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msy 2007-07-18 21:47

The Environment环境——重要的事先来
First things first.
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Let's take a look at the environment next, with an eye turned towards the things that are tactically significant concerning it.

ArmA's environment is modeled with a level of fidelity that many other games lack - you'll find a full day-night cycle complete with accurate shadowing, accurately modeled starscapes, moon phases, tides, varied foliage, insects, birds, wind, varied weather (wind, rain, lightning, storms), grass - all of it, and more, which comes together to form a virtual world that can exist in many varied states which can have dramatic influences on the tactical gameplay that occurs within it.

In no particular order, let's move on to some of the more prominent tactical aspects of the ArmA environment.

我们再看看环境,这个我们眼前对战略至关重要的东西。
ARMA下的环境是一种高保真模拟,这是其他游戏的弱项。你可以发现完整的日夜轮回,伴随着精确的阴影、星光、月相、潮汐、各种各样的植物、昆虫、鸟、风和各种各样的天气(包括风、雨、雷、电和风暴
等)、草——大自然中一切的东西。这些东西集合到一起组成了丰富的世界,一个可以戏剧性地影响战略战术的世界。
让我们更进一步了解ARMA的环境它的更卓越的战术部分。
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HDR
High Dynamic Range rendering (HDR) is used to good effect in ArmA. HDR helps to simulate the reaction of the human eye to bright light sources or dimly lit areas - for instance, your eyes will slowly adjust to a dark room once you enter it, and the light of a mid-day sun will temporarily blind you if you stare directly at it.

From a tactical standpoint, there are several key areas where HDR must be paid particular attention to.

*When the sun is low on the horizon. If the sun is low, it can be taken advantage of when attacking the enemy or as a defender. Troops that are assaulting a position in which the sun is in their face will be able to see less clearly and will generally be less effective. On the other hand, defending against an enemy that is attacking into the sun is a great bonus, as the enemy will be well-illuminated and you will be hard to see.

HDR用于在ARMA里实现更好的效果。HDR帮助模拟出人眼对强光和微光的反应——比如,当你进入黑暗的房间,你的眼睛会慢慢地去适应,或者你盯着正午的太阳看,光线会让你的眼暂时花掉。
从战术立场说,有一些关键的地方让我们认真对待HDR。
·当太阳在地平线附近时。如果太阳很低,当你攻击敌人或做为防御的一方时,太阳可以被利用起来。正在进攻的部队如果面向太阳,眼睛会看不清远方的东西通常影响攻击效果。另一方面,做为防守放会占很大便宜,因为敌人被阳光照亮了,而自己却在暗处。

*As an aircraft. When it comes time to attack ground targets, attacking out of the sun will help to mask your approach and make it harder for the enemy to effectively engage you.
*At night. Bright lights will dampen your biological nightvision for a short period of time. This can be caused by headlights blinding you, flares popping in the sky, removing your NVGs in the dark, and the flash of lightning. It is likely that mods like ACE will take this a step further and increase the amount of time it takes for your vision to recover from a bright light in the darkness.
*做为飞行器。当你获得了进攻时机,背对着太阳向目标攻击攻击能向敌人掩饰住你的接近,让敌人更难有效的攻击你。
*在晚上。瞬间的强光会让你的眼睛受不了,比如车前灯,天空中的闪光,在夜间把夜视镜取下的时候,和闪电发出的强光。 很可能ACE MOD能让这种情况更剧烈,也让你的眼睛恢复正常需要耗费更多的时间。

msy 2007-07-18 22:22
GRASS草
One of the most obvious visual upgrades in ArmA comes in the form of grass, grass which becomes a major consideration in any area that sports it. The main things to remember about it are as follows.

*Grass will restrict your visibility substantially when prone. Because of this, you will need to take a higher posture (ie crouched) in many situations to see and fire with accuracy. Some of the Sahrani grass is taller than other stuff (ie the woodland grass is typically thick and tall, the scrub grass is thinner and shorter).

草地是ARMA的一个最明显的视觉升级。草在任何地方都成了人们主要考虑的事。下面的内容是你必须记住的重要的东西。
*当你匍匐的时候,草会充分限制住你的视野。由于这个原因,你需要提高身姿去侦查或精确开火。在SAHRANI,有些草比其他品种高些(森林里的草就是典型的又高又粗,灌木旁的草就又细又矮)。

*Grass will flatten in a small radius around you if you go prone. This can help you fire over crests of ridges, since the grass on the ridgetop will flatten and you'll have a clear vantage.

*如果你匍匐的话,草会在小范围内被你压平。这样可以帮助你在山脊处射击,因为山脊处的草被你压平了,而你拥有了明显的优势。

*Grass renders out to around 30-40 meters by default, but it's concealing effects are not limited to this range. At around 30 meters, a "grass overlay layer" will show up that is raised the same amount above the ground as the grass. This will make it so that things like mines and satchels will not be visible at range, and everything else (ie humans) will appear to be "sunken" into the ground a bit.

*草地在游戏中的渲染默认范围是30-40米,但是隐藏效果并没有受这个范围的影响。在30米附近,一个“草地覆盖层”会表现出来,它跟草的高度相同。这样就可以让象地雷和炸药包在范围外不被发现,而且所有的东西都会看起来像“沉没”在地里一点。


*Grass can be stripped off the ground by explosions relative to the power of the explosive. The grass will stay stripped even after the impact "decal" fades away. Tanks can exploit this to expose hidden mines - firing an AT round at a patch of terrain suspected of being mined may expose a few mines in the area where the grass was stripped.

*草在爆炸威力涉及过的地面上会消失。草会一直处于消失状态,甚至在撞击“贴花”逐渐减弱以后也一样。坦克可以用这个探测隐藏着的地雷——在被怀疑埋有地雷的土地上开一炮,可能会发现一些被草掩盖住的地雷。

msy 2007-07-18 22:57
Environmental Destruction环境破坏
Pretty much every single building, tree, fence, or other object that could conceivably be destroyed in reality can be destroyed in ArmA. Walls can be knocked down, trees can be overturned, and buildings can be reduced to rubble.

This is a major tactical element of MOUT (Military Operations in Urbanized Terrain) combat in particular, and all players should recognize the fact that being behind a wall, or in a house, does not necessarily make them safe.

It is entirely likely that future ArmA mods will introduce some form of dynamic building destruction.

