看GSC文件
代码:
// 玩家默认威胁等级为0
player.threatlevel = 0;
// 距离因素,威胁登记加((直升机射程-距离)/直升机射程)* 100
// distance factor
dist = distance( player.origin, self.origin );
player.threatlevel += ( (level.heli_Visual_range - dist)/level.heli_visual_range )*100; // inverse distance % with respect to helicopter targeting range
// 行为因素,攻击直升机者,威胁等级加100
// behavior factor
if ( isdefined( self.attacker ) && player == self.attacker )
player.threatlevel += 100;
// 枪械因素,步枪族及重机枪族,威胁等级加200
// class factor - projectile weapon class has higher threat
if ( isdefined( player.pers["class"] ) && ( player.pers["class"] == "CLASS_ASSAULT" || player.pers["class"] == CLASS_RECON" ) )
player.threatlevel += 200;
// 玩家比分因素,威胁等级加所得分数的4倍
// player score factor
player.threatlevel += player.score*4;