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 CW3, I don't know the extact changes required, but some attributes have to be slightly changed to work with CW3. Hopefully Theray can make a video tutorial, but he did tell me it's better to do a one-on-one walkthrough.
Theray will be making a new post for CW3 on allied modders website once all of the changes and bugs have been made. For any sugguested additions, Theray will look into adding features.
Now for CW2, you can use the github to use the verison I use for the server (I belive).
https://github.com/404UserNotFound/CustomWeapons2
I am always curious, what custom attributes have you gotten to work?
My best one thus far is probably "primary fire spawn projectile". The value string defines what projectile the weapon should spawn on attack, as well as the projectile velocity, random spread, damage, etc. There's a lot of different stuff that can be done with this one attribute; I've made both a pistol that shoots a continuous stream of jarate and a scattergun that shoots a burst of rockets.
There's also a handful of attributes that effect the weapon's projectiles, such as ones that cause rockets to bounce off walls or for the projectile to heal buildings it hits.
I've made a few attributes that are based around addition a condition to a player (like with the addcond command), all of which take an integer for the condition id. These include adding a condition while the weapon is held, when the player gets a kill with the weapon, etc.
Then there are a few miscellaneous ones. I've got an attribute for knives that makes them attack automatically when you get behind someone, an attribute that makes a weapon use the player's cloak meter as ammo, an attribute that makes a weapon more accurate while the player is crouching, an attribute that causes the weapon to launch the player in the direction it is fired, an attribute that lets the player disguise as a dispenser while crouching, and a handful I haven't gotten around to testing out yet.
And then there are ones that aren't working, but seem to be pretty close. An attribute that transforms the weapon into a random custom weapon for the same class and slot each time it runs out of ammo, for example, is one attribute that seems to work sometimes and not others. An attribute that makes the weapon fire random projectiles from a list defined by the value works for about 2 seconds before the server crashes for some unknown reason. It could be something else entirely that actually causes the problem, but I need to do more testing to really be sure.
And my computer is now pissing off the V.A.C. system for some reason.
Thanks valve.
Wow, most of thoses sound awesome. I would love to check them out!