Zainstaluj Steam
zaloguj się
|
język
简体中文 (chiński uproszczony)
繁體中文 (chiński tradycyjny)
日本語 (japoński)
한국어 (koreański)
ไทย (tajski)
български (bułgarski)
Čeština (czeski)
Dansk (duński)
Deutsch (niemiecki)
English (angielski)
Español – España (hiszpański)
Español – Latinoamérica (hiszpański latynoamerykański)
Ελληνικά (grecki)
Français (francuski)
Italiano (włoski)
Bahasa Indonesia (indonezyjski)
Magyar (węgierski)
Nederlands (niderlandzki)
Norsk (norweski)
Português (portugalski – Portugalia)
Português – Brasil (portugalski brazylijski)
Română (rumuński)
Русский (rosyjski)
Suomi (fiński)
Svenska (szwedzki)
Türkçe (turecki)
Tiếng Việt (wietnamski)
Українська (ukraiński)
Zgłoś problem z tłumaczeniem
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