Instalar Steam
iniciar sesión
|
idioma
简体中文 (chino simplificado)
繁體中文 (chino tradicional)
日本語 (japonés)
한국어 (coreano)
ไทย (tailandés)
Български (búlgaro)
Čeština (checo)
Dansk (danés)
Deutsch (alemán)
English (inglés)
Español de Hispanoamérica
Ελληνικά (griego)
Français (francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (húngaro)
Nederlands (holandés)
Norsk (noruego)
Polski (polaco)
Português (Portugués de Portugal)
Português-Brasil (portugués de Brasil)
Română (rumano)
Русский (ruso)
Suomi (finés)
Svenska (sueco)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraniano)
Comunicar un error de traducción
0.566 is the limit because of two reasons.
0.5 ensures that 30 hz is skipped every second. It skips half the first update then half the second update. This puts the total delay at 0 seconds.
If you use 1, it would normally skip one full update then fire, however now it is skipping one, firing, then skipping another and firing again, putting the delay at 0.5 seconds.
If you use 2, it skips both updates then fires, putting the delay at 1 second.
Etc, etc.
0.066 ensures another 33 ms of time is skipped per update, in case any frame dependent actions are being taken.
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.