Template:Sandbox:修订间差异
外观
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<div class="line" style="background-color: #F2F4FF;"><font color="#8000FF"><b>[AircraftType]</b></font></div><div class="line"><font color="#006400">;覆盖全局设置</font></div><div class="line"><font color="#0000ff"><i>NoHelipadPutOffset</i></font><font color="#ff0000">=</font>0,0,12</div><div class="line"><font color="#0000ff"><i>ForcePutOffset</i></font><font color="#ff0000">=</font>no</div><div class="line"><br></div><div class="line"><br></div><div class="line"><br></div><div class="line"><font color="#006400">; 附加武器详细设置,在额外武器、AE自动开火等功能在发射自定义武器时生效</font></div><div class="line" style="background-color: #F2F4FF;"><font color="#8000FF"><b>[WeaponType]</b></font></div><div class="line"><font color="#0000ff"><i>AttachFire.CheckROF</i></font><font color="#ff0000">=</font>yes</div><div class="line"><font color="#006400">;启用则每个附加武器独立计算ROF,ROF受AE加成影响</font></div><div class="line"><font color="#0000ff"><i>AttachFire.CheckRange</i></font><font color="#ff0000">=</font>no</div><div class="line"><font color="#006400">;启用每个附加武器检查射程</font></div><div class="line"><font color="#0000ff"><i>AttachFire.CheckAA</i></font><font color="#ff0000">=</font>no</div><div class="line"><font color="#006400">;启用每个附加武器攻击空中的物体,检查抛射体是否具有AA</font></div><div class="line"><font color="#0000ff"><i>AttachFire.CheckAG</i></font><font color="#ff0000">=</font>no</div><div class="line"><font color="#006400">;检查抛射体是否具有AG</font></div><div class="line"><font color="#0000ff"><i>AttachFire.CheckVersus</i></font><font color="#ff0000">=</font>yes</div><div class="line"><font color="#006400">;启用每个附加武器检查单位护甲</font></div><div class="line"><font color="#0000ff"><i>AttachFire.RadialFire</i></font><font color="#ff0000">=</font>no</div><div class="line"><font color="#006400">;按照Burst扇形发射,仅影响ROT类型</font></div><div class="line"><font color="#0000ff"><i>AttachFire.RadialAngle</i></font><font color="#ff0000">=</font>180</div><div class="line"><font color="#006400">;按照Burst扇形发射,分割的角度</font></div><div class="line"><font color="#0000ff"><i>AttachFire.RadialZ</i></font><font color="#ff0000">=</font>yes</div><div class="line"><font color="#006400">;按照Brust扇形发射,调整Z方向,比如Burst=8时,Z方向01233210依次射出</font></div><div class="line"><font color="#0000ff"><i>AttachFire.SimulateBurst</i></font><font color="#ff0000">=</font>no</div><div class="line"><font color="#006400">;模拟原版的Burst有延迟的发射每一个武器</font></div><div class="line"><font color="#0000ff"><i>AttachFire.SimulateBurstDelay</i></font><font color="#ff0000">=</font>7</div><div class="line"><font color="#006400">;模拟原版的Burst时每次发射的间隔</font></div><div class="line"><font color="#0000ff"><i>AttachFire.SimulateBurstMode</i></font><font color="#ff0000">=</font>0</div><div class="line"><font color="#006400">;模拟原版的Burst模式,当FLH的L不为0时,0=不切换左右,1=LRLRLRLR,2=LLLLRRRR,3=LR*Burst</font></div><div class="line"><font color="#006400">; 发射条件</font></div><div class="line"><font color="#0000ff"><i>AttachFire.Feedback</i></font><font color="#ff0000">=</font>no</div><div class="line"><font color="#006400">;攻击武器发射者</font></div><div class="line"><font color="#0000ff"><i>AttachFire.OnlyFireInTransport</i></font><font color="#ff0000">=</font>no</div><div