csgo是一款在全世界熱門(mén)的FPS競(jìng)技游戲,今天小編為大家分享玩家自己琢磨出來(lái)的控制臺(tái)單機(jī)打bot作弊修改技巧,希望能幫到大家愉快游戲!注意這些命令只適合單機(jī)打電腦哦,聯(lián)網(wǎng)是不能用的。
修改方法:
找到..\Steam\SteamApps\common\Counter-Strike Global Offensive\csgo\scripts文件夾,找到里面的所有以weapon_開(kāi)頭的文件,這些文件都是武器腳本文件,全部都是txt文件,例如找到weapon_aug.txt,
里面的參數(shù):
WeaponData
{
// particle muzzle flash effect to play when fired
"MuzzleFlashEffect_1stPerson" "weapon_muzzle_flash_assaultrifle"
"MuzzleFlashEffect_3rdPerson" "weapon_muzzle_flash_assaultrifle"
"HeatEffect" "weapon_muzzle_smoke" //槍口冒煙的模型
"HeatPerShot" "0.35" //每槍多少熱量
"AddonScale" "0.90"
"AddonLocation" "primary_rifle"
// model for the shell casing to eject when we fire bullets
"EjectBrassEffect" "weapon_shell_casing_rifle"
// the tracer particle effect and frequency
"TracerEffect" "weapon_tracers_assrifle"
// 0 = never, 1 = every shot, 2 = every other, etc
"TracerFrequency" "1" //彈道,0為不顯示,1為顯示
"MaxPlayerSpeed" 245 //站立時(shí)的移動(dòng)速度
"MaxPlayerSpeedAlt" 190 //蹲下時(shí)的移動(dòng)速度
"WeaponType" "Rifle" //武器類(lèi)型
"FullAuto" 1 //是否為全自動(dòng),1為是
"WeaponPrice" "3300" //武器價(jià)格
"KillAward" "300" //殺敵獎(jiǎng)勵(lì)
"WeaponArmorRatio" "1.8"
"CrosshairMinDistance" "3" //開(kāi)槍時(shí)準(zhǔn)星離開(kāi)中心的最小距離
"CrosshairDeltaDistance" "3"
"Team" "CT" //武器所屬的隊(duì)伍
"BuiltRightHanded" "1" //是否為右手持槍?zhuān)?為是
"PlayerAnimationExtension" "aug"
"CanEquipWithShield" "0" //是否可以和防爆盾同時(shí)擁有,1為是
"ZoomLevels" 1 //放大級(jí)數(shù),aug能放大一次,狙擊槍能放大2次
"ZoomTime0" 0.06
"ZoomFov1" 55 //放大倍數(shù)
"ZoomTime1" 0.1
"HideViewModelZoomed" 1
"ZoomINSound" "Weapon_AUG.ZoomIn"
"ZoomOUTSound" "Weapon_AUG.ZoomOut"
// Weapon characteristics:
"Penetration" "3" //穿透系數(shù),0-3
"Damage" "300" //武器傷害
"Range" "8192" //范圍
"RangeModifier" "0.98"
"Bullets" "1" //每一槍所發(fā)出的子彈數(shù),個(gè)人認(rèn)為不是越多越好
"CycleTime" "0.12"
"TimeToIdle" "1.9"
"IdleInterval" "20"
FlinchVelocityModifierLarge 0.40
FlinchVelocityModifierSmall 0.55
// accuracy model parameters
"Spread" 0.00
"InaccuracyCrouch" 0.00
"InaccuracyStand" 0.00
"InaccuracyJump" 0.000
"InaccuracyLand" 0.000
"InaccuracyLadder" 0.00
"InaccuracyFire" 0.00
"InaccuracyMove" 0.00
"SpreadAlt" 0.00
"InaccuracyCrouchAlt" 0.00
"InaccuracyStandAlt" 0.00
"InaccuracyJumpAlt" 0.000
"InaccuracyLandAlt" 0.000
"InaccuracyLadderAlt" 0.00
"InaccuracyFireAlt" 0.00
"InaccuracyMoveAlt" 0.00
"RecoveryTimeCrouch" 0.405520
"RecoveryTimeStand" 0.469727
//取消后坐力必須把以下四項(xiàng)設(shè)為0,如下所示:
"RecoilAngle" 0
"RecoilAngleVariance" 0
"RecoilMagnitude" 0
"RecoilMagnitudeVariance" 0
"RecoilSeed" 24204
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#SFUI_WPNHUD_Aug"
"viewmodel" "models/weapons/v_rif_aug.mdl"
"playermodel" "models/weapons/w_rif_aug.mdl"
"anim_prefix" "anim"
"bucket" "0" //哪一個(gè)包,0為主武器,1為副武器
"bucket_position" "0"
"clip_size" "-1" //彈夾子彈數(shù)目,-1為無(wú)限
"primary_ammo" "BULLET_PLAYER_762MM" //子彈類(lèi)型
"secondary_ammo" "None"
"weight" "25"
"item_flags" "0"
"rumble" "4"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
//"reload" "Default.Reload"
//"empty" "Default.ClipEmpty_Rifle"
"single_shot" "Weapon_AUG.Single"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "CSweaponsSmall"
"character" "E"
}
"weapon_s"
{
"font" "CSweapons"
"character" "E"
}
"ammo"
{
"font" "CSTypeDeath"
"character" "V"
}
"zoom"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
ModelBounds
{
Viewmodel
{
Mins "-9 -3 -15"
Maxs "25 12 -1"
}
World
{
Mins "-11 -1 -5"
Maxs "23 4 10"
}
}
}