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
Unfortunately I no longer have time to tweak or update any of my SE mods; in fact I'm on a complete SE break. As always, 100% of my work is totally free to share/change/republish, any other author whose content is inside my mods should be consulted separately. Hope the community is still enjoying the game and modders can benefit from my dodgy work!
Large grid.
The droid is diagonally 1 block away from the turret.
Everything's powered.
We drilled the turret a little (drill, not grinder) to test the repair capabilities.
The turret is at 94% health.
Feel free to add me so I can invite you to join if you need to inspect the issue personally. Otherwise, I'll try to keep up with this here thread.
Yeah I used to have a R5 model as well but both models were lower poly and looked pretty ordinary, and the heads didn't turn. I am slow and average at the modelling side of things and it's a bit of a long arcane tricky process especially with the multi-model thing for an animated head so I don't have plans to bring back R5 or add BB at this point, sorry :( Maybe one day. Or if anyone else who loves the Blender work wants to do that bit, you're welcome to use the scripting.
For example, you could make bool target = false, iterate through your largeturretbase blocks and if one returns True for HasTarget set target = true, then at the end of the loop do Me.CustomData=(target ? "Play: 1" : "Play 5"); which will make his default sound 5, and if there's a target, sound 1. Hope that makes sense.
Does this make sense?
just an idea, make the bottom of the block an invisible conveyor port so it can take the items it needs for repairs from a grids inventory system.
WaterChain8 and RedBaron97, I'm very time limited at the moment, but fingers crossed will get back to SE in a few weeks. See if I get a chance to do some more modding then.
Slight issues in MP hosted by a friend at high velocities today where R2's head wouldn't keep up with the ship during animations. Not a huge deal to me, but it weirded my friend out.
Hoping there is a possible solution available, I miss the little guy's chirps.
Strange how one little thing like the astromech hit my performance a lot, damn.