目录用途是存放地图任务
dropdownmission.res(菜单)
"BtnDeadCenter"{"ControlName" "L4D360HybridButton""fieldName" "BtnDeadCenter""xpos" "0""ypos" "180""wide" "150""tall" "20""autoResize" "1""pinCorner" "0""visible" "1""enabled" "1""tabPosition" "0""wrap" "1""navUp" "BtnRiver""navDown" "BtnThePassing""labelText" "#L4D360UI_Campaign_DeadCenter" //关联L4D360UI中的参数"tooltiptext" "#L4D360UI_Campaign_Tooltip_DeadCenter""disabled_tooltiptext" "#L4D360UI_Campaign_Tooltip_DeadCenter_Disabled""style" "FlyoutMenuButton""command" "cmd_campaign_L4D2C1" //地图名称(关联mission中txt里的name)"command" "cmd_campaign_DeadCenter"}
"Name" "River"[关联l4d360ui_schinese.txt]
地图:(牺牲) 的任务代码分析
"mission"
{"Name" "River""Version" "1""Author" "Turtle Rock""Website" "http://www.turtlerockstudios.com/""BuiltIn" "0""DisplayTitle" "#L4D_Mission_River_Title""Description" "#L4D_Mission_River_Objective""OuttroImage" "VGUI\outroTitle_sacrifice"// Loading poster data"poster"{"posterImage" "LoadingScreen_TheSacrifice"// "posterTitle" "#L4D360UI_RiverCampaignTitle" [$!ENGLISH]// "posterTitle_y" "320"// "posterTagline" "#L4D360UI_RiverCampaignTagline" [$!ENGLISH]// "posterTagline_y" "380" "bill_player_name_x" "-16""bill_player_name_y" "-94""louis_player_name_x" "44""louis_player_name_y" "-40""zoey_player_name_x" "101" // left to right -left +right"zoey_player_name_y" "-14" // top to bottom -raises +lowers"francis_player_name_x" "-77""francis_player_name_y" "-66" }"modes"{"coop"{"1"{"Map" "l4d_river01_docks""DisplayName" "#L4D360UI_Chapter_Docks""Image" "maps/l4d_river01_docks""TankVariant" "models/infected/hulk_dlc3.mdl""SpawnBossThreats" "1" "coop_boss_spawning"{"boss_threat_radius" "500""boss_threat_separation_min" "6000""boss_threat_separation_max" "6000""spawn_witches" "1""spawn_tanks" "0"} }"2"{"Map" "l4d_river02_barge""DisplayName" "#L4D360UI_Chapter_Barge""Image" "maps/l4d_river02_barge""SpawnBossThreats" "1""coop_boss_spawning"{"boss_threat_radius" "1500""boss_threat_separation_min" "6000""boss_threat_separation_max" "9000""spawn_witches" "1""spawn_tanks" "1"}}"3"{"Map" "l4d_river03_port""DisplayName" "#L4D360UI_Chapter_Port""Image" "maps/l4d_river03_port""SpawnBossThreats" "0""coop_boss_spawning"{"spawn_witches" "0""spawn_tanks" "0"}} }"versus"{"1"{"Map" "l4d_river01_docks""DisplayName" "#L4D360UI_Chapter_Docks""Image" "maps/l4d_river01_docks""TankVariant" "models/infected/hulk_dlc3.mdl""VersusModifier" "1.0""VersusConvertPills" "0.25""versus_boss_spawning"{"spawn_pos_min" "0.55""spawn_pos_max" "0.95""tank_chance" "0""witch_chance" "1.0""witch_and_tank" "0"} }"2"{"Map" "l4d_river02_barge""DisplayName" "#L4D360UI_Chapter_Barge""Image" "maps/l4d_river02_barge""VersusModifier" "1.5""VersusConvertPills" "0.25""versus_boss_spawning"{"spawn_pos_min" "0.3""spawn_pos_max" "0.9""tank_chance" "1.0""witch_chance" "1.0""witch_and_tank" "1"} }"3"{"Map" "l4d_river03_port""DisplayName" "#L4D360UI_Chapter_Port""Image" "maps/l4d_river03_port""VersusModifier" "3.5" "VersusFinaleProgressScoreFactor" "0.85""VersusConvertPills" "0""versus_boss_spawning"{"tank_chance" "0""witch_chance" "0"}}}"survival"{ "1"{"Map" "l4d_river01_docks""DisplayName" "#L4D360UI_Holdout_Chapter_Docks""Image" "maps/l4d_river01_tankcar""TankVariant" "models/infected/hulk_dlc3.mdl"}"2"{"Map" "l4d_river03_port""DisplayName" "#L4D360UI_Holdout_Chapter_Port""Image" "maps/l4d_river03_port"}}} // "modes"// "SpawnBossThreats"// In CoOp games, controls whether or not a map can randomly spawn witches / tanks. // By default, the first map in a campaign can't. // If this value is set for a map, it overrides the default. (0 for false, 1 for true)// "versus_boss_spawning"// In versus games, there are a set of console variables that are used to govern how witches and // tanks spawn. If you wish to override those defaults for a map in this campaign, you can do that here. // If you don't specify a mapma or a specific value for a map, // it will use the console variables defaults instead. //// spawn_pos_min - (float: 0.01 ... 