安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
For RunHandleds, it'd be like this:
And for Waits:
I didnt know this. Where to find more information about Fusion editor native functions?
But anyway, it seems to be working as i can get weapon from event, as condition "weapon ~= nill", where "weapon" is GetKillerWeapon, is met. But in more trivial function i has wierd. at least for me error. As when i try to weapon:GetParams():GetFileName(), the following error is displayed: "attempt to call method 'GetParams' (a nil value)". This is odd to me because the "GetParams()" action is inside the condition which checks is weapon != nil.
Did i missed something?
Anyway thank you for the help.
worldInfo:GetWeaponParamsForIndex(Index)
Though yeah, when spawning projectiles via script, you cannot assign a weapon at all. You *can* assign a weapon when doing damage directly via script, just you have to do the extra step of figuring out what weapon index the weapon was assigned to via a player, with:
Player:GetWeaponIndex(WeaponParams)
Not sure if Kuber ever did it, but I've done it for the custom hitscan hits for my Quake weapons.
And when i studied it, after abandoning the idea with monster hit tracking for scripted weapons, my eyes catch that part with weapon indexing. Sadly its only for hitscan, sa you said, but in my case i tried to achive one for projectile based weapons.