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









"CharacterViewmodelAddon"
{
"Coach" "models/weapons/arms/v_arms_coach_new.mdl"
"Mechanic" "models/weapons/arms/v_arms_mechanic_new.mdl"
"Producer" "models/weapons/arms/v_arms_producer_new.mdl"
"Gambler" "models/weapons/arms/v_arms_gambler_new.mdl"
"Manager" "models/weapons/arms/v_arms_louis.mdl"
"Biker" "models/weapons/arms/v_arms_francis.mdl"
"TeenGirl" "models/weapons/arms/v_arms_zoey.mdl"
"NamVet" "models/weapons/arms/v_arms_bill.mdl"
}
Changing the "primary_ammo" line doesn't only change the reserve ammo, apparently it also affects some sort of mechanics.
for instance, the recent ak47 script I made. I changed it to "AMMO_TYPE_AUTOSHOTGUN" and what happened next was that the headshot mechanic on Special Infected was lost. The same amount of bullets spent on body shots are also spent on headshots
Now when I tested it using "AMMO_TYPE_HUNTINGRIFLE" instead, complete 1-shot kill to the head on SI.
Formula goes like this:
RoundsperMin ÷ 60 = N
1 ÷ N = Cycletime
sample:
700 / 60 = 11.66 (round off to 11.7)
--> 1 / 11.7 = 0.08547 (round off to .0855)