if ( val > 0.6 )
 
     dmsp_throwLoots( vicDrop, "ammo_nailgun_mp", 1, 0 );
 
 
 
    else if ( val > 0.2 )
 
 
    dmsp_throwLoots( vicDrop, "ammo_grenadelauncher_mp", 1, 0 );
 
 
   else dmsp_throwLoots( vicDrop, "item_health_small_mp", 1, 0 );
 
 
   score = score * 3;
 
 
 
  thread dmsp_scorePip( score, vicPip, 1 );
 
 
}
 
 
else if ( vicType == "monster_iron_maiden" )
 
{
 
 
if ( val > 0.6 )
 
 
    dmsp_throwLoots( vicDrop, "ammo_rocketlauncher_mp", 1, 0 );
 
 
else if ( val > 0.3 )
 
 
    dmsp_throwLoots( vicDrop, "ammo_hyperblaster_mp", 1, 0 );
 
 
else
 
    dmsp_throwLoots( vicDrop, "item_health_small_mp", 1, 0 );
 
 
score = score * 5;
 
 
thread dmsp_scorePip( score, vicPip, 1.25 );
 
 
}
 
 
else if ( vicType == "monster_gladiator" )
 
{
 
 
 
if ( val > 0.6 )
 
      dmsp_throwLoots( vicDrop, "ammo_railgun_mp", 1, 0 );
 
 
else if ( val > 0.3 )
 
 
      dmsp_throwLoots( vicDrop, "item_health_small_mp", 1, 0 );
 
 
else if ( val > 0.2 )
 
     dmsp_throwLoots( vicDrop, "item_health_large_mp", 1, 0 );
 
score = score * 6;
 
 
 
thread dmsp_scorePip( score, vicPip, 1.25 );
 
}
 
 
else if ( vicType == "monster_lt_tank" )
{
 
if ( val > 0.5 )
 
    dmsp_throwLoots( vicDrop, "ammo_rocketlauncher_mp", 2, 0 );
 
else if ( val > 0.2 )
 
        dmsp_throwLoots( vicDrop, "item_armor_large_mp", 1, 1 );
 
else dmsp_throwLoots( vicDrop, "item_health_mega", 1, 1 );
 
score = score * 10;
 
thread dmsp_scorePip( score, vicPip, 1.5 );
}
}
 
// play effects on spawn so guys don't just blink into view
// this doesn't work on every monster, because guys like monster_sentry don't have chest bones
// but setting this up special for each skeleton isn't worth the cruft
 
 
 
 
void dmsp_whoosh( entity me )
{
 
 
me.playEffect( "fx_burn_particles_chest", "chest", 0 );
 
me.playEffect( "fx_burn_particles_chest", "head", 0 );
 
me.playEffect( "fx_burn_particles_chest", "origin", 0 );
 
 
 
}
 
 
 
// Create the func_spawner that drives the whole thing
// All arguments must be set on the spawner when it spawns, hence spawnArgs rather than setKeys
 
 
 
 
void dmsp_createSpawner()
{
 
float j = dmsp_createSpawns(); // make nulls for spawn points
 
// high odds for puny dudes, so list them several times
 
 
 
 
 
sys.setSpawnArg("def_spawn", "monster_strogg_marine");
sys.setSpawnArg("def_spawn_1", "monster_strogg_marine");
sys.setSpawnArg("def_spawn_2", "monster_strogg_marine");
sys.setSpawnArg("def_spawn_3", "monster_strogg_marine");
 
 
 
 
sys.setSpawnArg("def_spawn_4", "monster_strogg_marine_sgun");
sys.setSpawnArg("def_spawn_5", "monster_strogg_marine_sgun");
sys.setSpawnArg("def_spawn_6", "monster_strogg_marine_sgun");
sys.setSpawnArg("def_spawn_7", "monster_strogg_marine_sgun");
sys.setSpawnArg("def_spawn_8", "monster_strogg_marine_mgun");
sys.setSpawnArg("def_spawn_9", "monster_strogg_marine_mgun");
sys.setSpawnArg("def_spawn_10", "monster_strogg_marine_mgun");
sys.setSpawnArg("def_spawn_11", "monster_strogg_marine_mgun");
 
 
 