class="line"><font color="#006400">;只有在载具内才能使用这个附加武器</font></div><div class="line"><font color="#0000ff"><i>AttachFire.UseAlternateFLH</i></font><font color="#ff0000">=</font>no</div><div class="line"><font color="#006400">;在载具内时,不使用AttachFire指定的FLH而是启用载具对应的FLH</font></div><div class="line"><font color="#0000ff"><i>AttachFire.OnlyFireWhenHP</i></font><font color="#ff0000">=</font>0%,100%</div><div class="line"><font color="#006400">;仅在自身血量在这个比例范围内发射</font></div><div class="line"><font color="#0000ff"><i>AttachFire.OnlyFireWhenTargetHP</i></font><font color="#ff0000">=</font>0%,100%</div><div class="line"><font color="#006400">;仅在目标血量在这个比例范围内发射</font></div><div class="line"><font color="#006400">; 发射目标过滤器</font></div><div class="line"><font color="#0000ff"><i>AttachFire.AffectTerrain</i></font><font color="#ff0000">=</font>yes</div><div class="line"><font color="#006400">;能否朝树之类的地形对象发射</font></div><div class="line"><font color="#0000ff"><i>AttachFire.AffectCell</i></font><font color="#ff0000">=</font>yes</div><div class="line"><font color="#006400">;能否朝空地发射</font></div><div class="line"><font color="#0000ff"><i>AttachFire.AffectTypes</i></font><font color="#ff0000">=</font>none</div><div class="line"><font color="#006400">;可射击的单位类型</font></div><div class="line"><font color="#0000ff"><i>AttachFire.NotAffectTypes</i></font><font color="#ff0000">=</font>none</div><div class="line"><font color="#006400">;不可射击的单位类型</font></div><div class="line"><font color="#0000ff"><i>AttachFire.NotAffectMarks</i></font><font color="#ff0000">=</font>none</div><div class="line"><font color="#006400">;不能向具有该标记的对象发射</font></div><div class="line"><font color="#0000ff"><i>AttachFire.OnlyAffectMarks</i></font><font color="#ff0000">=</font>none</div><div class="line"><font color="#006400">;只能向具有该标记的对象发射</font></div><div class="line"><font color="#006400">; 目标单位类型</font></div><div class="line"><font color="#0000ff"><i>AttachFire.AffectBuilding</i></font><font color="#ff0000">=</font>yes</div><div class="line"><font color="#006400">;能否朝建筑发射</font></div><div class="line"><font color="#0000ff"><i>AttachFire.AffectInfantry</i></font><font color="#ff0000">=</font>yes</div><div class="line"><font color="#006400">;能否朝步兵发射</font></div><div class="line"><font color="#0000ff"><i>AttachFire.AffectUnit</i></font><font color="#ff0000">=</font>yes</div><div class="line"><font color="#006400">;能否朝单位发射</font></div><div class="line"><font color="#0000ff"><i>AttachFire.AffectAircraft</i></font><font color="#ff0000">=</font>yes</div><div class="line"><font color="#006400">;能否朝飞机发射</font></div><div class="line"><font color="#006400">; 目标所属类型</font></div><div class="line"><font color="#0000ff"><i>AttachFire.AffectsOwner</i></font><font color="#ff0000">=</font>yes</div><div class="line"><font color="#006400">;能否朝同阵营目标发射</font></div><div class="line"><font color="#0000ff"><i>AttachFire.AffectsAllies</i></font><font color="#ff0000">=</font>yes</div><div class="line"><font color="#006400">;能否朝友军目标发射</font></div><div class="line"><font color="#0000ff"><i>AttachFire.AffectsEnemies</i></font><font color="#ff0000">=</font>yes</div><div class="line"><font color="#006400">;能否朝敌军目标发射</font></div><div class="line"><font color="#0000ff"><i>AttachFire.AffectsCivilian</i></font><font color="#ff0000">=</font>yes</div><div class="line"><font color="#006400">;能否朝中立目标发射</font></div><div class="line"><br></div><div class="line"><br></div><div class="line"><br></div></div> | |||
