Unturned II 开发日志 #035

4.20.7.0更新介绍第一个近战武器:消防斧。

在过去的两周里,我们关注的焦点是火斧项目的核心近战功能,鱼叉和枪响。还有更多的工作需要的拳头和枪支,然而,所以只有火斧是包括在更新。

近战第一部分

警告:此视频中启用了“血和血”设置。

[bilibili cid="182944253" page="1"]882918000[/bilibili]

近战伤害完全来自第三人称动画交叉口。(而在未翻转的情况下,伤害是直接指向你的十字头发的“打击扫描”。)这意味着武器的攻击可以打击多个目标,只要刀片本身击中他们。

每个武器定义多个打击形状(盒子,胶囊),可选择地造成伤害。例如,斧头的柄会打断一次攻击,如果它击中了一个坚实的物体,就会导致你的步履蹒跚。使用这些形状应该可以在不同的场景中增加效用,因为polearm和katana没有相同的配置文件。

目前,火斧只有一次攻击,但定向攻击、拦截和其他战略近战功能正在考虑之中。要全面了解近战的未来,请阅读下面的建议列表:https://trello.com/c/Ns9jDz2r

持久标识符

现在,所有东西都用持久的GUID保存和加载,而不是按名称加载。然后,持久化对象可以通过GUID子对象路径组合相互引用。例如,如果一个项目需要引用汽车上的蓝图组件,它可以使用汽车的GUID和组件子对象路径进行引用。

使用GUID而不是惟一的名称应该允许在服务器之间传输保存数据,而不会发生冲突。我认为这是用来支持安全区域中的一组物品,以便在同一网络上的服务器之间传输,或者支持车辆内地图之间的旅行。

 

 

原文

 

4.20.7.0 update introducing the first melee weapon: a fire axe.

These past two weeks were focused on core melee functionality for the fire axe item, fisticuffs, and gun smacking. There is still more work needed for the fists and guns however, so only the fire axe is included in the update.

Melee Part I

Warning: the blood and gore setting is enabled in this video.

Melee damage is dealt entirely from the 3rd-person animation intersections. (Whereas in Unturned the damage is "hitscan" directly toward your crosshair.) This means an attack of the weapon can strike multiple targets as long as the blade itself hits them.

Each weapon defines multiple hit shapes (boxes, capsules) that optionally deal damage. For example, the handle of the axe will interrupt an attack causing you to falter if it hits a solid object. Using these shapes ought to increase the utility in different scenarios, as a polearm and katana do not have the same profile.

At the moment the fire axe only has a single attack, but directional attacks, blocking, and other strategic melee features are under consideration. For a thorough rundown of the future of melee read the suggestions list here: https://trello.com/c/Ns9jDz2r

Persistent Identifiers

Everything is now saved and loaded with a persistent GUID rather than by name. Persistent objects can then reference each other with a GUID sub-object path combination. For example, if an item needs to reference a blueprint component on a car it could do so with the car's GUID and component sub-object path.

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作者:落叶游戏服务
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文章版权归作者所有,未经允许请勿转载。

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