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
I think I should just remove this
what are you guys talking about simfphys is still here!
I feel my best!
:
:
:
:
:
Here's how it's used in trailers reborn:
Addon adds callback to list of "FLEX" callbacks with id of "Trailers".
A table containing required data (connection positions and types + few optional ones) is added to car definition in simfphys vehicle definition list as a `FLEX { Trailers = { inPos = Vector(0,0,0) } }`
FLEX is just a simple script that will call trailers's callback with data of FLEX { Trailers }.
When car is spawn, "FLEX" loads car definition and checks if it has field named "FLEX".
If it does, it goes through every member checking if callback for it is registered, if it is, it runs it.
So...
vehicle is spawn -> load it's definition -> it has field named "FLEX" and it's a table (list of key and value pair) -> go through every member of this list -> check if there's a callback registered with same key -> call it.
list.Set("FLEX", "Test", function(entity, spawndata)
print(spawndata)
end)
-- somewhere in vehicle spawnlist
vehicle = {
-- ...
FLEX = {
Test = 12345
}
-- Members = {...}
}