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Man of War: Assault Team-How to get all kinds of heavy equipment quickly?
Method for replace and modifying support point equipment
65438+
2. The disadvantages of changing the code like this are: first, the MOD level design must have enhanced equipment items; Second, limited by the number of support points that can be consumed during the game, the equipment produced is slow; Third, if the MOD class is not designed with enhanced equipment, it is impossible to modify heavy equipment.
Code substitution method 2:
Direct substitution modification method
1. Find the codes of various equipment (such as various cars, various guns and cannons) existing in the game scene in this campaign file, and then directly replace the codes to obtain heavy equipment.
2. The advantage of changing the code like this is that you only need to directly replace the existing equipment in the scene with the heavy equipment you expect.
3, the disadvantage is that there are too many shortcomings! First, you can't be sure where the equipment is, but after hard work, you find that it is in front of the enemy position or even in the enemy line, and you will also replace the enemy equipment; Second, some equipment can't be used for some reason after being changed (for example, tanks can fire but can't drive and turn turrets); Thirdly, most of the weapons replaced in this way need to find the corresponding equipment code to change the parameters such as ammunition model, which is very troublesome; Fourth, if there is too little equipment that can be changed in the game scene and you need more equipment, there is no way out.
-
Is there a way to get equipment more conveniently and quickly, and novices can control it quickly? There must be!
-
The following tutorial of modification method is a common method for me to quickly modify the code to obtain various equipment, which is a special magic weapon for friends who play MOWAS_DCG series to win the game. This method: you don't need to know how to program, and you don't need to change equipment in the scene, and you won't be bothered by the crash of modified equipment. The biggest feature is: simple and fast! In order to make everyone not go astray and easy to understand and master, this tutorial describes each process in as much detail as possible. After learning to use it, you can organize your heavy troops at will, and the rest is to test everyone's patience and understanding.
Of course, this course is mainly for beginners who can't use or don't want to use the editor (I don't reject the editor, but there are too many electronic text menus in the library, which I can quickly remember. After discovering the wonderful use of this method, I almost forgot how to use the editor). If you are an old bird who is very familiar with game programming or loyal to editors, there is no need to waste time reading this post. I suggest novices take a good look at this.
Code substitution method 3:
Quickly revise detailed courses and acquire all kinds of heavy weapons.
The hidden content of this post
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In the game, by creating a heavy weapon code for light weapons, you can replace it with the heavy equipment you want to acquire. At first glance yesterday, this method seems to be similar to the above two modification and replacement methods, but the creative ideas of the two methods are very different. Because we have constructed several simple conditions for rapid refitting: first, the basic light weapons manufactured are only a single type of equipment, and their code names are only a single type in the archives when neither of the warring parties appeared at that time; Second, you set it in any place (coordinate point) where you expect to use heavy weapons by the simplest method, so the basic light weapons made must be transported in batches by individual soldiers; Third, you should be able to easily find the location of their code lines in the archive file (batch applications can be arranged in order); Fourthly, using the search/replace function of general text editing, multiple codes can be easily modified in batches, and ordinary novices can easily realize the pleasure of giving orders; Fifth, you can use the ammunition/equipment files of various ready-made heavy weapons to quickly add the modified ammunition/equipment quantity combination you expect.
The following tutorial is designed to achieve the above five points, which can get twice the result with half the effort. Facts have proved that if skillfully used, it will be much faster than modifying this method with an editor, and the editor is not easy for everyone to play with.
Based on the above ideas, we illustrate the specific operation methods as follows:
1. After any MOD is loaded, start to enter the game, determine an existing vehicle (such as vehicle, gun, tank or heavy machine gun) and find out its code name in the game. If you are at MOWAS level, there are mostly friendly heavy machine gun positions at the beginning of each level, but that is something you can't operate. Never mind, send a soldier to bomb friendly troops with grenades. Press Alt left key +Tab key to exit the game temporarily.
