Instalează Steam
conectare
|
limbă
简体中文 (chineză simplificată)
繁體中文 (chineză tradițională)
日本語 (japoneză)
한국어 (coreeană)
ไทย (thailandeză)
български (bulgară)
Čeština (cehă)
Dansk (daneză)
Deutsch (germană)
English (engleză)
Español - España (spaniolă - Spania)
Español - Latinoamérica (spaniolă - America Latină)
Ελληνικά (greacă)
Français (franceză)
Italiano (italiană)
Bahasa Indonesia (indoneziană)
Magyar (maghiară)
Nederlands (neerlandeză)
Norsk (norvegiană)
Polski (poloneză)
Português (portugheză - Portugalia)
Português - Brasil (portugheză - Brazilia)
Русский (rusă)
Suomi (finlandeză)
Svenska (suedeză)
Türkçe (turcă)
Tiếng Việt (vietnameză)
Українська (ucraineană)
Raportează o problemă de traducere






Also some suggestions:
Combat - non-combat selection
- in addition ability to have pairs of tracks with the same length, that it could switch between seamlessly, like the cool dynamic music some games have.
In theory yes, music can change based on any information or callback available on the client.
It does require some modding experience, but shouldn't be that hard to make.
The lazy way would be to just check volume number, then assign a track with player name instead of sector property string.
-- 0,0 to use same music regardless of galaxy map coordinates
.GetPredefinedInt(0, 0, _PlayerName, _Min, _Max)
It would still need a callback route for when player appears and leaves.
(I was imagining the flagship of a player having its own theme music that starts playing when the ship shows up.)