在现实生活中的单个建筑、树木、栅栏、或其他物体,只要能被摧毁的,在ARMA里也能。墙和树会被撞倒,建筑变成碎石。
特别的,这是城市作战MOUT中的重要战术元素,而所有的玩家应该认识到在墙后面或在房子里面是不能保证他们安全的事实。
很有可能,未来的ARMA MODS将引入动态建筑毁灭效果。
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Night Time Visibility & The Moon 夜间可视度和月亮
ArmA sports several welcome improvements to the way night time visibility is modeled. The things that impact nighttime visibility are as follows.

*The phase of the moon. A full moon will provide a great amount of light, whereas a sliver will do little to light up the night landscape.

在ARMA里,夜间可视度被建模出来,很受欢迎。影响夜间可视度的因素有以下几点。
*月相。满月可以提供大量的光照,而残月则只能提供少量的光。

The following two screens show off what the landscape looks like with the moon having dipped below the horizon (on the left) and with a full moon high in the sky (on the right). Note how much can be clearly seen with the full moon up.

下面的两张图表现出地形在不同月光下的情况。左边的图里月亮在地平线下方,右边的图里是满月在天顶。注意满月能把地面照亮的程度。



*The position of the moon in the sky. The higher in the sky the moon is, the more it will light up the terrain. If the moon is low in the sky, it will provide less light and will also cause objects to be illuminated on one side yet pitch-black on the other side. This can be taken advantage of similar to the way that the sun's HDR effects can in the day - if you attack the enemy with a full moon low in the sky at your back, they will see nothing but black shapes rushing at them, whereas you will see their bodies illuminated by moonlight.

Note that in v1.05 of ArmA a change was made that lets the moon's position cast shadows on the terrain. These illustrations do not show that off due to them having been created in an earlier version, but you can get a comparison of how the old version looks compared to the new from these two recent shots: Old, no moon-cast shadows. New, moon-cast shadows. It's quite a dramatic difference, as you can see. .

*月亮在天空的不同位置。月亮越高,就越能照亮地形。如果月亮很低的话,除了光照很低外,它只能照亮物体的一面,而另一面是黑的。我们可以参照日光的HDR战术来利用月光。
(此段是有关1.05版相对原来的不同,不翻译)

*The weather. If it's a cloudy sky, a full moon will have little effect. A clear sky, on the other hand, might make even a half-moon have some effect. Lightning storms provide plenty of illumination, but they are unpredictable and each flash will last for only a moment or two.

天气。如果是多云,满月也只有一点作用。如果是晴朗的填空,在另一方面,半月也可以有一些作用。雷雨提供了大量的照明,但是他们是不可预知的,而且每次闪光都只持续一到两秒。

Day/Night Cycle日夜轮回
ArmA's day/night cycle happens in realtime and covers the full spectrum of day, dusk, night, and dawn. Shadows shift based upon the position of the sun (or, at night, the moon) in the sky as well. Towns and villages will also light up at night via streetlights, lighthouses, etc.

ARMA的日夜轮回以真实的时间发生,覆盖了白天、黄昏、黑夜和黎明的所有光谱。阴影的移动以太阳的位置(或晚上的月亮)为基础。城镇和村庄在晚上也经由街灯、灯塔等光线产生阴影。

The tactical significance of this is that a mission can take place at any time, and the time will progress during the mission itself. Thus, a battle that starts at dusk can very well rage on into twilight and finally night.

轮回的重要性在于,一个任务可以在任何时间发生,而在执行任务的时候,时间也在推移。因此,一个在黄昏开始的任务可能持续到夜晚。


Missions that take advantage of this element of the game can be quite interesting - for example, a mission that would take advantage of this would be one where a small team of special forces soldiers is trying to exfiltrate out of an enemy area in the last minutes before dawn. The enemy would be without nightvision devices and would have to rely on the light of the moon (and flares) until the sun breaks the horizon. The SF soldiers would have to try to put as much distance between themselves and the enemy before the light came, at which point the dynamics of the mission would change dramatically.

游戏中利用了这个元素的任务可以非常有趣——比如一个任务,一小队特种兵试图在黎明到来前溜出敌军阵地。敌人没有夜视装备,只能依靠月光或火光,直到太阳破晓。在光线到来前,特种部队必须试着与敌人保持很远的距离。由于任务的动态性,这会变得有戏剧性。

There are countless great mission concepts that can take advantage of the realtime (or accelerated, if desired) day/night cycle, not to mention the variety that comes from being able to set a mission to occur at any time during the day or night. You can even have this be a selectable option for the mission, so that the players can decide on the mission time before starting the mission, adding that much more replayability to it.

有数不尽的任务概念可以利用真实的日夜轮回(也可以加速,如果希望的话),不必关心任务设在白天或晚上的变化。你甚至可以为任务设置一个时间选项,以便玩家可以自己决定任务发生的时间,这样可以增加任务的可玩性。

msy 2007-07-18 23:45
Cloud Cover云量
Cloud cover softens the environment's appearance. Shadows become muted or disappear completely, leaving the world less defined than with a normal amount of sunlight. Picking out targets can become a bit more difficult in overcast weather due to the lack of shadows and an increased ability for people to "blend in" to the visually subdued environment.

云量让环境的外贸柔和。阴影变弱或完全消失,相对充满着阳光的时候,世界变得很模糊。在多云天,选择目标攻击会变得比较困难,这是由于阴影的缺乏和人物与环境融合的能力增加。

Rain / Storms雨、暴风雨
While it does rain in ArmA, the rain has little significance by itself. It does little to obscure vision, nothing to alter sound, and there are no movement modifiers based on whether the ground has been highly saturated or not. Still, in certain situations heavy rain combined with "rain fog" can reduce visibility a bit, and occasionally it can alter the conduct of a battle.

Lightning from storms can have an effect at night by causing brief periods of illumination. This can be helpful to any forces that are operating without nightvision goggles, and a hindrance to those that have NVGs and want to maintain stealth.

当在ARMA里确实下雨的时候,雨本身并没有多少重要性。雨对实现的朦胧没有多少影响,也没有改变声音,土地也没有因是否高度渗透雨水而改变自己的状态。尽管如此,在某些情形下,大雨会形成“雨雾”,这会减少一点能见度,并且有时候会改变一场战役的发生。
暴风雨中的闪电在晚上对短暂的照明有影响。这对任何没有夜视仪的部队都可以有帮助,但对那些试图潜行的有夜视仪的部队来说是个障碍。

Fog雾
Fog's tactical significance comes in the form of how much it reduces the effective combat range of all units. Helicopters and planes are almost completely worthless in heavy fog, especially as CAS elements, and ground vehicles tend to suffer from dramatically reduced effectiveness as well. Infantry are forced to heighten their situational awareness and sharpen their vision, else they're likely to walk right into the enemy unawares. Fog also demands that all units maintain very good friend-or-foe identification to avoid fratricide (aka "friendly fire").