2. Click "Open": under my game "War Man-Assault Team profilePlayersave", find the file name just saved (it is a folder), find the mission.scn file under the folder, and open it with wordpad (be careful not to use notepad). Take the occupied heavy machine gun code as an example. For example, it should be a .30mm1919 heavy machine gun with the code "browning_stan_fix". Call the search function of WordPad in the opened mission.scn file to search for this "browning_stan_fix" and find its code line. After searching, you will see the line of "{entity" browning _ stan _ fix "0x 8274, and the" 0x8274 "at the end of the code line is its equipment column code (attention of novice! ! The code of this equipment column is randomly assigned to the equipment column of each weapon by the computer, not the fixed equipment column code of M 19 19 machine gun); Enter the code combination of "0x8274" again (N codes of "0x8274" will appear in the middle, but ignore it) until the column "{Inventory 0x8274" is found, as shown below:
}
}
{Inventory 0x8274
{box
{Clear}
{ item " mgun " " ammo " 1000 { cell 0 0 } }
{ item " mgun " " ammo " 1000 { cell 0 1 } }
{ item " mgun " " ammo " 1000 { cell 0 2 } }
}
}
Explain with the first line of code. In this line of code {item "mgun" "ammo"1000 {cell00}}, the description is as follows: "mgun"= machine gun bullet, 1000= 1000 machine gun bullet, {cell 00} = by default, The equipment system of M/KOOC-0/9/KOOC-0/9 without MOD extension is 6 grids of fir axis/KOOC-0/0 grid on the horizontal axis, and the occupation of its M/KOOC-0/9/KOOC-0/9 machine gun cartridge belt is 2 grids of fir axis/KOOC-0/grid on the horizontal axis; Note: The equipment column of some weapons is the default. When searching in the mission.scn file, you will not find the code group in the above equipment column. What should I do?
First of all, write a new code group according to the above format, just pay attention to the format and insertion position (I will talk about the method of writing code group quickly later);
Second, after occupying the heavy machine gun, save the ammunition position of the equipment column of the mobile machine gun before, and you will see the code combination of this equipment column when searching;
Well, it's time for us to add something to the equipment column of M 19 19 heavy machine guns.
3. Add a light weapon to the equipment column of the die M 19 19 heavy machine gun "{stock 0x8274" ",which can be carried by individual soldiers, preferably the one that neither of the warring parties is equipped with (mainly to avoid being misled when searching for weapon codes). Suppose it is a battle between PK and JP, we add a set of MG34 light machine guns made in Germany to it. Each layer can add about 50 stacks (the occupation of MG34 machine gun is 5 grids _ 2 grids horizontally), and about two layers of *** 100 stacks can be added (enough). After adding, the coding combination of the equipment column is changed as follows:
}
}
{Inventory 0x8274
{box
{Clear}
{ item " mgun " " ammo " 1000 { cell 0 0 } }
{item "mg34" 50 has been filled with {cell 0 1}}
{item "mg34" 50 has been filled with {cell 0 3}}
}
}
Then click Save on "WordPad" to return to the game (I don't need to explain the blue words above).
4. After returning to the game, review the archive just now, and then ask a soldier to empty all his original equipment, get the MG34 light machine gun added to the newly modified heavy machine gun, and fill in the soldier's equipment column. Then find a clearing and arrange the MG34 machine guns in turn at a certain distance (be careful not to "throw" them, but "put them down"! Why? Practice by yourself! ! ), if there are a lot of equipment to be added and the number of items placed at one time is not enough, you can let Xiaobing repeat the game many times, then save the game again and press Alt+Tab to play the game temporarily.
5. After the game is finished, WordPad will reopen the just-archived mission.scn file. Be sure to reopen it, or you won't find those MG34 machine guns you put. Enter "MG34" in the search, search for "MG34" machine gun combination sentence (MG34 placed on it will generally be arranged in order), and then modify the code one by one. You can change the code of any weapon you want (as long as there is something in MOWAS, and if the weapon not in MOWAS is installed in MOD, you can also change it, such as T90A. , provided that the code must be clear). The following sample code changes before and after as follows:
(1) Press the archive file opened above and enter "MG34" with the search function, and you will find the following statement:
}
{entity "MG34" 0x 807 a ("MG34" machine gun, followed by 0x807a is the equipment column code).