0.99)// The minimum random position on a map to spawn a boss. // 0.01 means right near the beginning, 0.99 means near the end// // spawn_pos_max - (float: 0.01 ... 0.99)// The maximum random position on a map to spawn a boss. // 0.01 means right near the beginning, 0.99 means near the end//// tank_chance - (float: 0.0 ... 1.0)// The random chance that a Tank will spawn, 0 being never and 1 being always.//// witch_chance - (float: 0.0 ... 1.0)// The random chance that a witch will spawn, 0 being never and 1 being always.//// witch_and_tank - (int: 0 or 1)// If both a witch and a tank randomly spawn, this controls whether // the tank is supressed in favor of the witch. // 0 means only spawn the witch if they would both spawn, 1 means spawn them both. // // "VersusFinaleProgressScoreFactor" (float: 0.0 ... 1.0)// This controls how much of the player's progress through the finale (rather than movement through the map)// is counted towards their score. Generally, you want a higher number if there is little distance // between the checkpoint and the finale, and a lower number if there is significant distance// from the checkpoint to the finale.// 0.0 is the default behavior, which means that the score is based on movement through the map. // 1.0 means that the score is based completely on progress during the finale. // 0.85 means that 85% comes from progress in the finale, and 15% from movement through the map. // "VersusConvertPills" (float: 0.0 ... 1.0)// This controls how many pills are converted to kits at the beginning of the map. By default, // the game references the director_vs_convert_pills convar for this value, but you can // override it here. // "ThirdTankDelay" (float: 0.0 .... 9999)// This controls the delay before the third tank is spawned in the finale. // This is the tank that shows up while the survivors are rushing for the escape vehicle. // By default, the delay is twice the "director_finale_stage_delay" convar. // "FinaleVehicleEvent"// This allows designers to change what message is displayed when the escape vehicle is ready. // "FinaleEscapeKillIncapped" - (int: 0 or 1)// If set to 1, any characters that are incapped when the escape starts will be killed. // This is primarily a cutscene aid, it doesn't change the way points are awarded, etc. // By default, survivors are left alone// "SpawnFinalePZClose" - (int: 0 or 1)// If set to 1, the Director will try to spawn PZs closer to the survivors during the // finale, which can be useful for finales with a very large playable area and many potential// spawn locations. // The behavior of this is controlled by the convars "z_finale_pz_spawnable_area_*".// By default, PZs are spawned randomly in the nav areas marked FINALE// "coop_boss_spawning"// In Co-Op & Single-Player games, there are a set of console variables that are used to govern how witches and // tanks spawn. If you wish to override those defaults for a map in this campaign, you can do that here. // If you don't specify a specific value for a map, // it will use the console variables defaults instead. //// Tanks and witches are spawned periodically at certain distances along the escape route, so the longer the map,// the more potential boss encounters you'll get. //// "boss_threat_separation_min" - (float: 0.0 ... 100000.0)// Minimum distance between boss spawns//// "boss_threat_separation_max" - (float: 0.0 ... 100000.0)// Max distance between boss spawns//// "boss_threat_radius" - (float: 0.0 ... 10000.0)// Random distance off the escape route that the boss can be spawned//// "spawn_witches" - (int: 0 or 1)// Controls whether or not witches will spawn on the map//// "spawn_tanks" - (int: 0 or 1)// Controls whether or not Tanks will spawn on the map//} // "mission"