When all is said and done, heavy fog reduces combat to an exceptionally violent, close-range, and nerve-wracking affair. It hampers literally every facet of combat and is one of the most difficult conditions to fight in. Exceptional individual skill and team coordination is necessary to triumph in heavy fog.

雾的战术重要性来自它能减少所有单位有效交战范围的程度。在大雾天,直升机和飞机完全无用,尤其是
做为CAS元素(???),地面车辆也遭受交战效力减少之苦。步兵被迫提高他们的警觉而且要把眼睛放明锐,另外,他们很可能不知不觉地和敌人走到一起了。当然,如果敌我双方的敌我识别能力非常高,以致不会误伤的话,雾也是可以需要的。

毕竟,大雾把战斗变成了异常猛烈的、近距离的、令人头疼的东西。它牵制了战斗的多方面因素,在雾中作战也是最困难的。只有非常高潮的技术和团队合作才是大雾天里胜利的必要保证。

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noseek 2007-07-18 23:56
[s:104] 太好了!!!众人拾柴火焰高!

FD 2007-07-19 09:35
msy的贡献不小,对于你辛苦的劳作,我要认真拜读和学习指导行动

学院里的领导和同学及时引进外面的新鲜“空气”,开拓大家的眼界,让大家受益

我在这一并感谢

msy 2007-07-19 22:17
Intro
Every player is at heart a basic rifleman first and foremost. You may want to fly planes and helos or drive tanks, but ultimately you must be familiar with life as an infantryman before you will be effective at anything else. Since every vehicle in the game is concerned directly with infantry support, it is important that all vehicle crewmen are familiar with the infantryman's life if they hope to support him properly.

The first part of being a proficient basic rifleman is knowing what your responsibilities are.

介绍
每位玩家首先也是首要地必须成为一名步枪兵。也许你希望驾驶飞机坦克,但是在你能有效掌握任何东西前,你必须熟悉一个步枪兵的生活。因为游戏中每种载具都要参与对步兵的支援,所有载具乘员对步枪兵生活的熟悉是很重要的,如果他们希望能更好的支援步兵。
成为一名优秀的步枪兵的第一步是知道你的责任是什么。
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The Basic Responsibilities of a Fireteam Member火力组成员的基本责任
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About the fireteam and your role in it
The 'Fireteam' is the smallest unit that you will see ordered around as a cohesive team on the battlefield in our sessions. Each fireteam consists of three fireteam members and one fireteam leader, and each fireteam wields a well-rounded assortment of firepower.

As a new player, you will act as a fireteam member and will be under the charge of one of our more experienced players, who will act as your fireteam leader. He in turn will be under the command of a squad leader who commands all three fireteams in his squad, who will be under the command of the Platoon Commander who will be commanding the three squads that form our platoon. There is a comprehensive writeup of the Shack Tactical Platoon Structure coming up on the next page - for now, just concentrate on your basic responsibilities as a fireteam member.
关于火力组和你在其中的角色
火力组在战场上是最小的也是最紧密结合在一起的小组。每个火力组包括三个步枪兵和一个火力组组长,每个火力组掌握着一个完整的火力搭配。
做为一个新玩家,你将扮演火力组中的一员,由你的火力组组长指挥。组长由班长指挥,一个班长指挥三个火力组。班长又由排长指挥,一个排长指挥三个班。下一页有Shack Tactical有关排的编制的完整介绍,但是现在,你只要专注你做为火力组一员的基本职责。
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The Basic Responsibilities of a Fireteam Member
*Know your squad and fireteam. In our organization, squads are lettered and fireteams numbered. More on this, and our organization in general, can be found in the Organization section of this TTP (on the next page). Remember what team and squad you are in so that voice orders relevant to you can be heard, acknowledged, and acted upon. Make sure you are familiar with your immediate element leader's voice.
*Listen to your fireteam or squad leader and follow their directions. Fireteam and Squad Leaders are typically the more experienced players. Their role is to try to keep you alive and in the fight while accomplishing whatever mission the squad may be tasked with. Listen to them, stick with your fireteam/squad, and you should do just fine.
*Practice fire discipline and know the "Rules of Engagement" (ROE). Do not be the one to give away a stealthy approach by accidentally firing your rifle or firing at a target without having been given clearance. Once things heat up, and the element of surprise is lost, you're free to shoot at anything that poses a threat. Until then, maintain good fire discipline.
*Scan for, spot, and call out enemy contacts. Use the right-click "reveal" feature to call out targets, or do it concisely via voice. Directions (front/left/rear/right) can be used when the friendly forces are moving in a known direction and front/rear/right/left are known to everyone. Otherwise, compass directions and degree bearings should be used. More on this in the "Contact Report" section later on.
*Maintain good interval with other players. Bunching up gets people killed. Keep several meters worth of interval between yourself and other players at all times.
*Concisely communicate all information as rapidly as possible. Keep the chat channels uncluttered so that the leaders can communicate.
*Cover your sector. 360-degree security is needed at all times. This means that with a fireteam of four, every person should be observing/covering a different area. Good security means that your team is that much less likely to be surprised by the enemy, and thus is going to survive longer in combat.
火力组乘员的基本职责
*了解你所在的班和火力组。在我们的组织里,班用字母编号,火力组用数字编号。更多的是我们的编制大体上可以在TTP的编制部分找到。记住你在什么小组什么班以便你能听到有关你的口头命令,然后应答并执行。确定你熟悉你的组长的口音。
*听从你的组长和班长的命令并照他们的办。组长和班长是典型的更有经验的玩家。他们的角色是试图保证你的生存,在任何任务中能保持战斗。听从长官的命令,紧跟着队伍,做自己该做的事。
*练习开火纪律,了解“交战规则”。不要做一个破坏接敌潜行的人,比如偶然走火或者向不需要消灭的敌人射击。一旦允许交战,你可以自由射击。但是直到这以前,要一直保持开火纪律。
*搜索并发现敌人,告诉大家接敌。用鼠标右键的“发现”功能告诉大家目标,或者直接口头表达。如果我方人员朝已知的方向运动,可以直接告诉他们敌人的方向(前后左右),也可以使用指南针方向和方位角。更多的有关“接敌报告”在后面的部分介绍。
*跟其他玩家保持一定距离。聚成一团会造成集体死亡。确保任何时刻你和其他玩家都保持一定距离。
*尽可能快地简明地交流所有信息。保持通讯频道的整洁,以便长官可以交流。
*掩护自己的防御部分。360度全方位安全是任何时候都需要的。这意味着一个火力组的每个人都要负责观察和掩护一个区域。良好的安全意味着你的小组最不可能被敌人偷袭,因此可以在战斗中存活更久。