{Location-2885.76217.6} (coordinate position of MG34 in the map)
{xform zl 15 1.62}
{Extender "Content"
{Item "mg34" has been filled}
}
}
.......... (If you are in a hurry, the MG34 combinations similar to the above will be arranged in sequence, which can be easily modified by the following methods).
(2) Suppose we need a German Tiger heavy tank, we only need to change the code name of "mg34" above to "Tiger", and the code name of "Tiger" is "pz6e", as follows:
}
{Entity "pz6e" 0x807a
{Location -27 15.39 6 163.99}
xform zl 65.02
{Extender "Content"
{Project "pz6e" has been filled}
}
}
.......... (Note that the two weapon codes after {Entity} and {Item} must be changed to be consistent, otherwise an error will occur).
.......... (go and change it)
.......... (If you still need to modify the ammunition/equipment quantity combination of a weapon, please remember to modify the code after the weapon code 0x ..., which I will explain later).
(3) Using the search/replacement function of WordPad, you can add all kinds of light and heavy weapons you need with the weapon codes you know and can use. Save it when you're done, and you're done! May I use the bird?
(4) It can definitely be used, but don't worry! The quantity of heavy weapons, ammunition/equipment/fuel changed above is only the default base in the system. As we all know, the default amount of ammunition/equipment in the system is close to the amount of ammunition/equipment that a combat vehicle can carry in each battle, which is generally very small. If you need to test your actual combat ability and fight a battle similar to the real battlefield, then you don't have to waste time and energy to think about the following things. Go back to the game and look at the archive just now. Go to war!
(5) But if you are an extrovert! You have to consider modifying the ammunition quantity combination. For example, Sherman's default rocket base is only 120 rounds, and only a few rounds are fired, which is almost the same as scrapping, while the default ammunition for tanks such as Tiger, Leopard and No.4 is only over 80 rounds, while the default ammunition for large-caliber howitzers such as 155mm is less than 20 rounds, which is pitiful. Are you crazy enough? Then, we will add more ammunition and other necessary equipment combinations to these heavy weapons.
6. Add more ammunition/equipment for heavy weapons.
Ammunition/equipment/fuel, etc. The number of heavy weapons modified by the above method is the default approximate actual combat equipment number in the game system. If you think it is too small, you can rebuild an ammunition/equipment code group for them. If the weapon modified by the above method has not been used in the game, the code group of ammunition/equipment column has not been formed in the archive file of mission.scn for the time being, which also provides convenience for us to add new ammunition/equipment to the newly added heavy weapons. The method is: find the end of any equipment code group where the ammunition/equipment code group is located in the archive file mission.scn, and insert an ammunition/equipment code combination of your new weapon.
(1) For example, the default standard ammunition/equipment group of German Tiger is as follows (if it is newly modified, this code group is the default, which is not in the file):
}
}
{Inventory 0x807a
{box
{Clear}
{item "repair_kit" 2 {cell 0 0}} (2 repair kits)
{item "explosive" {cell 2 0}} (explosive 1 bag)
{item "can "is filled with" fuel" 60 {cell 40}} (60L fuel barrel 1 barrel).
{item "bullet 88" "AP" "AMMO" 50 {cell 02}} (50 rounds of 88mm armor-piercing bullets)
{item "bullet 88" "fg" "AMMO" 27 {cell 03}} (27 rounds of 88mm high-explosive bombs)
{item "bullet 88" "APCR ""Ammunition "5 {cell 04}} (5 rounds of 88mm depleted uranium armor-piercing projectiles)
{item "mgun ""Ammunition "2925 {cell 0 5}} (2925 machine guns)
{project "mg42" has been filled with {cell 06}} (mg42 roof machine gun 1).
}
}
(2) We added a new ammunition/equipment combination to the German Tiger Model (the following is the maximum loading capacity of the default equipment column of the system) (this can be used as one of the backup files of the "Tiger" ammunition/equipment, only the description of the equipment is in brackets, and it cannot be inserted as a modified text part when it is used):
}
}
{Inventory 0x807a (Note: this "0x807a" code must correspond to the code after "pz6e").
