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 changed the link to include all tags (phys_ and map).
Link of all maps starting with phys_
You can do blow up if you want, but the only thing that will happen is few glitches, especially on the doors! (tested with four nuke of GBomb mod in the middle of the house).
If you realy want destructible house, I invite you to look at the maps starting with "phys_" like this: https://psteamcommunity.yuanyoumao.com/workshop/browse/?appid=4000&searchtext=phys_&childpublishedfileid=0&browsesort=trend§ion=readytouseitems&requiredtags [0]=Map&actualsort=trend&p=1
To get out of spawn, look at the video to 1:08 to open the doors. The two doors use the same system.
For the second map, there is no protection.
To include the function of wiremod in your map, you must have the "wiremod.fgd" found in the folder of WireMod. Next in Hammer in the configuration window, a box with all the .FGD you must use with your game settings, click on "Add" and selects the "wiremod.fgd." Restart Hammer. The new entity is "info_wiremapinterface." On the official website of WireMod all details explained on that entity and you can download the BSP and VMF of the official example map here: http://www.wiremod.com/forum/wiremod-addons-coding/28767-wire-map-interface-wmi-documentation-how-you-give-maps-wire-ports.html
More info on google with word "info wiremapinterface" and sorry for my bad english.