*Maintain good situational awareness and be aware of where friendly forces are. This helps to prevent being surprised by enemy contacts, prevents friendly-fire incidents, and gives you an idea of what areas may need more observation based upon how the squad or platoon is oriented. More on this in the "Situational Awareness" section, below.
*Know your target. Don't wildly shoot at everything that moves, as that tends to cause friendly fire casualties. If in doubt, don't shoot. Ask someone else in your fireteam to check out the questionable contact. Check the map to see if friendly forces are where you're looking. If you're still unsure, ask the element leader and he can take it up the chain if necessary. Once you pull the trigger, there's nothing you can do to bring that round back. Don't be the one to shoot a friendly.
*Do not cross the line-of-fire of friendly units whenever possible. If you need to move past a person, always try to pass behind them. If you ever do need to move in front of someone in a combat situation, ensure that you call them by name and tell them that you're about to cross their line of fire. Do so via "Direct Speaking" VOIP when possible. Obviously common sense will dicate when this is necessary - crossing in front of someone during general movement towards an objective is not a huge deal and does not merit a call, whereas running in front of someone during a firefight can get you killed and requires coordination with whoever you need to cross in front of.

*保持良好的警觉,注意友军的位置。这样能帮助防止遭敌人偷袭和己方误伤事件发生,而且基于长官的导向,这能给你更多的需要观察什么区域的主意。更多的内容在“Situational Awareness”部分。
*知道你的目标。不要朝任何移动的东西射击,那样会造成自己人误伤。如果有怀疑,不要射击。请求火力组里的其他人去检查可疑接触。查看地图,看看是否有友军在你观察的位置。如果你仍然不确定,要询问长官,他会采取一系列的必要措施。一旦你射击了,你将无法把弹头取回来。所以不要伤了自己人。
*尽可能在任何时候都不要穿越自己人的火线。如果你需要经过某人,尽量从他后面过。在战斗中,如果你必须从他前面过,确定你先叫他们的名字,告诉他们你要从他们的火线经过。可以的话最好通过直接语音通讯VOIP。很显然,这些步骤是很自然的,经过别人前面不打招呼在交火中很可能被误杀,而且你必须和要经过的人进行协调。
======================
Combat Buddy Teams 战斗伙伴小组
Combat Buddy Team Organization & Info
Every player should move with a buddy in-game whenever feasible. This most typically is done at the fireteam level, with the fireteam leader assigning buddies. The most common pairing up is the fireteam leader with the rifleman, and the assistant automatic rifleman with the automatic rifleman.

Buddy teams allow for more accountability to occur within a fireteam and also allows for very low-level teamwork to naturally and easily happen, which helps to boost the effectiveness of a fireteam. They allow for a fireteam leader to more rapidly command his team with fewer words as well - instead of constantly referring to each individual when giving orders, he can refer to the second buddy team and simply lead his own buddy team by his actions.

战斗伙伴小组的组成和介绍
每个玩家在游戏中,在可行的任何时候应该和一个伙伴一起移动。这个工作典型地是在火力组水平上,由组长分配伙伴的时候完成的。通常的配对是组长和步枪兵配,轻机枪手和轻机枪手助理配。
伙伴小组考虑到在火力组内更多的义务也考虑到更自然也是更容易发生的低层次的团队协作,这可以帮助推进火力组的作战效果。伙伴小组也考虑到火力组组长能更迅速地指挥他的小组而不用太多语言——不必在下达任务的时候总是提到某个人,他可以提及第二伙伴小组而仅带领自己的伙伴小组。

Combat Buddy Team Member Responsibilities
*Stick with and support your buddy. Move with them, fight with them, and cover them.
*If your buddy goes down, it is your responsibility to get him out of the fight. A rapid assessment must be made as to whether he is dead or wounded, and whether the situation allows for you to safely pull him to cover. A dead teammate can wait, whereas a wounded one may need immediate attention from a medic and your action may be the deciding factor between life and death. If your buddy goes down, call out to the other fireteam buddy team and get them to cover you while you drag him to safety. Once you've made it to cover, call out to the squad medic and ensure that your buddy is treated. Depending on the situation you may want to stay to provide security to the medic or move back to the fireteam and continue fighting.

战斗伙伴小组成员的责任
*紧密结合并支援你的伙伴。跟他一起移动,一起开火,掩护他。
*如果你的伙伴倒下,把他拖出战斗是你的责任。他是死亡还是受伤必须迅速做出判断,也要迅速判断局势允不允许你把他安全地拖入掩体。一个死亡的队友可以等会,但是一个受伤的队友也许需要迅速的接受医疗,你的行动将成为他是生是死的决定因素。如果你的伙伴倒下,呼叫另一个伙伴小组,当你把他拽进安全区域的时候要他们掩护你。一旦你把他带到掩体,呼叫班里的医生,确定你的伙伴得到治疗。根据当时的情况,你可以选择是留下来为医生提供安全保护还是返回火力组继续战斗。
=======================
最后,作者有两个当代军队作战手册的下载
一个是美国陆军作战技巧
http://ofp.umbr.net/Other/milpubs/Combat%20Skills%20of%20the%20Soldier%20%20%20(FM%2021-75).pdf
一个是美国海军陆战队作战技巧手册
http://ofp.umbr.net/Other/milpubs/USMC%20Common%20Skills%20Handbook%201B.pdf我看看先。
======================END

msy 2007-07-19 23:21
有些术语我搞不太懂,希望勘误。

noseek 2007-07-19 23:32
为了方便整理,一个章节的译文都合并在一起发。

进展很快嘛~ [s:124]

msy 2007-07-19 23:34
只能翻译点简单的,术语再多点,口语再多点,我就吃不消了~~~ [s:128]
大家还是先帮忙勘误吧。

msy 2007-07-20 21:48
Situational Awareness情境意识
See them before they see you在他们看到你前看到他们
引:情境意识(situation awareness简称SA)是个体对不断变化的外部环境的内部表征.在复杂、动态变化的信息环境中,它是影响操作者决策和绩效的关键因素.
Situational awareness on the individual level is an important skill to posess. "Situational Awareness" is simply the act of being alert to what is happening around you, and using your knowledge of the battlefield's state to make tactical decisions and judgment calls.

Proper "SA" reduces the chances of being surprised, wounded, killed, or even of having a friendly-fire incident. It is an important skill to hone, and familiarity with what to look for can be a big help for the less-experienced players.

