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An Antistasi mod for Reforger would be sick, especially now that NPCs can drive. Imagine rolling up on a town and seeing civilians actually going about their day, driving to work, walking around. It'd make the whole guerrilla warfare thing so much more intense and meaningful.
Plus, with Reforger's improved graphics and systems, you could have some really dynamic resistance gameplay. Setting up ambushes on busy roads, having to be careful about civilian casualties, maybe even recruiting from the local population.
Have you heard any whispers about someone working on an Antistasi-style mod for Reforger? I've been keeping an eye out, but haven't seen anything solid yet. Here's hoping some talented modders pick up the torch soon.
class AntistasisMod: ScriptModule
{
protected ref GuerrillaFaction m_GuerrillaFaction;
protected ref ResourceManager m_ResourceManager;
protected ref MissionSystem m_MissionSystem;
override void OnInit(IEntity owner)
{
super.OnInit(owner);
m_GuerrillaFaction = new GuerrillaFaction();
m_ResourceManager = new ResourceManager();
m_MissionSystem = new MissionSystem();
SetupGuerrillaFaction();
SetupCivilianPopulation();
SetupResourceSystem();
}
void SetupGuerrillaFaction()
{
vector homeBasePos = GetRandomTownPosition();
m_GuerrillaFaction.SetHomeBase(homeBasePos);
}
void SetupCivilianPopulation()
{
array<ref Town> towns = GetAllTowns();
foreach (Town town : towns)
{
int population = CalculatePopulation(town);
for (int i = 0; i < population; i++)
{
SCR_AIGroup civilianGroup = SCR_AIGroup.Cast(GetGame().SpawnEntityPrefab(Resource.Load("{CIVILIAN_PREFAB_PATH}")));
if (civilianGroup)
{
civilianGroup.SetFaction(GetGame().GetFactionManager().GetFactionByKey("CIV"));
}
}
}
}
void SetupResourceSystem()
{
m_ResourceManager.InitializeResources();
}
override void EOnFrame(IEntity owner, float timeSlice)
{
super.EOnFrame(owner, timeSlice);
m_GuerrillaFaction.Update(timeSlice);
m_ResourceManager.Update(timeSlice);
m_MissionSystem.Update(timeSlice);
}
}
class GuerrillaFaction
{
protected vector m_HomeBasePosition;
void SetHomeBase(vector position)
{
m_HomeBasePosition = position;
}
void Update(float timeSlice)
{
// Update faction logic
}
}
class ResourceManager
{
protected int m_Money;
protected int m_Supplies;
protected int m_Weapons;
void InitializeResources()
{
m_Money = 1000;
m_Supplies = 500;
m_Weapons = 200;
}
void Update(float timeSlice)
{
// Update resource logic
}
}
class MissionSystem
{
protected ref array<ref Mission> m_ActiveMissions = new array<ref Mission>();
void Update(float timeSlice)
{
foreach (Mission mission : m_ActiveMissions)
{
mission.Update(timeSlice);
}
if (ShouldGenerateNewMission())
{
GenerateNewMission();
}
}
bool ShouldGenerateNewMission()
{
// Logic to determine if a new mission should be generated
return false;
}
void GenerateNewMission()
{
// Logic to generate a new mission
}
}
The cool thing is, it lays out the basic bones of what you'd need - you've got your guerrilla faction stuff, resource management, mission system, all that good stuff. It even shows how to hook into some of Reforger's systems, like spawning units and messing with factions.
But here's the deal - it's just a starting point, you know? Any modders picking this up would have a ton of work ahead of them. They'd need to flesh out all the functions, make it play nice with Reforger's AI and terrain systems, whip up a UI, make sure it doesn't fall apart in multiplayer, all that jazz.
The upside? It could be a sweet project for a bunch of modders to team up on. Like, you could have one person going ham on the mission system while another's figuring out how to make the AI not act like a drunk toddler.
If you're serious about getting this off the ground, you might wanna throw this idea out there on some Reforger modding forums or Discord servers. See if anyone bites, you know? You might find some folks with the skills to turn this rough outline into a kickass Antistasi mod for Reforger.
It's gonna be a big project. But hey, that's half the fun, Seeing your idea come to life bit by bit. Good luck, dude.