 
// medium odds for medium guys
 
 
sys.setSpawnArg("def_spawn_12", "monster_gunner");
sys.setSpawnArg("def_spawn_13", "monster_gunner");
sys.setSpawnArg("def_spawn_14", "monster_grunt");
sys.setSpawnArg("def_spawn_15", "monster_grunt");
sys.setSpawnArg("def_spawn_16", "monster_sentry");
sys.setSpawnArg("def_spawn_17", "monster_sentry");
sys.setSpawnArg("def_spawn_18", "monster_berserker");
sys.setSpawnArg("def_spawn_19", "monster_berserker");
 
// low odds for tough SOBs
 
sys.setSpawnArg("def_spawn_20", "monster_iron_maiden");
 
sys.setSpawnArg("def_spawn_21", "monster_gladiator");
 
sys.setSpawnArg("def_spawn_22", "monster_lt_tank");
 
sys.waitFrame();
 
 
 
sys.setSpawnArg("max_active", j); // assume # of spawns in map is a good monster limit
 
 
sys.setSpawnArg("delay", ( 5 - dmsp_skill ) ); // shorter delay on harder skill
 
 
sys.setSpawnArg("auto_target", "1");
 
sys.setSpawnArg("face_enemy", "1");
 
sys.setSpawnArg("skipVisible", "0");
 
 
sys.setSpawnArg("remove", "0");
 
 
 
// don't disappear from the entity list if I break this
// spawn_* keys are set on the spawned monster:
 
 
 
sys.setSpawnArg("spawn_neverdormant", "1");
 
 
sys.setSpawnArg("spawn_script_death", "dmsp_killMonster"); // for spawning loots
 
sys.setSpawnArg("spawn_script_init", "dmsp_whoosh"); // for spawning zoots
 
sys.waitFrame();
 
 
 
dmsp_setSpawns( j ); // set previously created nulls as possible targets
 
entity dudeSpawner = sys.spawn( "func_spawner" );
 
 
 
sys.trigger(dudeSpawner);
 
}
 
void main()
{
 
 
dmsp_skill = sys.strToFloat( sys.getcvar("g_skill") );
 
// Spawn all possible monsters and items in main to force them to cache when the map loads
// then remove them out of the way
 
 
entity tempy, tempy2, tempy3; // three at a time so it doesn't take 30 game frames
 
 
 
 
tempy = sys.spawn( "monster_strogg_marine" );
 
tempy2 = sys.spawn( "monster_strogg_marine_sgun" );
tempy3 = sys.spawn( "monster_strogg_marine_mgun" );
sys.waitFrame();
tempy.remove(); tempy2.remove(); tempy3.remove();
 
tempy = sys.spawn( "monster_gunner" );
tempy2 = sys.spawn( "monster_grunt" );
tempy3 = sys.spawn( "monster_iron_maiden" );
sys.waitFrame();
tempy.remove(); tempy2.remove(); tempy3.remove();
 
 
tempy = sys.spawn( "monster_berserker" );
tempy2 = sys.spawn( "monster_sentry" );
tempy3 = sys.spawn( "monster_gladiator" );
sys.waitFrame();
tempy.remove(); tempy2.remove(); tempy3.remove();
 
tempy = sys.spawn( "monster_lt_tank" );
tempy2 = sys.spawn( "item_health_small_mp" );
tempy3 = sys.spawn( "item_health_large_mp" );
sys.waitFrame();
tempy.remove(); tempy2.remove(); tempy3.remove();
 
tempy = sys.spawn( "ammo_machinegun_mp" );
tempy2 = sys.spawn( "ammo_shotgun_mp" );
tempy3 = sys.spawn( "ammp_hyperblaster_mp" );
 
 
sys.waitFrame();
 
tempy.remove(); tempy2.remove(); tempy3.remove();
 
 
 
tempy = sys.spawn( "ammo_nailgun_mp" );
 
tempy2 = sys.spawn( "ammo_railgun_mp" );
 
tempy3 = sys.spawn( "ammo_lightninggun_mp" );
 
 
sys.waitFrame();
 
 
 
 
 
 
tempy.remove(); tempy2.remove(); tempy3.remove();
 
 
 
tempy = sys.spawn( "ammo_grenadelauncher_mp" );
 
tempy2 = sys.spawn( "ammo_rocketlauncher_mp" );
 
tempy3 = sys.spawn( "ammo_machinegun_mp" );
 
 
sys.waitFrame();
 