在个人水平上,情境意识是需要形成的非常重要的技能。“情境意识”是你对什么事情将发生并且用你对战场态势的知识进行的战术性的决定和判断的本能的反应。
正确的“情境意识”能减少被偷袭、伤亡或误伤事件的机会。这是你需要磨砺的一项重要技能,并且熟悉什么东西需要寻找,对于那些没有经验的玩家来说是一个非常大的帮助。

TrackIR
等我们普及的时候再说吧……

What To Stay Aware Of And Look For 需要对什么保持警惕,对什么进行寻找
There are many things that a player must stay aware of and be on the lookout for during the course of a mission. I have broken these down into several groups.

在任务进行过程中,玩家必须对很多东西保持警惕,进行搜索。我把这些东西分为以下几组。

General Situational Awareness 情境意识概要
*Where are friendly forces located? Knowing this will help you to pick which areas to spend your time observing, and will help to prevent friendly fire.
*Where is the enemy at relative to you? What are the likely positions they will be occupying? What can you do to minimize your exposure to the enemy?
*Where is the nearest medic? In a mod like ACE that models bleeding, knowing where the medic is and being able to get to him quickly can mean the difference between life and death.

*友军位置在哪?了解这个将帮助你挑选在那些方向需要花时间观察,也可以防止误伤。
*敌人相对于你在哪?他们最可能占据了那些位置?你能做些什么来减少你对于敌人的暴露?
*最近的医疗兵在哪?在象ACE一样的MOD里,模型会流血,知道最近的医生在哪并尽快到他旁边意味着生与死。

Prior to combat, scan the following... 战斗前,先搜索以下方面:
*Bases of trees. Tree trunks are the most prolific cover available in the great outdoors, and many enemy ambushes will involve soldiers using trees as cover and concealment.
*Shrubs and bushes, particularly on the edges. Shooting through a bush or from within one isn't always that easy. You'll often find people firing around the right side of a bush, which means from your perspective they will be on the left edge of the bush.
*Rooftops near any protrusions (ie stairwells). Protruding stairwells, air vents, etc can be used as cover for anyone using a roof as a firing position.
*The edges of windows. You'll hopefully spot anyone blatantly standing in a window, so that means that you should focus your attention on scanning the edges to ensure that noone is 'tucked-in' to the window.
*Knocked-down trees, bushes, fences, etc. If the enemy has vehicles they may accidentally run down trees, bushes, orother obstacles and give away where they've been. The enemy may also knock down trees and then use them as concealment.

*树的基部。在野外,树干是最丰富的可利用的掩护物。很多敌方的埋伏,士兵都会利用树做为掩体或藏身之处。
*灌木丛,尤其是它们的边缘。透过灌木射击或在灌木丛里面往外射击并不是一件容易的事。你经常会发现敌人在树丛的右边开火,这意味着从你的视角来说,他们在树丛的左边。
*靠近任何突出物的屋顶(包括楼梯井)。突出来的楼梯井和通风口等等,可以被任何利用屋顶做为射击点的人当作掩体。
*窗户的边缘。你很希望一眼就发现任何人站在窗户旁,这样你就得集中精力搜索窗户的边缘,以免你们被房里的人“通吃”。
*倒下的树、灌木丛、栅栏等。如果敌人有载具,他们可能偶然地撞倒树、灌木丛和其他的障碍物,结果泄漏了他们的行踪。敌人也可能撞倒树把自己隐藏起来。

In combat, look for... 战斗的时候,搜索这些东西
*Muzzle flashes (particularly at night), muzzle smoke. You may not always see the precise outline of an enemy, but that big puff of smoke and dust (in the day) or flash of flame (at night or in low light situations) that keeps popping up from the same location over and over again, coinciding with bullets landing nearby, can act as a great indicator to where the enemy is located.
*Tracers (follow them back and voila, enemy!). Tracers are brilliant neon signs that say "I'm firing from over here!". These are the most visible signs of the enemy, and the easiest to trace back to the shooter's origin. Note that in mods like ACE, not all weapons will fire tracer rounds.
*Smoke. If the enemy fires an RPG or similar, you'll be able to pick out their position by the large volume of smoke produced by the launch. You may also see the enemy using smokescreens to mask their movement - typically, a cloud of smoke created in such a fashion is a giant "SHOOT ME" sign, since it's most likely being used to conceal the enemy's movement.
*Dead enemies. This is particularly useful if contact was made with the enemy by another element, or by CAS/artillery. Dead enemy soldiers can give you an idea of where the enemy was, what they were (i.e. special forces, normal troops, etc) and even where they may still be.

*枪口火焰(尤其在晚上)和烟雾。你不可能总是看到敌人的精确轮廓,但是注意那些很大一团的烟尘(白天)和枪口的火焰(晚上或微光的时候),它们总是不断地出现在同一个地点,而且与弹着点相符,那么这些东西就是敌人藏身的很好的指示器。
*曳光弹(顺着光线的末端看去,敌人!)。曳光弹是一个很醒目的标记,相当于说“我在这里开火!”曳光弹是最容易发现敌人的记号,也是追踪到射击者位置的最简单的东西。注意,在类似ACE这样的MOD里,不是每种武器都发射曳光弹的。
*烟雾。如果敌人发射RPG或类似的东西,你可以通过发射器发出的大量的烟雾把敌人的位置找出来。你也会发现敌人用烟幕掩饰自己的行踪——典型的,一个马马虎虎的烟幕云,是一个巨大的“向我射击”的标记,因为这是最有可能用来掩饰敌人行踪的。
*死掉的敌人。如果接敌是由于其他因素引起的,或者由于近距离空中支援CAS或炮兵支援引起,这个尤为有用。从死者身上可以发现很多线索,比如这些敌人是哪里的,他们的兵种是什么(特种兵或普通兵等),甚至知道其他敌人在哪。

After combat, whether the enemy has fled or has been defeated, or after coming upon the scene of dead enemies... 战斗过后,敌人是逃跑了还是被击败了,或者在现场死亡的敌人
*Watch for satchel charges or other explosives that could have been set on a timer or may be command-detonated. If you see any, immediately announce it to your element leader and vacate the area. Satchel charges can be hidden in grass and can be very hard to pick out. Keep good interval when clearing enemy bodies to avoid a hidden satchel causing multiple casualties. If possible, avoid sending more than one or two people to check out enemy bodies to begin with.
*Check what weapon systems have been left behind if the enemy retreated. If they abandoned valuable weapons like RPGs, anti-aircraft missiles, machineguns, crew-served weapons, etc, they are probably disorganized and should be pursued if tactically feasible.
*Check for any stray blood trails. If there isn't a body at either end of the blood trail, the odds are high that someone survived and snuck away. Stay on the alert in this case.

