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[原创] ArmA游戏脚本辅助编写器--邀请大家测试~最新更新V1.0.2正式版

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发表于 2012-7-2 21:58:39 | 显示全部楼层 |阅读模式
本帖最后由 linweizhe1 于 2012-7-30 11:04 编辑

{:soso_e113:} 各位好久不见~!
普遍有同志向我反映脚本难写,脚本复杂以及耗时耗力的问题,所以我就决定花了两天时间写了这么个程序。
使用方法:1.打开程序

2.选择打开脚本或者打开工程,依照提示进行操作,直到MDI子窗体打开就可以像在记事本当中那样编辑了~


3.按下Ctrl+Alt键,将出现一个框框,直接输入脚本的开头(如TitleText只需要输入Ti就能够查询到),然后使用上下方向键调整列表框中的脚本列表,然后就可以用空格键输出,旁边带有一个标签,显示该脚本的介绍和使用方法,直到你换行(按下回车键)这个标签就会消失~~





4.可以打开目录下Script文件夹,当中的那个Standard.txt是自定义脚本文件的。
格式如下:分割使用两个“|”
脚本头||输出内容||脚本介绍
脚本介绍中使用/n进行换行。

5.由于时间原因,这个内置的txt我只写了两个脚本(某谁:尼玛!~),希望大家能够自由添加后发上来给我,我整合之后,呵呵。。你懂得。

注:
1.本软件纯属辅助新手、老手写脚本的方便,可以有效加快脚本的格式正确率和输入效率,不可用于任何商业用途
2.本软件使用Microsoft Visual Basic 6.0编写(本人C++水平还很低,不敢献丑),想要源代码研究的可以加我QQ:879552471
3.ChineseSF工作室出品。编写:龙吟天变,测试:ChineseSF工作室成员。

下载地址:
  1. V1.0.2 更新
  2. 支持脚本输出内容换行
  3. 改变为剪贴板复制脚本并黏贴,防止换行符输出造成各种错误
  4. 去除Sendkeys类型语句,换为   Set items = .FindItem(CmdList.Text)
  5.    Clipboard.Clear
  6.    Clipboard.SetText (Replace(.ListItems(items.Index).SubItems(1), "/n", vbCrLf))
  7.    Text1.SelText = Clipboard.GetText()
复制代码
http://115.com/file/dpuquxb9#
http://115.com/file/c2ivm9br#脚本编辑器V1.0.2.rar

演示.doc【文件太大,只能这样上传了。】

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点评

支持,原创内容  发表于 2012-7-3 09:03

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参与人数 1威望 +3 收起 理由
Alex.XP + 3 原创内容

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 楼主| 发表于 2012-7-2 22:31:36 | 显示全部楼层
大家帮我一起完成吧!~~对初学脚本的同志们是非常好的工具啊
发表于 2012-7-3 09:42:05 来自手机 | 显示全部楼层
先顶!
话说应该有支持语言扩展的文字编辑软件的。
 楼主| 发表于 2012-7-3 10:05:51 | 显示全部楼层
hiddenzone 发表于 2012-7-3 09:42
先顶!
话说应该有支持语言扩展的文字编辑软件的。

暂时没有发现,只好自己写一个。
发表于 2012-7-4 15:59:28 | 显示全部楼层
强力支持和感谢
发表于 2012-7-5 00:41:22 | 显示全部楼层
支持
发表于 2012-7-12 11:16:12 | 显示全部楼层
顶一下下,呵呵
发表于 2012-7-12 11:17:34 | 显示全部楼层
顶啦,必须的
发表于 2012-7-12 11:51:33 | 显示全部楼层
谢谢LZ及开发人员,啃下啦
发表于 2012-7-13 17:43:00 | 显示全部楼层
强力支持
发表于 2012-7-22 09:25:48 | 显示全部楼层
楼主果然是人才,果断顶起
发表于 2012-7-24 00:59:18 | 显示全部楼层
谢谢分享
发表于 2012-7-24 18:25:57 | 显示全部楼层
要回复。我就回复,顶LZ
发表于 2012-7-27 15:29:12 | 显示全部楼层
子弹时间视角:// Bullet Cam Script
// v1.2
// cam.sqf
// Big Dawg KS
// 2/14/11
//
// Call via Fired EH, ex:
//   this addEventHandler ["fired",{_this call compile preprocessFileLineNumbers "cam.sqf"}]
//
// To exit the camera ingame (while in flight), press the key for ironsights/optics
//
// To add supported weapons, add MUZZLE classnames to _list (note: classnames are CASE SENSITIVE)
//
// To disable bullet cam, set BDKS_DisableBulletCam = true
//
// To disable blur effects, set BDKS_BulletCamNoBlur = true
//
// To disable particle effects, set BDKS_BulletCamNoParticleFX = true
//
// To change FOV (zoom), change the value of BDKS_BulletCamFOV (default 0.05). Ex:
//   BDKS_BulletCamFOV = 0.3
//
// To change time acceleration, change the value of BDKS_BulletCamAccTime (default 0.5). Ex:
//   BDKS_BulletCamAccTime = 0.2
// (Note: AccTime only works in Singleplayer)
//
// To make another unit's (other than local player) bullet cam show for the
// local player, set unit variable BDKS_ShowBulletCamToPlayer = true, ex:
//   if(local Spotter)then{Sniper setVariable ["BDKS_ShowBulletCamToPlayer",true]}
//------------------------------------------------------------------------------------------------