 
 
 
tempy.remove(); tempy2.remove(); tempy3.remove();
 
tempy = sys.spawn( "item_health_mega" );
 
 
 
 
tempy2 = sys.spawn( "item_armor_large_mp" );
 
tempy3 = sys.spawn( "item_armor_shard_mp" );
 
 
 
sys.waitFrame();
 
 
 
tempy.remove(); tempy2.remove(); tempy3.remove();
 
tempy = sys.spawn( "item_health_shard_mp" );
 
 
 
 
sys.waitFrame();
 
tempy.remove();
 
 
 
sys.wait(2);
 
 
 
sys.println("Three ... ");
 
 
 
 
sys.wait(1);
 
sys.println("Two ... ");
 
 
 
sys.wait(1);
 
sys.println("One ... ");
 
 
 
 
sys.wait(1);
 
dmsp_createSpawner(  );
 
 
sys.println("The invasion has begun!");
 
 
}
 
 
 
如果你新建了一个新的地图的话,或者怪物
 
 

If you create a new map, weapon, or monster you're probably going to want to add a new script file to go along with it. However, if you just drop the .script file in the scripts directory you will notice that it doesn't get recognized automatically.

..如果你创建了一个新的地图,weapon,或者monster,

你可能会想要添加一个新的脚本文件。

但是,如果您只是将.script文件放在脚本目录中,

您会注意到它不会被自动识别。

 

The scripts directory does not just get scanned and loaded automatically. The only file it loads up is doom_main.script, that file then includes all the other script files. If you want to add your own script, you need to be sure to #include it in doom_main.script! 

脚本目录不会被自动 扫描 和加载。

 

它加载的唯一文件是doom_main.script,

然后该文件包含所有其他脚本文件。

 

如果你想添加自己的脚本,你需要确保#include它在Doom_main.script中!

 

 

 

 

One of the first things that any mod maker wants to do is add a new weapon. Luckily, Doom 3 makes this much easier than it has been in the past. In fact, for most weapon types, you won't even need to open up the code -- it can all be done through scripts. For our new weapon let's make a fireball, that way we can reuse the current models and sounds.

 

任何MOD制作者 想要做的第一件事就是添加 新“weapon”。

 

幸运的是,《doom3》使这一点变得比过去容易得多。

 

事实上,对于大多数weapon类型,

 

你甚至不需要打开代码--这一切都可以通过  脚本来完成。

对于我们的新武器,

 

让我们做一个“电子游戏中 火球”,

 

这样我们就可以重复 使用当前 的模型和 声音。

 

The first thing you'll want to do is open player.def. If you remember on Monday we found out that weapon 13 isn't quite as usable is it looks, so move weapon_pda to slot 13, and set "def_weapon12" to "weapon_fireball". "weapon12_cycle" should be 1, and all the else should be 0. Next, scroll down to the "weapon" key and add "weapon_fireball" to the list after "weapon_pda", this will make us start with fireballs (since there aren't any fireball pickups on any maps, we have to do it this way or cheat by typing "give weapon_fireball").

 

你要做的第一件事是打开Player.def。

 

如果你还记得星期一我们发现武器13并不像它看起来那样有用,

 

所以把武器_PDA移到插槽13。

 

并将“_weapon 12 ”设置为“weapon_火球”。

“weapon 12_周期”应为1,其他应为0。

 

接下来,向下滚动到“weapon”键,

并将“weapon_火球”添加到“weapon_PDA ”之后的列表中。

 

这将使我们从火球开始(因为在任何地图上都没有任何火球拾取器,我们必须这样做

 

Next we begin the process of duplicating the hand grenade:

接下来,我们开始复制   hand grenade   的  过程:

 

 

  • Create a new file named weapon_fireball.def
  • Start off by copying the weapon_handgrenade entityDef and name it weapon_fireball
  • Change the following keys from "grenade" to "fireball"
  •  
  •  
    • model_view
    • model_world
    • def_dropItem
    • inv_weapon
    • weapon_scriptobject
    • def_projectile

 

 

At this point if you run your mod, you should be able to cycle to something that looks like a hand grenade, but shoots fireballs.