*注意查看炸药包之类的东西,他们可能被定时或遥控引爆。如果你看到了这些,立刻报告给你的上级并且为炸药包空出空间。炸药包可能藏在草里不容易发现。清理敌人尸体时,小队队员要间隔一段距离以免隐藏着的炸弹爆炸导致多人伤亡。
*如果敌人撤退了,检查他们遗留下来的武器系统种类。如果他们抛弃了有价值的武器,比如RPG、反坦克导弹、机关枪、乘员自卫武器等等,这时候敌人可能已经没有组织了,应该追击敌人,如果战略上可行的话。
*检查任何离群的血迹。如果在血迹的终点没有尸体,最可能的是有人生还并隐藏起来了。这种情况下要保持警惕。

Other Situational Awareness Tips 其他情境意识的技巧
Check the Map Frequently 经常查看地图
The map is used by our group to mark enemy contacts, and thanks to our platoon structure and how it is displayed in-game, the positions of friendly squads and fireteams can also be seen on the map. Ensure that you check it frequently to keep up-to-date on suspected enemy positions as well as friendly positions.

Note also that enemy infantry spotted within your group will show up on the map, but that other groups will not necessarily see them. If you spot an enemy and locate it on your map, ensure that you place an "ei" marker over it (in "Side" mode) so that the entire platoon can see the position.

地图是我们的团队用来标记敌人接触的。由于我们的排的结构和在游戏中的展示,友军也可以在地图上看见。确保你经常查看地图,更新敌我位置的信息。
注意,你的团队发现的敌人会显示在地图上,但是其他的团队不会看到他们。如果你发现了敌人并标到地图上,确定你在标记上放一个"ei"标记(在"Side" 模式下),这样整个排都可以看到。

Avoid Tunnel Vision 避免视野狭隘
In addition to everything else, remember that you must strive at all times not to fall into a state of "tunnel vision". This occurs when a player gets so fixated on a specific target or object/area that they neglect to stay aware of the "big picture". Remember that for every enemy you see, there are probably three or four (or more) others that you do not. Fixating on a single enemy at the expense of everything else is likely to get you flanked and killed. Stay alert and aware and you will greatly increase your odds of survival.

除了任何东西外,记住你必须时刻努力不要陷入“视野狭隘”的状态。这发生在当玩家把视线盯在一个具体的目标或物体、区域时,他们对大环境放松了警惕。记住,对于任何你看到的敌人,可能还是有三四个或更多的人你没看到。只盯着一个敌人而不顾其他可能会要你的命。时刻保持警惕会增加你生存的机会。

Peripheral Vision Indicators 间接视力指示器
ArmA implements a system to try to simulate the fact that real people have a much wider field of view than you typically get in a game. To this end, BIS has implemented "Peripheral Vision Indicators" (or PVIs) that show up on the edge of the screen when units are in your peripheral vision but are not showing up in your rendered vision. The PVIs take the form of small, semi-transparent dots on the edge of the screen corresponding to the direction of the person/vehicle represented by said PVI. A red dot is an enemy, a green one is a friend, and a grey one is typically a neutral or empty vehicle.

PVIs will not show up when using anything that obscures your field of view, such as the nightvision goggles or magnified rifle scopes.

ARMA实现了一个系统试图实现真人拥有的比在游戏中更广的视野的事实。最终,BIS实现“间接视力指示器”PVIS,在屏幕的边缘显露出那些在你间接视力内但无法显示在屏幕里的敌人。PVIS用小的透明的点在屏幕边缘代替那些符合正确方位的敌人。红点代表敌人,绿点代表自己人,灰色代表中立的或空的载具。
PVIS在当你使用任何使视野变暗的东西是不起作用,比如夜视仪或光学瞄准镜。

Friend or Foe Identification 敌我识别
Being able to visually differentiate between friends and foes is a critical skill to have. Someone who cannot tell the difference is a danger to their entire team.

There are several guidelines that can be followed to help prevent friendly fire incidents.

*Think before you pull the trigger. If it looks like a friend, has a friendly weapon, isn't shooting at you, but seems like it's in an enemy area... it may be a friend.
*If in doubt, don't fire. Ask a teammate or your team leader to check out a suspected enemy if necessary. People with optics (ie ACOG rifle scopes, binoculars, etc) can be great help in ID'ing potential enemies.
*Stay alert as to where friendly forces are located, and communicate your location to others when necessary.
*The colors of tracers and the sounds of the weapons being used can help to ID the enemy, but bear in mind that over the course of a mission friendly forces may acquire enemy weapons and thus it becomes less and less accurate as a mission progresses. Also, intelligent enemies may acquire friendly weapons from casualties and use them in the hopes that they will sow confusion amongst their enemies.

在视觉上区分敌我是一个重要的技能。某个不能识别敌我的人对他们整个团队来说是个危险。
遵从以下指导方针能帮助避免误伤事件。
*在你射击前想一下。如果对方看起来象自己人,拥有我方武器,而且他不向你射击,但是似乎他在敌人的区域,也许他是自己人。
*如果有怀疑,不要开火。请求同伴或队长检查一下可疑敌人,如果必要的话。拥有光学瞄准镜和望远镜的人可以在对方身份鉴别上起很大作用。
*在友军位置保持警惕,必要的时候和其他人交流你的位置。
*曳光弹的弹道颜色和武器发出的声音对于敌人身份鉴别很有帮助,但是记住在心,在任务过程中,自己人可能捡了敌人的武器,因此这种识别方式变得很不精确。同样,聪明的敌人也会捡起对方的武器企图在他们的敌人中造成混乱。

Basic Personnel Identification 基本人员识别
These illustrations should help for basic identification of US (top) and North Sahrani (bottom) personnel.

以下的图解能帮助你基本识别US(上)和SLA(下)


South Sahrani troops are decked out in desert camo and are pretty easy to distinguish from their US and North Sahrani counterparts.

RACS穿沙漠迷彩,他们可以轻易从US和SLA中分辨出来。


Basic Vehicle Identification 基本载具识别
Here are some assorted US/South Sahrani (aka "BLUFOR") and North Sahrani (aka "REDFOR") vehicles.

下面是西方阵营BLUFOR(上)和东方阵营REDFOR(下)的载具


===========================
END

msy 2007-07-21 10:16
Wound Effects 受伤效果
You will be shot eventually. When that time comes, there are a few important things to remember, and the more knowledge you have, the more likely that you'll survive to fight on.

