编辑任务场景
What Makes a Hideout Scene
Introduction This list of checkpoints should aid you in creation of hideout scenes and provide you with an insight into what we pay attention to when creating them. Unlike many other of our scenes, hideouts are only used for fighting missions and usually have a very strict one way layout. Navigation Mesh Works similarly to how it does with village scenes. No need to have special ID’s on paths or around animal enclosures.
What Makes a Multiplayer Scene
Introduction This technical introduction should enable you to create a custom multiplayer scene, for a specific gamemode. It goes into details on what requirements your MP scene needs to meet so that it doesn’t crash. This is not a design guideline or best practice document. Gamemode Specifics Each Gamemode in Bannerlord will require a few different setups of relevant prefabs. It is possible to make scenes compatible with multiple game modes by including all needed prefabs.
What Makes an Arena Scene
Intro We are going to answer the “How to create an arena scene?” and “What should we take into consideration when creating an arena scene?” questions in this documentation. Scene Preparation The first topic that needs to be highlighted is that the terrain for the arena scene should not be too big. Fewer terrain nodes can be used in arena scenes. Far less than you need on other types of scenes.
攻城战场景是如何构成的
简介 在创建被围攻的城镇和城堡场景时,这个围攻功能组件列表将帮助你。 可攻击墙 *可攻击墙是指在攻城场景中支持被破坏功能的墙体位置。我们必须指定实
What Makes a Village Scene
Introduction This list of checkpoints should aid you in creation of village scenes and provide you with an insight into what we pay attention to when creating village scenes. Navigation Mesh Navigation mesh consists of triangles and quads. It is used by the AI for pathfinding. The global illumination system also uses it to find the visible locations of the scene. Keep in mind that the navigation mesh faces should not be too far away from the physics below it.
行动的战术位置
战术阵地和战术区域 这些是让AI了解地形特征的脚本实体。与攻城战中不同,AI不会总是使用你放置的战术阵地或区域。他们会在自己认为有利的条件下使
出生点 Debug 工具
介绍 这个可以添加进场景的工具有一个预制件 (prefab) 叫做“SpawnPointDebugView”。预制件有附带一个“SpawnPointDebugV
可破坏组件
破坏系统为mod制作者们提供了下列可选项。 它是什么? DestructibleComponent是一个ScriptComponent,可以应用
场景屏障生成器
简介 屏障生成器是一种工具,可帮助mod制作者在城墙上生成屏障以防止agent坠落。 用法 添加路径,可使用工具条上按钮 命名路径 随心所欲地创建路径
场景生成点指南
如何在Bannerlord中设计功能齐全的场景 每个场景都需要有一定的必备元素以避免游戏崩溃,并提供额外的功能,为玩家带来更好的体验。设计人员
脚本组件回调函数
以下为脚本组件 (Script Components) 的回调函数 (Callbacks)。 构造函数 (Constructor) 在构造函数中,需要指定一些公共变量 (Public Variables) 的默认值(变量可能会被场景设计师修改)。