{box
{Clear}
{item "repair _ kit" 10 {cell00}} (maintenance kit10)
{item "bullet 88" "AP" "AMMO"150 {cell02}} (88mm armor-piercing projectile 150 X2 row =300 rounds).
{ item " bullet 88 " " AP " " ammo " 150 { cell 0 9 } }
{item "bullet 88" "fg" "AMMO"150 {cell03}} (88mm high-explosive bomb 150 X5 row =750 rounds)
{ item " bullet 88 " " fg " " ammo " 150 { cell 0 4 } }
{ item " bullet 88 " " fg " " ammo " 150 { cell 0 5 } }
{ item " bullet 88 " " fg " " ammo " 150 { cell 0 6 } }
{ item " bullet 88 " " fg " " ammo " 150 { cell 0 7 } }
{item "bullet 88" "APCR ""ammunition "150 {cell08}} (88mm depleted uranium armor-piercing projectile150 rounds)
{item "can" 250 is filled with "fuel" 900 {cell 40}} (250 barrels out of 900L fuel barrels).
{item "rifle" "Amy" 3750 {cell 52}} (3750 rifle bullets)
{item "f 1 ""Grenade "150 {cell 53}} (1 Grenade).
{item "m6 1 ""Grenade "150 {cell 54}} (m6 1 Grenade 150)
{item "mgun ""ammunition "15000 {cell 20}} (machine gun 15000 rounds)
{item "M24x5 ""Grenade150 {cell21}} (150 anti-tank Grenade)
}
}
After we redefine the ammunition/equipment combination for Tiger, the system will first read the newly added ammunition/equipment code above and get the above ammunition/equipment quantity combination. In the last example, in order to make room for ammunition/equipment, the MG42 machine gun was not installed on the roof (in fact, it was of little use), but these equipment should be basically enough! If you install mod made by some friends, the number of stacks in the equipment column and the amount of ammunition you carry will be doubled or dozens of times, which will never be used up (joke). If there is enough space to load the MOD equipment bar, then install MG42 roof machine gun for him.
7. Establish your own ammunition/equipment backup files, so as to quickly add weapons, ammunition/equipment combinations with changed codes.
It is not difficult to see that through the above modification, we can quickly add our own heavy weapons and equipment in any campaign. Due to the limitation of terrain coordinates in various maps, we can't simply add the code group of this weapon to the archive file to realize the rapid addition of heavy weapons. Therefore, the first step in this method of adding light weapons to heavy weapons must be taken (unless you are a master programmer).
Then, the only thing we can do is to back up the code combination files of ammunition/equipment quantity of various heavy weapons (edited separately and saved as TXT files for later use), and we can modify the new ammunition/equipment quantity combination of this weapon conveniently and quickly in the later modification and addition.
The following is a combination file of ammunition/equipment codes commonly used for more than a dozen heavy weapons (* * * 14). When it is used, just paste this group of equipment codes into this ammunition/equipment code group after any "{stock 0x}" ends, and then change "0x" to set the code in the first line of this code group as "0x" after you modify the heavy weapon code to make it consistent and corresponding. In order to ensure that novices can use it, the ammunition/equipment of the above example "Tiger" is inserted as follows:
Look for the code group (equipment bar code area) that starts with "{stock 0x ...", paste and insert your ammunition/equipment combination code between them, and pay attention to the "}" symbol at the beginning and end. There are two paragraphs before and after each group, and each paragraph cannot be more or less "}";
Note: If the line "{Inventory 0x ..." is exactly the same as the code you need to insert, you should replace everything from them to the end of the paragraph symbol "}" with your modified ammunition/equipment code;
The following is an example of inserting ammunition/equipment for the newly modified "Tiger" (blue is the part inserted for modification).
}
}
{Inventory 0xce93
{box
{Clear}
{item "mp40 "has been filled with {cell 0 0}{user "hand_right"}}
{item "pistol" "ammunition" 100 {cell 4 0}}
}
}
{Inventory 0x807a (this "0x807a" code must correspond to the code after inserting "pz6e").
