Установить Steam
войти
|
язык
简体中文 (упрощенный китайский)
繁體中文 (традиционный китайский)
日本語 (японский)
한국어 (корейский)
ไทย (тайский)
Български (болгарский)
Čeština (чешский)
Dansk (датский)
Deutsch (немецкий)
English (английский)
Español - España (испанский — Испания)
Español - Latinoamérica (испанский — Латинская Америка)
Ελληνικά (греческий)
Français (французский)
Italiano (итальянский)
Bahasa Indonesia (индонезийский)
Magyar (венгерский)
Nederlands (нидерландский)
Norsk (норвежский)
Polski (польский)
Português (португальский — Португалия)
Português-Brasil (португальский — Бразилия)
Română (румынский)
Suomi (финский)
Svenska (шведский)
Türkçe (турецкий)
Tiếng Việt (вьетнамский)
Українська (украинский)
Сообщить о проблеме с переводом
So, for example if I want to take a timer with a .1 delay and fix it, then I have to use the following formula:
0.1 * 2 + 0.566 = 0.766.
But the really fucking annoying part is that some things have parent timers, so you have to figure out what the parent timer is. Changes to any timer underneath the parent work normally, the parent is the one that updates per tick.
For AI behaviors, it's the perception timers.
For AI attacks, they use the difficulty scales.
It is very, very complicated.
The jackal leg thing is just because the jackal's legs don't have collision. That's not a bug, it's actually just the case for every character before Reach.