_projectile = nearestObject [_this select 0,_this select 4];
if(count _this >= 7)then{
         _projectile = _this select 6;
};

if(call {if(isNil "BDKS_DisableBulletCam")then{true}else{!BDKS_DisableBulletCam}})then{

if((_this select 0) == vehicle player || call {if(isNil {(_this select 0) getVariable "BDKS_ShowBulletCamToPlayer"})then{false}else{(_this select 0) getVariable "BDKS_ShowBulletCamToPlayer"}})then{

// Add more weapons here
_list = ["M40A3","m107","BAF_LRR_scoped","BAF_AS50_scoped","SVD","SVD_CAMO","ksvk","DMR","huntingrifle","SMAW","Javelin","SidewinderLaucher_F35","BombLauncherF35"];

_type = getText (configFile >> "CfgAmmo" >> (_this select 4) >> "simulation");
_relPos = [0,-13,0.05];
_fov = 0.05;
if(!isNil "BDKS_BulletCamFOV")then{_fov = BDKS_BulletCamFOV};
if(_type == "shotMissile" || _type == "shotRocket")then{_relPos = [0,-13,2.2]; _fov = 0.5};

_disablePP = false;
if(call {if(isNil "BDKS_BulletCamNoBlur")then{false}else{BDKS_DisableBulletCam}})then{_disablePP = true};

_accTime = 0.1;
if(!isNil "BDKS_BulletCamAccTime")then{_accTime = BDKS_BulletCamAccTime};

_enableParticles = true;
if(call {if(isNil "BDKS_BulletCamNoParticleFX")then{false}else{BDKS_BulletCamNoParticleFX}})then{_enableParticles = false};

if((_this select 2) in _list && !(isNull _projectile))then{
         setAccTime _accTime;
         _camera = "camera" camCreate (getPosATL _projectile);
         _camera cameraEffect ["INTERNAL","BACK"];
         showCinemaBorder false;
         cutText ["","BLACK IN",0.2];
         _pSource = objNull;

        if(_enableParticles && _type == "ShotBullet")then{
                 _pShape = ["\ca\Data\ParticleEffects\Universal\Universal.p3d", 16, 13, 3, 0];
                 _pSize = [0.01,0.05];
                 _pColor = [[1,1,1,0.08],[1,1,1,0.16],[1,1,1,0.03],[1,1,1,0]];

                _pSource = "#particlesource" createVehicleLocal (getPos _projectile);
                 _pSource attachTo [_projectile,[0,0,0]];
                 _pSource setParticleParams [_pShape,"","Billboard",1,0.3,[0,0,0],[0,0,0],0,1,0.79,0.18,_pSize,_pColor,[1000],100,0.01,"","",_projectile,360];
                 _pSource setDropInterval 0.001;
         };

        [_projectile,_camera,_relPos,_fov,_pSource,_disablePP] spawn {

        _projectile = _this select 0;
         _camera = _this select 1;
         _relPos = _this select 2;
         _fov = _this select 3;
         _pSource = _this select 4;
         _disablePP = _this select 5;

        _cancel = false;

        while{alive _projectile && alive _camera && !_cancel}do{
                 _camera camSetTarget _projectile;
                 _camera camSetRelPos _relPos;
                 _camera camSetFOV _fov;
                 _camera camSetFocus [600,2];
                 _camera camCommit 0;

                "RadialBlur" ppEffectAdjust [0.02,0.02,0.1,0.1];
                 "RadialBlur" ppEffectCommit 0.01;
                 if(!_disablePP)then{"RadialBlur" ppEffectEnable true};

                if(inputAction "optics" != 0)then{_cancel = true};

                sleep 0.001;
         };
         if(alive _camera && !_cancel)then{
                 _camera camSetFocus [-(_relPos select 1),1];
                 _camera camSetFOV (_fov * 1.6);
                 _camera camCommit 1.5;