</div> | |||
2025年5月4日 (日) 20:46的版本
纯测试页面,爱写什么写什么
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[Section]
Key=Value
;comment
<mco> [server] host = example.com port = 8080 [db] name = test </mco>
| 标题单元格 | 标题单元格 |
|---|---|
| 内容单元格 | 内容单元格 |
[ColorAdd] ;RGB 值名称 位值 颜色# None=0,0,0 ;00000,000000,00000 0 StrongRed=31,0,0 ;11111,000000,00000 1 StrongGreen=0,63,0 ;00000,111111,00000 2 StrongBlue=0,0,31 ;00000,000000,11111 3 HighRed=24,0,0 ;11000,000000,00000 4 HighGreen=0,56,0 ;00000,111000,00000 5 HighBlue=0,0,24 ;00000,000000,11000 6 BrightWhite=31,63,31;11111,111111,11111 7 LowWhite=7,7,7 ;00111,000111,00111 8 HighWhite=24,56,24 ;11000,111000,11000 9 MidWhite=14,28,14 ;01110,011100,01110 10 Purple=15,0,15 ;01111,000000,01111 11 HighYellow=24,56,0 ;11000,111000,00000 12 TopYellow=16,32,0 ;10000,100000,00000 13
<style>
.line:hover {
background-color: #E8E8FF !important;
}
.line-number {
background-color: rgb(228, 228, 228);
color: black;
width: 39px;
display: inline-block;
text-align: right;
padding-right: 5px;
font-family: Courier New, monospace;
line-height: 1.2;
margin: 0;
padding: 0;
}
.code-block {
font-family: Courier New, monospace;
background-color: rgb(248, 249, 250);
color: rgb(0, 0, 0);
border: 1px solid rgb(234, 236, 240);
padding: 1em;
text-wrap-mode: wrap;
overflow-x: hidden;
line-height: 1.2;
display: inline-block;
vertical-align: top;
}
</style>
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[AircraftType]
;覆盖全局设置
NoHelipadPutOffset=0,0,12
ForcePutOffset=no
; 附加武器详细设置,在额外武器、AE自动开火等功能在发射自定义武器时生效
[WeaponType]
AttachFire.CheckROF=yes
;启用则每个附加武器独立计算ROF,ROF受AE加成影响
AttachFire.CheckRange=no
;启用每个附加武器检查射程
AttachFire.CheckAA=no
;启用每个附加武器攻击空中的物体,检查抛射体是否具有AA
AttachFire.CheckAG=no
;检查抛射体是否具有AG
AttachFire.CheckVersus=yes
;启用每个附加武器检查单位护甲
AttachFire.RadialFire=no
;按照Burst扇形发射,仅影响ROT类型
AttachFire.RadialAngle=180
;按照Burst扇形发射,分割的角度
AttachFire.RadialZ=yes
;按照Brust扇形发射,调整Z方向,比如Burst=8时,Z方向01233210依次射出
AttachFire.SimulateBurst=no
;模拟原版的Burst有延迟的发射每一个武器
AttachFire.SimulateBurstDelay=7
;模拟原版的Burst时每次发射的间隔
AttachFire.SimulateBurstMode=0
;模拟原版的Burst模式,当FLH的L不为0时,0=不切换左右,1=LRLRLRLR,2=LLLLRRRR,3=LR*Burst
; 发射条件
AttachFire.Feedback=no
;攻击武器发射者
AttachFire.OnlyFireInTransport=no
;只有在载具内才能使用这个附加武器
AttachFire.UseAlternateFLH=no
;在载具内时,不使用AttachFire指定的FLH而是启用载具对应的FLH
AttachFire.OnlyFireWhenHP=0%,100%
;仅在自身血量在这个比例范围内发射
AttachFire.OnlyFireWhenTargetHP=0%,100%
;仅在目标血量在这个比例范围内发射
; 发射目标过滤器
AttachFire.AffectTerrain=yes
;能否朝树之类的地形对象发射
AttachFire.AffectCell=yes
;能否朝空地发射
AttachFire.AffectTypes=none
;可射击的单位类型
AttachFire.NotAffectTypes=none
;不可射击的单位类型
AttachFire.NotAffectMarks=none
;不能向具有该标记的对象发射
AttachFire.OnlyAffectMarks=none
;只能向具有该标记的对象发射
; 目标单位类型
AttachFire.AffectBuilding=yes
;能否朝建筑发射
AttachFire.AffectInfantry=yes
;能否朝步兵发射
AttachFire.AffectUnit=yes
;能否朝单位发射
AttachFire.AffectAircraft=yes
;能否朝飞机发射
; 目标所属类型
AttachFire.AffectsOwner=yes
;能否朝同阵营目标发射
AttachFire.AffectsAllies=yes
;能否朝友军目标发射
AttachFire.AffectsEnemies=yes
;能否朝敌军目标发射
AttachFire.AffectsCivilian=yes
;能否朝中立目标发射