在这一点上,如果你运行你的MOD,

你应该能够循环到看起来像 hand grenade 的 东西,但发射“fireballs”。

 

The biggest problem with it now is it takes grenade ammo, and as we all know fireballs don't take any ammo at all (they are summoned from hell). We must rectify this situation. Open player.def and set "weapon12_allowempty" to 1. Inside the weapon_fireball, remove "inv_ammo_grenades", set the "ammoType" to "", and set "ammoRequired" to 0. You should now be able to fire as many fire balls as you want.

Now the problem is it still looks like a grenade when you are holding it. If I were an artist, I would create a new model that looked less like a grenade and more like hands waving around, but since I'm a programmer I'm just going to put a random lava texture on it. Create a new file in the 'skins' folder called 'skins_fireball.skin' and inside it, put:

 

现在的问题是,当你拿着它的时候,它看起来仍然像一枚 grenade。

 

如果我是一个艺术家,我会创造一个新的模型,

 

它看起来不像grenade,而更像挥舞的手。

 

但由于我是一个程序员,我只是要把一个随机的熔岩纹理。

 

在“ Skins ”文件夹中创建一个名为“ Skins_Fireball.Skin ”的新文件,

并在其中放置:

 

skin skins/models/weapons/fireball {
    models/weapons/grenades/grenades3 textures/hell/lavascroll_ns
    models/weapons/grenades/grenades3fx textures/hell/lavascroll_ns
}

skin skins/models/weapons/fireball_invis {
    models/weapons/grenades/grenades3 textures/hell/lavascroll_ns
    models/weapons/grenades/grenades3fx textures/hell/lavascroll_ns
        models/characters/player/arm2 models/characters/player/arm2_invis
}

skin skins/models/weapons/nofireball {
        models/weapons/grenades/grenades3 textures/common/nodraw
        models/weapons/grenades/grenades3fx textures/common/nodraw
}

skin skins/models/weapons/nofireball_invis {
        models/weapons/grenades/grenades3 textures/common/nodraw
        models/weapons/grenades/grenades3fx textures/common/nodraw
        models/characters/player/arm2 models/characters/player/arm2_invis
}

Then in weapon_fireball, change the skin_nade, skin_nade_invis, skin_nonade, and skin_nonade_invis keys to point to the new skins we just made.

Once we do this, the fireball actually looks pretty good as long as we throw it overhanded, but quick tosses look kind of funny. This is an easy fix, just open weapon_fireball.script and change FIREBALL_QUICKTHROWTIME from .2 to 0.

There you go, your own weapon in the game. You can actually place these in radiant now, but if you want to do that then I would recommend not making them have infinite ammo (how to add ammo may be covered later, but it's not any more difficult than adding a weapon). The hardest part of adding a new weapon is getting it modeled and animated correctly. I would strongly recommend prototyping all weapons using existing art.

这就是你在“游戏中的weapon”。

 

你现在可以把这些放在Radiant中,但如果你想这样做,

 

那么我建议不要让它们有无限的ammo。如何添加ammo可能会在后面介绍,

但它并不比添加weapon更困难)。

 

添加新weapon最难的部分是正确建模和动画。

 

我强烈建议使用现有的艺术来制作所有weapon的原型。

If you are having problems, you can download my version and compare it against your own version. 

在多人部分能够使用的这个鞋脚本了者也

 

If you are not planning on using any of the id maps in your mod, then you should really remove them from doom_main in order to speed up compile time and cut down on memory usage. If you are making a multiplayer only mod, you can further cut it down by removing the monster scripts. Here is a base doom_main that could be used for a multiplayer only mod:

 

// base defines and util functions 
#include "script/doom_defs.script" 
#include "script/doom_events.script" 
#include "script/doom_util.script" 
#include "script/weapon_base.script" 
#include "script/ai_base.script" 
 
// weapons 
#include "script/weapon_fists.script" 
#include "script/weapon_pistol.script" 
#include "script/weapon_shotgun.script" 
#include "script/weapon_machinegun.script" 
#include "script/weapon_chaingun.script" 
#include "script/weapon_handgrenade.script" 
#include "script/weapon_plasmagun.script" 
#include "script/weapon_rocketlauncher.script" 
#include "script/weapon_bfg.script" 
#include "script/weapon_soulcube.script" 
#include "script/weapon_chainsaw.script" 
#include "script/weapon_flashlight.script" 
#include "script/weapon_pda.script" 
 
#include "script/ai_player.script"  

If you are making a total conversion, you can further slim it down by removing the weapon scripts. 

 

 

 

 

 

 

 

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