Steamをインストール
ログイン
|
言語
简体中文(簡体字中国語)
繁體中文(繁体字中国語)
한국어 (韓国語)
ไทย (タイ語)
български (ブルガリア語)
Čeština(チェコ語)
Dansk (デンマーク語)
Deutsch (ドイツ語)
English (英語)
Español - España (スペイン語 - スペイン)
Español - Latinoamérica (スペイン語 - ラテンアメリカ)
Ελληνικά (ギリシャ語)
Français (フランス語)
Italiano (イタリア語)
Bahasa Indonesia(インドネシア語)
Magyar(ハンガリー語)
Nederlands (オランダ語)
Norsk (ノルウェー語)
Polski (ポーランド語)
Português(ポルトガル語-ポルトガル)
Português - Brasil (ポルトガル語 - ブラジル)
Română(ルーマニア語)
Русский (ロシア語)
Suomi (フィンランド語)
Svenska (スウェーデン語)
Türkçe (トルコ語)
Tiếng Việt (ベトナム語)
Українська (ウクライナ語)
翻訳の問題を報告
I was just about to suggest something like this aswell! While the current control points do work fine I think it'd be nice to have a Control Point entity similar to the entity that Capture The Flag currently has.
Perhaps two different kinds of Control Points to reflect the different Control Point gamemodes? IE. Dynamic Points (5cp styled points that can be captured multiple times), and Static Points (Attack/Defend styled points that can only be captured once before becoming locked).
I'll consider it, but gamemode-style additions take a lot of code, so it might be a while.
You can use the customizer tool on aimbot snipers, so feel free to give 'em the gibus.
Also, a way to automate MVM bots spawning would be nice.
Bot Spawners is definitely something I want to do soon, The tank deploy node might not be too hard, I'll consider it.
I'll probably tie that in do the bomb delivery entity.
On the list
mvm bomb hatch and bomb
payload (maybye)
a setting to turn on tf2 respawn basically saving there data/ cosmetics and weapons so they actually respawn like tf2