你最终会被击中。这个事情发生的时候,有几点重要的事要记住。你了解的更多,你就越能在战斗中求生。

ArmA Wound Effects ARMA受伤效果
In un-modded ArmA, being wounded has two side-effects, depending on the severity and location of the wound. You will almost always find your aim to be very jittery and unstable, with the amount varying somewhat based upon how badly you've been hit. In addition to that, if you're hit in the legs, you will find yourself unable to move while standing, instead being forced to crawl or briefly job before being forced back to the ground. This is relatively easy to deal with, since there's no risk of progressively declining health. In this situation, simply call for a medic when possible and get yourself patched up. Medical attention will cause both of the wound effects to go away.

在原版ARMA里,受伤有两种画面效果,这由受伤的部位和严重性决定。你总是发现你的瞄准不稳定,发生抖动,这个抖动程度跟你受伤的程度有关。除此之外,如果你的腿被击中,你会发现当你站着的时候你不能移动了,只能迫使你爬行,在回到队伍前做一些简单的事。这个的处理相对简单,因为原版ARMA的受伤不会导致死亡。在这种情况下,你只需要简单地向医疗兵求救并得到治疗。治疗后,伤口就消失了。


I'm hit! What do I do? 我被击中了!该怎么办?
It is important that players are familiar with what is required of them if they get wounded. Being shot and confused as to what happens next can easily lead to you being shot again, bleeding to death, or generally meeting some kind of unpleasant fate. These guidelines generally apply to ACE (like the bleeding, blacking out, etc), but can be used in 'vanilla' ArmA where appropriate.

玩家熟悉当他们受伤的时候需要什么是很重要的。你被攻击,又不知道到底发生了什么事会导致你再次被打,流血死亡。这个指导应用于ACE插件,但在适当的地方也用于原版ARMA。

If you are shot... 如果你被击中了
*Do a quick diagnosis. Are you still combat effective? If yes, fight. If not, proceed to the next step. If you get wounded, have a white-out, are knocked to the ground by the impact, and can hear your heart pounding in your ears, you're combat ineffective and need to seek treatment.
*Move to cover or concealment and off the 'front line'. This will both protect you from further fire and make it easier for the medic to treat you without being shot himself.
*Call out that you are wounded over the radio or with local in-game Voice-Over-IP (VOIP). Ensure that you state your name so that the medic knows who to look for. If necessary, mark your position on the map so that the medic can more easily find you.
*Coordinate with the medic if necessary. He may want you to move in a specific direction or meet him halfway.
*Full diagnosis. How bad is it? If you're bleeding, try to identify how severe the wound is and how urgently you'll need treatment. Heavy bleeding combined with frequent black outs will require immediate medical assistance, whereas light bleeding may give you a bit more time to get yourself treated. If you think you are critical and need urgent care, state so via voice.
*Use bandages if the situation warrants. If you are lightly bleeding and have bandages, ensure that you are in cover or concealment and attempt to use them to address your wound. They may or may not work, depending on the severity of it, and it may take a few tries to stop the bleeding. Once you have stopped the bleeding, you'll be stabilized, but the 'aim waver' and leg-loss (if hit in the legs) will persist until you can find an actual medic to heal at.
*Once you are in good condition, move back to your fireteam and resume combat.

*迅速对自己做出诊断。你还能坚持战斗吗?如果可以,那就战斗。如果不行,进入下一步。如果你受伤了,并且两眼发白,被子弹撞击倒在地上,并且能听到你的心跳,那么你不能再战斗了,应该寻找治疗。
*移动到掩体或隐蔽处,脱离前线。这样既可以保证你不会陷入更深的战斗,也可以保证方便医生给你治疗而不必担心自己被击中。
*通过电台或语音频道向队友呼叫你受伤了。确定你说明了你的名字,以便医生知道。必要的话,告诉医生你在地图上的位置以便医生找到你。
*必要的话和医生配合。他会要求你移动到一个特定的位置,或者你在半路上遇到他。
*深度诊断。你到底有多糟糕?如果你流血了,试着鉴定你的伤口有多严重,并且需要的治疗有多急迫。大量失血会让你频繁地两眼发黑,这需要接手迅速的治疗。少量的失血能给你更多的时间等待治疗。如果你认为你伤势严重,急需治疗,那么不断通过语音报告这个情况。
*如果环境保证的话,请使用绷带。如果你轻微流血并有绷带,确定你在掩体或隐蔽处,可以试着用绷带来止血。绷带可能有用可能没有,这得看伤口的严重程度,可能要试多次才能止住流血。一旦你止血了,你的状态会稳定下来,但是对于手臂和腿部的伤,仍然会让你瞄不准,走不了,直到你最终找到医生为你治疗。
*一旦你恢复到正常状态,回到火力组继续战斗。

Man down! 有人倒下!
This is a placeholder section that I anticipate adding in the future once we have had time to familiarize ourselves with the Advanced Combat Environment mod for Arma. This section will cover our standard procedures for dealing with a casualty. This will not be a major gameplay element until ACE, so for now it will stay empty. Check the "Revisions & Additions" section in the future, once ACE has been out for a bit, and you're sure to see an update about this.

For now, the only thing to remember is that if a person is killed, it needs to be reported to their element leader. Thus, if your buddy goes down and is KIA, let your fireteam leader know that they're dead.

(上段是为未来的ACE插件留的空,稀里哗啦一堆字)
现在,唯一可以做的是是记住,如果有人死了,你需要把这个事报告给基层长官。因此,如果你的伙伴阵亡了,让你的火力组组长知道。

Further Reading 进一步阅读
More reading on Medics, their responsibilities, and how players should act to best help them can be found in Frenchie's Medic Guide for OFP's Wargames League mod.

有关医疗兵的更多的阅读,关于他们的责任,玩家怎么样才能更好的当一名医疗兵可以在下文找到。
http://dslyecxi.com/wgl_frenchie_medic_guide.html
====================
END

风度虹 2007-07-21 10:42
[s:136] 好东西!辛苦了!

fromz 2007-07-21 10:56
辛苦了!支持支持!

Afer 2007-07-23 16:14
[s:93] 太好了
MSY is good

另:草那个,之前还真没发现

马长风 2007-07-26 23:56
很好很强大啊

guang_tw 2007-09-04 18:02
上班,时间比较紧,没改动多少,noseek先看看吧,有什么问题晚上QQ吧!

The Environment环境——重要的事先来
First things first.
--------------------------
Let's take a look at the environment next, with an eye turned towards the things that are tactically significant concerning it.

ArmA's environment is modeled with a level of fidelity that many other games lack - you'll find a full day-night cycle complete with accurate shadowing, accurately modeled starscapes, moon phases, tides, varied foliage, insects, birds, wind, varied weather (wind, rain, lightning, storms), grass - all of it, and more, which comes together to form a virtual world that can exist in many varied states which can have dramatic influences on the tactical game play that occurs within it.

