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《孤島危機2》如何給scarab加scar的ACOG鏡2

<param name="convergenceDistance" value="0.01" />
</stereo>
<zoom>
<param name="suffix" value="assault" />
<param name="suffixAG" value="_iron" />

<param name="dof" value="1" />
<param name="dof_focusMin" value="1.0" />
<param name="dof_focusMax" value="200.0" />
<param name="dof_focusLimit" value="500.0" />

<!--<param name="blur_amount" value="0.8" />
<param name="blur_mask" value="textures/weapons/assault_blurmask.dds" />-->

<param name="zoom_in_time" value="0.3" GAME="SP" />
<param name="zoom_in_time" value="0.25" GAME="MP" />
<param name="zoom_out_time" value="0.3" GAME="SP" />
<param name="zoom_out_time" value="0.25" GAME="MP" />
<param name="zoom_out_delay" value="0.15" GAME="SP" />
<param name="scope_mode" value="1" />
<param name="scope_nearFov" value="8" GAME="SP"/>
<param name="scope_nearFov" value="8" GAME="MP"/>
<param name="armor_bonus_zoom" value="1.25" GAME="SP"/>
<param name="muzzle_flash_scale" value="0.5"/>
<param name="shoulderRotationAnimFactor" value="0.7" GAME="SP"/>
<param name="shoulderStrafeAnimFactor" value="0.7" GAME="SP"/>
<param name="shoulderMovementAnimFactor" value="0.8" GAME="SP"/>
<param name="ironsightRotationAnimFactor" value="0.3" GAME="SP"/>
<param name="ironsightStrafeAnimFactor" value="0.3" GAME="SP"/>
<param name="ironsightMovementAnimFactor" value="0.7" GAME="SP"/>
<stages>
<stage value="3.5" GAME="SP"/>
<stage value="2.5" GAME="MP"/>
</stages>
</zoom>
<zoomSway>
<param name="maxX" value="0.006" GAME="SP" />
<param name="maxY" value="0.008" GAME="SP" />
<param name="maxX" value="0.001" GAME="MP"/>
<param name="maxY" value="0.002" GAME="MP"/>
<param name="stabilizeTime" value="3.0" />
<param name="minScale" value="0.25" />
<param name="coverScale" value="0.25"/>
<param name="coverScaleTime" value="5.0"/>
<param name="crouchScale" value="0.25"/>
<param name="proneScale" value="0.5"/>
<param name="holdBreathScale" value="0.1" GAME="SP"/>
<param name="holdBreathTime" value="0.5" GAME="SP"/>
</zoomSway>
<spreadMod>
<param name="max_mod" value="0.1" GAME="SP"/>
<param name="max_mod" value="0.105" GAME="MP"/>
<param name="attack_mod" value="1.0" GAME="SP"/>
<param name="attack_mod" value="0.03" GAME="MP"/>
<param name="decay_mod" value="1.0" GAME="SP"/>
<param name="decay_mod" value="1.0" GAME="MP"/>
<param name="end_decay_mod" value="1.0" GAME="MP" />
<param name="speed_m_mod" value="0.2" GAME="SP"/>
<param name="speed_m_mod" value="0.20" GAME="MP"/>
<param name="min_mod" value="0.0001" GAME="SP"/>
<param name="min_mod" value="0.085" GAME="MP"/>
<param name="rotation_m_mod" value="1.0" GAME="SP"/>
<param name="rotation_m_mod" value="0.0" GAME="MP"/>
<param name="spread_crouch_m_mod" value="0.75" GAME="SP"/>
<param name="spread_crouch_m_mod" value="1.0" GAME="MP"/>
<param name="spread_prone_m_mod" value="0.5" GAME="SP"/>
<param name="spread_jump_m_mod" value="1.0"/>
<param name="spread_holdBreathActive_m_mod" value="0.75" GAME="SP" />
<param name="spread_holdBreathActive_m_mod" value="1.0" GAME="MP" />
<param name="speed_holdBreathActive_m_mod" value="1.0" GAME="MP"/>
</spreadMod>
<recoilMod>
<param name="max_recoil_mod" value="1.0" />
<param name="first_attack_mod" value="1.0" GAME="SP" />
<param name="first_attack_mod" value="0.65" GAME="MP" />
<param name="attack_mod" value="1.0" GAME="SP" />
<param name="attack_mod" value="0.55" GAME="MP"/>
<param name="decay_mod" value="1.0" GAME="SP" />
<param name="decay_mod" value="2.0" GAME="MP" />
<param name="end_decay_mod" value="1.5" GAME="SP" />
<param name="end_decay_mod" value="1.1" GAME="MP" />
<param name="impulse_mod" value="1.0" />
<param name="maxx_mod" value="1.0" GAME="SP" />
<param name="maxx_mod" value="2.3" GAME="MP" />
<param name="maxy_mod" value="1.25" GAME="SP" />
<param name="maxy_mod" value="1.2" GAME="MP" />
<param name="randomness_mod" value="1.0" />
<param name="angular_impulse_mod" value="1.0" />
<param name="back_impulse_mod" value="1.0" />
<param name="recoil_crouch_m_mod" value="0.75" GAME="SP" />
<param name="recoil_crouch_m_mod" value="1.0" GAME="MP" />
<param name="recoil_prone_m_mod" value="1.0" GAME="SP" />
<param name="recoil_jump_m_mod" value="1.0" />
<param name="recoil_holdBreathActive_m_mod" value="1.25" GAME="SP" />
<param name="recoil_holdBreathActive_m_mod" value="1.0" GAME="MP" />
</recoilMod>
<scope>
<param name="scope" value="scope_assault" />
<param name="dark_in_time" value="0.15" />
<param name="dark_out_time" value="0.15" />
</scope>
</zoommode>
(格式可以不管)
最難的第2步完成了,接下來第3步:
在SCAR的檔裏找到:
<MovementModifiers speedScale="1.0" rotationScale="1.0" GAME="SP">
<Ironsight speedScale="0.6" rotationScale="0.5" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />
<Reflexsight speedScale="0.6" rotationScale="0.5" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />
<Assaultscope speedScale="0.5" rotationScale="0.2" mouseRotationScale="0.7" coverLeanRotationScale="1.2" />
<shotgunZoom speedScale="0.6" rotationScale="0.5" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />
</MovementModifiers>
把assaultscope這行複製粘貼到SCARAB的同位置,得到這樣的代碼:
<MovementModifiers speedScale="1.0" rotationScale="1.0" GAME="SP">
<Ironsight speedScale="0.6" rotationScale="0.5" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />
<Reflexsight speedScale="0.6" rotationScale="0.5" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />
<lasersight speedScale="0.8" rotationScale="0.4" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />
<Assaultscope speedScale="0.5" rotationScale="0.2" mouseRotationScale="0.7" coverLeanRotationScale="1.2" />
<shotgunZoom speedScale="0.6" rotationScale="0.5" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />
</MovementModifiers>
接下來就檢查一下,照這上面的這些來,確定沒有錯誤之後(記著備份)保存,進入遊戲。哈!我們可以發現武器自訂—瞄準欄那裏已經多了一個assaultscope,裝上開爽吧。
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