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扒一下AI的各种数据,官方原始文案+本人拙劣翻译

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直接从游戏文件中解包出来的数据,挑重点的翻译一下,大家可以更好的理解这个游戏的AI的运行逻辑


IP属地:广东1楼2023-12-19 05:28回复
    以下是指挥官模式中警官的压力值计算方式


    IP属地:广东3楼2023-12-19 05:34
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      MaximumStartingStress=0.2 # Maximum starting stress value for new characters 新角色的最大初始压力值
      MaximumStartingAccuracy=0.4 # Maximum starting accuracy stat for new characters 新角色的最大初始准确度
      MaximumStartingReflexes=0.4 # Maximum starting reflex stat for new characters 新角色的最大反应速度


      IP属地:广东4楼2023-12-19 05:34
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        MissionsUntilTraitUnlockable=2 # How many missions a squad member must participate in before they can unlock their trait 一个小队成员必须参加多少次任务才能解锁自己的特质
        DeathChance=0.5 # Maximum chance for a roster character to die instead of being incapacitated 花名册角色死亡而非丧失行为能力的最大机会
        MaxIncapacitationTime=3 # Maximum time for a character to be incapacitated for 角色丧失行为能力的最长时间
        MaxStressWhenIncapacitated=0.9 # When a character is incapacitated cap their stress to this value for balance 当一个角色丧失能力时,为了平衡,将他们的压力限制在这个值


        IP属地:广东5楼2023-12-19 05:35
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          MaxOfficersFiredAtOnce=1 # 每次解雇警官的最大数量
          StressGainForOfficerFired=0.15 # Stress gain when firing an officer 解雇警官时的压力增加值
          MaxStressForOfficerFired=0.9 # Maximum stress an officer can reach after another officer is fired 当别的警官被解雇后,警官能承受的最大压力


          IP属地:广东6楼2023-12-19 05:35
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            StressGainForOfficerKilled=0.2 # Stress gain for squadmates whenever a fellow officer is killed in a mission 当队友在任务中丧生时,队员的压力增加值
            StressGainForPlayerKilled=0.05 # Stress gain for the team when the player character is killed in a mission 当玩家角色在任务中被杀时,团队的压力增加值
            StressGainForExfil=0.05 # Stress gain for officer when exfiltrated from a mission 从任务中溜出时警官的压力增加值
            StressGainForActiveShooterExfil=0.25 # Stress gain for officer when exfiltrated from an active shooter mission 从随即犯罪枪手任务中溜出时警官的压力增加值
            StressGainForOfficerNotExfil=0.5 # Stress gain for officer when left behind when exfiltrating a mission 从任务中溜出时被抛下的警官的压力增加值


            IP属地:广东7楼2023-12-19 05:36
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              StressGainForFriendlyKilledByPlayer=0.05 # Initial stress value whenever a player kills a friendly or otherwise surrendered character 每当玩家杀死友军或以其他方式投降的角色的初始压力值
              StressGainForFriendlyKilledByPlayerBase=3.0 # Base for exponential growth of the stress gained for friendly kills 友军击杀压力指数增长的基础


              IP属地:广东8楼2023-12-19 05:37
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                MinBaseStressGainForKill=0.04 # Minimum random base stress for all squadmates when a suspect is killed during a mission 当嫌疑人在任务中被击毙时,所有小队成员的最小随机压力增加值
                MaxBaseStressGainForKill=0.08 # Maximum random base stress gain for all squadmates when a suspect is killed during a mission 当嫌疑人在任务中被击毙时,所有小队成员的最大随机压力增加值
                StressMultiplierForKillInstigator=1.3 # Multiplier applied to the squadmate responsible for a kill 应用于承担击杀责任的小队成员的乘数
                StressMultiplierForCivilianKill=2.0 # Multiplier applied whenever a civilian is killed 每当平民被杀时应用乘数


                IP属地:广东9楼2023-12-19 05:37
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                  StressLossForCivilianArrest=0.03 # Stress loss for all squadmates when a civilian is arrested 当一名平民被捕时,所有队员失去的压力
                  StressLossForSuspectArrest=0.08 # Stress loss for all squadmates when a suspect is arrested 当一名嫌疑人被捕时,所有队员失去的压力
                  PassiveStressLoss=0.05 # Stress lost passively per successful mission by inactive SWAT members 非现役特警队员每次成功执行任务时被动失去的压力


                  IP属地:广东10楼2023-12-19 05:38
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                    MaxCharactersInTherapy=3 # The max number of characters that can be in therapy at a time, -1 is unlimited 每次可以接受治疗的角色的最大数量
                    MinimumStressForTherapy=0.5 # Minimum stress level before you are able to send a character to the therapist 将角色发送给治疗师之前的最低压力水平
                    TherapistTimeScale=2.0 # Scalar for number of missions away when using therapist (i.e. nearly 100% stress will have 4 missions away) 使用治疗师时任务数量的标量


                    IP属地:广东11楼2023-12-19 05:38
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                      下面是AI方面的其他数据


                      IP属地:广东12楼2023-12-19 05:40
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                        ASTimeBetweenTargetingCivilians = 10.0 # Time Between targeting civilians in Active Shooter (After killing the first civilian) 主动射击中以平民为目标的间隔时间(杀死第一名平民后)
                        ASTimeBeforeTargetingFirstCivilian = 3.0 # Time Before targeting first civilian in Active Shooter 瞄准第一名平民之前的时间
                        ASAnnounceKillVoiceLineInterval = 5.0 # How often (in seconds) should the active shooter and their targeting civilian to play a announcing their kill 杀人狂和他们的目标平民应该多久一次(以秒为单位)宣告他们的杀戮
                        ASTimeDelayUntilKill = (X=10.0,Y=15.0) # Random time delay is chosen between X and Y for the active shooter to wait until they kill their victim 在X和Y之间选择随机时间延迟,让杀人狂等待,直到他们杀死受害者


                        IP属地:广东13楼2023-12-19 05:47
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                          BombTimer = 300 # Time Until Bomb Threat Explodes 炸弹威胁爆发前的时间
                          BTMaxBombs = 2 # Max Bombs in Bomb Threat 炸弹威胁中的最大炸弹数
                          BTMaxDistanceFromSelectedBombs = 2500.0 # Max Distance that AI can spawn from each bomb that is selected in Bomb Threat AI可以从炸弹威胁任务中能引发的每个炸弹产生的最大距离


                          IP属地:广东14楼2023-12-19 05:53
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                            HRMaxDistanceFromSelectedSpawner = 4000.0 # Max Distance that AI can spawn from the first selecte spawn point in Hostage Rescue AI可以从人质救援任务中第一个选定的出生点出生的最大距离
                            HRMaxRoamers = 5 # Max Roamers (AI that can go anywhere) in Hostage Rescue Only 咆哮者的最大数量(AI可以去任何地方)只在人质救援任务中出现
                            MaxWorldBuildingActivities = 3 # The max amount of AI that can perform world building activities at once. 0 = Unlimited 可以同时执行世界构建活动的最大数量的AI。0=无限制


                            IP属地:广东15楼2023-12-19 05:54
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                              SuspectHealth = 160.0 # 犯罪嫌疑人血量
                              SwatHealth = 250.0 # 特警血量
                              CivilianHealth = 100.0 #平民血量


                              IP属地:广东16楼2023-12-19 05:55
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