{box
{Clear}
{item "repair _ kit" 10 {cell00}} (maintenance kit10)
{item "bullet 88" "AP" "AMMO"150 {cell02}} (88mm armor-piercing projectile 150 X2 row =300 rounds).
{ item " bullet 88 " " AP " " ammo " 150 { cell 0 9 } }
{item "bullet 88" "fg" "AMMO"150 {cell03}} (88mm high-explosive bomb 150 X5 row =750 rounds)
{ item " bullet 88 " " fg " " ammo " 150 { cell 0 4 } }
{ item " bullet 88 " " fg " " ammo " 150 { cell 0 5 } }
{ item " bullet 88 " " fg " " ammo " 150 { cell 0 6 } }
{ item " bullet 88 " " fg " " ammo " 150 { cell 0 7 } }
{item "bullet 88" "APCR ""ammunition "150 {cell08}} (88mm depleted uranium armor-piercing projectile150 rounds)
{item "can" 250 is filled with "fuel" 900 {cell 40}} (250 barrels out of 900L fuel barrels).
{item "rifle" "Amy" 3750 {cell 52}} (3750 rifle bullets)
{item "f 1 ""Grenade "150 {cell 53}} (1 Grenade).
{item "m6 1 ""Grenade "150 {cell 54}} (m6 1 Grenade 150)
{item "mgun ""ammunition "15000 {cell 20}} (machine gun 15000 rounds)
{item "M24x5 ""Grenade150 {cell21}} (150 anti-tank Grenade)
}
}
{Inventory 0xce95
{box
{Clear}
{item "bar "has been filled with {cell 0 0}{user "hand_right"}}
{ item " mgun " " ammo " 100 { cell 0 2 } }
{ item " mgun " " ammo " 100 { cell 2 2 } }
}
}
If you think that the types of weapons, ammunition and equipment I have combined above are too few or not suitable for your taste, you can also modify your expected ammunition/equipment code combination with reference to yourself, but you may need to do more tests on the arrangement and combination, and you can also calculate their positions in the equipment column by mastering your intentions skillfully.
Tell you a coup to add a new ammunition/equipment combination:
Every time you get a new MOD and enter the game, suppose you want to make a self-propelled howitzer with a mold of m 12mgc_ 155mm. You can't just build one. It's too weak. You must make a cannon group: four, eight, sixteen. Then it is very tiring to add new ammunition combinations one by one after we have built the cannon group. Tell us.
First of all, you combine the ammunition/equipment combination of this howitzer in the way you like and become the ammunition/equipment combination standard of this weapon;
Step 2, edit them into a file with four or eight guns, named m 12mgc_ 155mmX8 guns;
Step 3: How to use it: If we want to make an 8-door howitzer group unit, we should first complete the replacement of light and heavy weapon codes (the replacement of 8 guns) according to the tutorial, remember the code of the equipment column behind each replacement code, that is, "0x……" (just remember the last four digits), and then open the "m12mcg _155mm" edited by you. Modify each {stock 0x...] and display "0x ..." and record it when changing. When finished, select All, copy and close the backup file, and insert your "Cannon Ammunition" file into the mission.scn file you are modifying. All right! A powerful 155 cannon group was born.
The above is just an example of application. For the application of other alternative methods, I will slowly consider the combination scheme myself.
Suggestion! If you are not familiar with programming, don't try to add other code programming statements to the document, otherwise you will bear the consequences.
Suggest again! After inserting or modifying a document, symbols such as "}" after each statement cannot be changed more, changed less, skipped or indented, otherwise the consequences will be equally serious.
The above method is also applicable to all versions of War Storm (the difference between each version is the increase or decrease of heavy weapons and equipment code).
We only need to go through the above two or three steps, and we can get all kinds of weapons and their ammunition/equipment combinations quickly and green, which is equivalent to an invincible inexhaustible resource. Do you still need to fiddle with those "modifiers" and things like that? It's three-point poison!
Final conclusion! Let MODS like invincible, endless ammunition, endless oil and modifiers.
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