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









name = whatever
Target NPC = npc_fastzombie*
Search Radius = 0
All in radius = No
AI state to set = Set state to ALERT
Schedule to run = Set enemy to Goal Entity AND Run to Goal
Goal entity = !player
The traitor button would have output
OnPressed whatever StartSchedule 0 yes
You can also have the fastzombies have an output that says
OnLostEnemy whatever StartSchedule 15 no
That would make it so that if a fastzombie can't find someone and gives up then it'll sniff around for 15 seconds before reaquiring, and then it'll tell all other zombies the players it found via the scriptedschedule. Anywhere there a player is touching a noded path the zombies will find them again.