AddEffect = Attachable //附件类
PresetName = Muzzle Flash 12Ga //名称
Mass = 0.0001 //质量(火光的话就填0.0001)
HitsMOs = 0 是否可以碰撞其它MO
GetsHitByMOs = 0 //是否会被其它MO碰撞 例如两个HitsMOs = 1和GetsHitByMOs =0的物体,不会互相干涉到
SpriteFile = ContentFile //图片
FilePath = ModernWeapon.rte/Devices/MuzzleFlash/Shotgun.bmp //图片的路径
FrameCount = 2 //动画数(你的BMP图片张数,比如AKM有两种图片,一种是静止下AKM000.bmp,一种是开火中的AKM001那么就填2,总之是按你张数来填)
SpriteOffset = Vector //这个是图片的XY轴。注意!CC里的X轴是反过来的

X = 0
Y = -8
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Air
Resolution = 2
Depth = 100
DeepGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Air
Resolution = 3
Depth = 100
DeepCheck = 0
JointStrength = 10000
JointStiffness = 1
ScreenEffect = ContentFile
FilePath = Base.rte/Effects/Glows/YellowHuge.bmp //火光图片(不是火焰)
DrawAfterParent = 1
以上就是火光的...