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






@$corpio: I was thinking more of the Chaos Grenade Launcher from the UT2004 ChaosUT mod. It functioned similarly, with regular, fire, toxic, and stun grenades.
When i change the type of nade , i only see on my screen : auto mode and semi auto , but with letters behind , its weird , i can take a picture if u need it .
Thx for ur time .
function projectile SpawnProjectile(Vector Start, Rotator Dir)
{
local KFPlayerReplicationInfo KFPRI;
KFPRI = KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo);
if (KFPRI != none)
{
if (KFPlayerReplicationInfo(Weapon.Instigator.PlayerReplicationInfo).ClientVeteranSkill.default.PerkIndex == 3)
{
ProjectileClass=Class'YourPackage.BulletType1';
}
else if (KFPlayerReplicationInfo(Weapon.Instigator.PlayerReplicationInfo).ClientVeteranSkill.default.PerkIndex == 0)
{
ProjectileClass=Class'YourPackage.BulletType2';
}
else if (KFPlayerReplicationInfo(Weapon.Instigator.PlayerReplicationInfo).ClientVeteranSkill.default.PerkIndex == 7)
{
ProjectileClass=Class'YourPackage.BulletType3';
}
else
{
ProjectileClass=default.ProjectileClass;
}
}
else
{
ProjectileClass=default.ProjectileClass;
}
return Super.SpawnProjectile(Start,Dir);
}
Make sure you use them brackets, always helps out a lot.