安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
such as, in Dead Air, when forced to go around the dark part or the car garage area, any chance that we can have some items spawn there? and even in other "forced to go" places?
as of current, those places do not have guaranteed item spawns, so when we are forced to take those routes, it becomes sort of a "why am i forced to take this route when there is no items that spawn here" type situation. it can make it quite tough for higher difficulties.
suggestions could be, ammo pile, pills, adren, pipe-bomb, molotove, bile bomb, special ammo box spawn, maybe a gun or two to spawn, or maybe even a grenade launcher or m60 spawn?
Idk is it related to this addon but anyway, none of common or special infected can break this door on screenshot, until player open it, can't even break it with weapons. I just stand here and watch how boomer and smoker with 10 CI trying to break it for 2 minutes
You're making myself feel useful🙏(tank also can break this doors btw)
Oh I didn't know about is possible to break that door by grenade launcher, i'll remember that
On this screenshot there is a train without a doors, but theres a invisible wall in it(there was doors but they are got destroyed from a grenade launcher)
I only just figured it out now and wasn't aware the entity search can break like that :d
dude, if you knew that, you should have told me first. that's a interesting point
Follow-up on Sefo's report, the plugin (both versions 1.2 and 1.3) Sefo is describing sets player's targetnames with _smlib_Entity_PointHurtAtTarget:<entityid> in order to use point_hurt to deal damage to them when the plugin re-sets their incap state.
Unfortunately, the ROS script attempts to target and remove entities named _*_Level_* , but this is failing and instead basically targeting and removing any entities named _*
Now players who've been hit and incapped by a Tank with the plugin active are getting kicked by your ROS script on map restart.
This kind of conflict has influenced my decision to either keep tabs on entities I want to remove and directly remove them without bothering with targetnames, or use very unique targetnames that have less chances of conflict like adding my nickname to it. (etc. Shadowysn_propEnt)