                "RadialBlur" ppEffectAdjust [0,0,1,1];
                 "RadialBlur" ppEffectCommit 0.7;

                sleep 1.39;
         };
         cutText ["","BLACK OUT",0.1];
         sleep 0.11;
         setAccTime 1;
         "RadialBlur" ppEffectEnable false;
         _camera cameraEffect ["TERMINATE","BACK"];
         camDestroy _camera;
         if(!isNull _pSource)then{deleteVehicle _pSource};
         cutText ["","BLACK IN",0.6];

        };
};

};

};


空袭脚本:
setfire=true;
titleText["Click on the map to set your firedirection","plain down"];
onMapSingleClick"ASTarget setPos _pos;setfire=false";

@!setfire;
"Firedirection"setMarkerPos getPos ASTarget;

onMapSingleClick"";
titleText ["","plain down"]

;==========DEFINE========
_dropPosition = getPos ASTarget;
~0.5
_dropPosX = _dropPosition select 0;
_dropPosY = _dropPosition select 1;
_dropPosZ = _dropPosition select 2;
~0.1
_planespawnpos = [_dropPosX - 1500, _dropPosY - 1500, _dropPosZ + 500];
_pilotspawnpos = [_dropPosX - 1500, _dropPosY - 1500, _dropPosZ + 500];
_plane1spawnpos = [_dropPosX - 1509, _dropPosY - 1509, _dropPosZ + 500];
_pilot1spawnpos = [_dropPosX - 1509, _dropPosY - 1509, _dropPosZ + 500];

;=============CREATE===========
_PlaneG = createGroup WEST;
_plane = createVehicle ["AV8B",_planespawnpos,[],0,"FLY"];
_plane setpos [(getPos _plane select 0),(getPos _plane select 1),400];
_pilot = "USMC_Soldier_Pilot" createUnit [getMarkerPos "Firedirection", _PlaneG, "P1=this"];

_Plane setVelocity [50,50,0];
~0.4
P1 moveinDriver _Plane;
P1 SetDamage 0;
P1 action ["gear_up",vehicle P1];
_plane flyinHeight 100;
_plane setSpeedMode "No change";

_plane1G = createGroup WEST;
_plane1 = createVehicle ["AV8B",_plane1spawnpos,[],0,"FLY"];
_plane1 setpos [(getPos _plane1 select 0),(getPos _plane1 select 1),400];
_pilot1 = "USMC_Soldier_Pilot" createUnit [getMarkerPos "Firedirection", _plane1G, "P2=this"];

_plane1 setVelocity [50,50,0];
~0.4
P2 moveinDriver _plane1;
P2 SetDamage 0;
P2 action ["gear_up",vehicle P2];
_plane1 flyinHeight 100;
_plane1 setSpeedMode "No change";

#CHECK
P1 doMove getPos ASTarget;
P1 doTarget ASTarget;
P1 doWatch ASTarget;
? ( _plane distance ASTarget) <550: goto"DROP"

P2 doMove getPos ASTarget;
P2 doTarget ASTarget;
P2 doWatch ASTarget;
? ( _plane1 distance ASTarget) <550: goto"DROP"
goto "CHECK"

;===========FIRE=======
#DROP
_i= 0
_plane FlyInHeight 300;
_plane setPos [(getPos _plane select 0),(getPos _plane select 1),300];
_plane1 FlyInHeight 300;
_plane1 setPos [(getPos _plane1 select 0),(getPos _plane1 select 1),300];
~5

#FIRE
_i=_i+1
_plane fire "Bomblauncher";
_plane1 fire "Bomblauncher";
~0.1
?_i<=7:goto "FIRE"

;========FLY AWAY========

ASTarget setpos [0,0,0];
"Firedirection" setMarkerPos [0,0];
_plaine setSpeedMode"Full";
_plaine1 setSpeedMode"Full";

_plane1 flyInHeight 600;
_plane flyInHeight 600;
P1 doMove getPos ASTarget;
P2 doMove getPos ASTarget;
~5
#CHECK2
_plane setDamage 0;
P1 setDamage 0;
?(_plane distance Player) >1500:goto"END";
_plane1 setDamage 0;
P2 setDamage 0;
?(_plane1 distance Player) >1500:goto"END";
goto "CHECK2"

;========DELETE==========

#END
deletevehicle _plane;
deleteGroup _planeG;
deletevehicle P1;
deletevehicle _plane1;
deleteGroup _plane1G;
deletevehicle P2;
exit;

点评

加群216157709,如果你有更好的脚本  发表于 2012-7-29 18:57
多谢,我会修改一下程序,添加这个内容!  发表于 2012-7-29 18:54
发表于 2012-7-27 15:33:12 | 显示全部楼层
那个,要求有Microsoft Office Professional Edition 2003啊还?!

点评

这个是Office2003的组件,安装一个就能用了  发表于 2012-7-29 18:53
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