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










As for where to put the "AddThinkToEnt(entity, null)", on "item_pickup", right below "entity.ValidateScriptScope()" & above "local entity_entityscript = entity.GetScriptScope()", try to add that "AddThinkToEnt(entity, null)".
also, maybe the low gravity bug is caused by some other issue if the original version didnt have it.
But that one must be put on top of the main scripts for the throwable melee.
As for the reason why it becomes a low gravity, actually the original version didn't have that problem even with "Scope + Fire" combo keys. I also have no idea about why that happened in your case, because from my experience that low gravity throw happens only when throwing using a timer/ think function, while throwing using event functions like "weapon_fire" etc normally won't cause the low gravity throw.
in that case, is there something i can do to my version to fix both the secret feature and low gravity bug? if i were to remove the melee miss cooldown will that also fix the secret feature?
and also im so confused as to why using Scope + Fire would cause it to be thrown in low gravity. thats so odd...
- spam attack key (not sure if necessary step?)
- throw melee
- pick it up
- walk to a survivor or infected
- debris particle and stun effect will suddenly spawn beneath you as soon as you touch them
for reference im using settings from my aim to throw version
1) i see, thats the unfortunate thing because i quite like the effect of melees spinning and not just launching in the air frozen in place. are you able to provide a fix for that by detecting if the melee has touched the ground already?
1.a) i do also notice that the position of the thrown melee in the air is one where its widest surface area faces the player & the target. meaning for some melees like the sharp ones it doesnt look like it actually lands by the sharpest side first but rather the flat side.
1.b) the tank rock particle is a little too over the top, maybe replace it with a charger wall slam particle if possible?
2) ill try to get a recording of it when im available :) thank you