In no particular order, let's move on to some of the more prominent tactical aspects of the ArmA environment.

让我们再来看看游戏中的环境,它是目前对我们战略战术影响至深的东西。
ARMA中的环境建模具有其它很多游戏所无法比拟的保真度。你会在游戏中发现完整的昼夜更替,并伴随着精确的光影变换,还有星光、月相、潮汐等自然现象的变换以及各种各样的植物、昆虫、鸟、风和各种各样的天气(包括风、雨、雷、电和风暴等),当然,还有草――以上的一切以及更多的东西组合在一起就形成了一个可以通过各种各样的手段生存其间的虚拟世界,同时它们又会出现在这个虚拟世界中,戏剧化的影响玩家制定的战略战术。
接下来,让我们了解一下利用ARMR中环境变化制定出的十分卓越的技战术。
-----------
HDR
High Dynamic Range rendering (HDR) is used to good effect in ArmA. HDR helps to simulate the reaction of the human eye to bright light sources or dimly lit areas - for instance, your eyes will slowly adjust to a dark room once you enter it, and the light of a mid-day sun will temporarily blind you if you stare directly at it.

From a tactical standpoint, there are several key areas where HDR must be paid particular attention to.

*When the sun is low on the horizon. If the sun is low, it can be taken advantage of when attacking the enemy or as a defender. Troops that are assaulting a position in which the sun is in their face will be able to see less clearly and will generally be less effective. On the other hand, defending against an enemy that is attacking into the sun is a great bonus, as the enemy will be well-illuminated and you will be hard to see.

在ARMA里使用的“高动态行渲染系统(HDR)”能够产生很好的视觉效果:HDR能模拟出人眼对强光和微光的反应――比如,当你进入黑暗的房间时,你的眼睛需要一段时间来适应,而当你盯着正午的太阳看时,强光又会让你的眼短暂失明。
从战术立场上说,在一些关键的地方,我们必须特别注意HDR对我们的影响。
•当太阳在地平线附近时。如果太阳很低,无论是攻方还是守方,此时的阳光都可以利用。那些面向阳光的进攻方,很可能会因为阳光的刺激而看不清远处,从而影响攻击效果。而另一方面,那些背向阳光的防守方将会占很大便宜,阳光将照亮对方的身影,而自己却可以躲在暗处。

*As an aircraft. When it comes time to attack ground targets, attacking out of the sun will help to mask your approach and make it harder for the enemy to effectively engage you.
*At night. Bright lights will dampen your biological night vision for a short period of time. This can be caused by headlights blinding you, flares popping in the sky, removing your NVGs in the dark, and the flash of lightning. It is likely that mods like ACE will take this a step further and increase the amount of time it takes for your vision to recover from a bright light in the darkness.
*对于飞行器来说,当你准备攻击地面目标时,从背对太阳的方向进攻,阳光将掩盖你靠近目标,同时也使得敌人很难对你进行有效攻击。
*在夜间,强光会使你的眼睛短暂失明,这些因素包括:车前大灯,天空中爆炸所产生的耀斑,或者在黑暗中突然取下夜视仪,以及闪电发出的强光等。在ACE MOD插件中,很可能会增强这种影响所产生的效果,使你的眼睛需要更多的时间来恢复正常。

GRASS草
One of the most obvious visual upgrades in ArmA comes in the form of grass, grass which becomes a major consideration in any area that sports it. The main things to remember about it are as follows.

*Grass will restrict your visibility substantially when prone. Because of this, you will need to take a higher posture (ie crouched) in many situations to see and fire with accuracy. Some of the Sahrani grass is taller than other stuff (ie the woodland grass is typically thick and tall, the scrub grass is thinner and shorter).

草地是ARMA中视觉效果升级最明显的一个。草地成为在任何地方活动都必须首要考虑的事情。有关草地,请大家务必牢记以下几点。
*当你匍匐的时候,草会遮住你的视野。于是,很多情况下你都必须抬高身姿(比如采用跪姿)才能看清前方或准确的射击。Sahrani 中有些草比其它草高一些(例如林地里的草就是典型的又高又粗的类型,而丛林地带的草则又矮又细)。

*Grass will flatten in a small radius around you if you go prone. This can help you fire over crests of ridges, since the grass on the ridge top will flatten and you'll have a clear vantage.

*如果你匍匐前进的话,你身周范围内的草会被你压平。这对你在山脊的顶端射击将很有帮助,因为山脊处的草已经被压平,所以你将拥有了清晰的视野。

*Grass renders out to around 30-40 meters by default, but it's concealing effects are not limited to this range. At around 30 meters, a "grass overlay layer" will show up that is raised the same amount above the ground as the grass. This will make it so that things like mines and satchels will not be visible at range, and everything else (ie humans) will appear to be "sunken" into the ground a bit.

*草地在游戏中的渲染范围默认是30-40米,但其隐藏效果并不受这个范围的限制。在30米以外的范围,一种称为“草地覆盖层”的图层将会呈现出来,它跟草离地的高度一致。这样就可以让诸如地雷和炸药包之类的物品在范围外根本不可能被发现,而且所有的东西(例如人)看上去好像都有一部分沉没到地里一样。


*Grass can be stripped off the ground by explosions relative to the power of the explosive. The grass will stay stripped even after the impact "decal" fades away. Tanks can exploit this to expose hidden mines - firing an AT round at a patch of terrain suspected of being mined may expose a few mines in the area where the grass was stripped.

*草在爆炸威力范围内的地面上将会消失,而且草会一直处于消失状态,甚至在撞击“贴花”逐渐减弱并消失以后也一样。坦克可以利用这个特点拉探测隐藏着的地雷——朝被怀疑埋有地雷的土地上开一炮,可能会发现一些被草掩盖住的地雷哦。


[s:122] 

断箭 2007-09-04 20:10
感谢guang_tw 和前面付出心血朋友的辛勤劳动,这些东西一旦综合,那影响可想而知了 [s:139]

guang_tw 2007-09-04 23:10
hehe,这是noseek考验我来着,憋了一下午,献丑了

noseek 2007-09-05 00:08
Quote:
引用第18楼guang_tw于2007-09-04 23:10发表的  :
hehe,这是noseek考验我来着,憋了一下午,献丑了


别说得这么严重嘛~上梁山不还得交个“投名状”不是?呵呵~咱们编辑部内部的事情还是在QQ群里交流吧。

wf1979 2007-09-05 02:09
赞一个[s:141]


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