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报告翻译问题
in the server.cfg which is ran by the host, lines that start with "cl" means client. So any command that starts with cl_ can only be ran client side. The thing about client commands tho, it only needs to be ran once and the client will remember it unless the game is reinstalled.
Which means, if they start a local server (even just by playing solo) they can automatically run the commands I included in the listenserver.cfg of the mod, which in turn will be remembered if they connect to your server.
This only stands for client commands like cl_ or r_
other than that, I'm not sure of any other cvars that are client side but I'm sure there's prolly a few more
Details in change notes, fairly small but satisfying for me - now includes my faction voices and deathsounds, with all the new features of those mods as well.
If you see the insurgent dressed in black with IED on their chest, they can run up to you and switch to their nokias if they run out of ammo. But in the sourcemod version which is supported, they will sneak up and or explode when you hit their chest
Putting it on older version will likely cause issues
This way, you only need to move this mod's vpk custom folder, thanks for the support!
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=919134393
Hopefully you enjoy this mod if you ever try it out and feel free to let me know what you think about it
But this isn't used at all in any theaters. It might be the map itself that uses those templates and not dictated by the theater.
Even with something in mind, I'll have to put aside the Survival Mode
On my runs, (Hunt only, never finished a Checkpoint in my mod lmaoo) The ones I can easily take the jugg down with when I'm using the Breacher is only Spas or M1014, barring the use of Incendiary.
Nova is out of the question cause of how broken the Frag HE Shells.
45acp can dent, but in terms of Pistols/SMGs, the 5.7 cartridge has innate AP abilities. Which means by default, it does less damage to unarmored limbs and 9mm will beat it on that area. That's just game design things but ofc irl it would just hurt as much lol.
Also an off topic question but, how do you really deal with the juggernaut in general? Like i do know that Snipers/DMRs and LMGs with AP ammo will do the trick pretty staright forwardly but I never figured out how to consistently take them down with shotguns, rifles or smgs/pistols. Do they really have weakpoints and/or are weak to certain weapons/explosives?
It seems like they're coded to switch their weapons depending on the wave number. I have to test how crazy it would go if I edit their loadouts heavily. or if it would even work as intended. if It's purely rng, then I think leaving them all with just a pistol makes it so they will automatically buy whatever weapon they wanna use after some time
In general the juggernauts you added for the other modes like checkpoint really add a sense of urgency and panic like facing a literal tank. You either need a coordinated attack, good aim, or just a high powered weapon. In relation to survival, might be a bit hard considering you haven't thought out the insurgent's weapon kits yet.
AS for endless survival: Its basically you spawn in at a random location on the map with next to nothing but only a pistol and you have to go to make your way to random but certain locations on the map to earn supply points to get better gear as to compliment the waves getting harder. During all this enemies will constantly spawn in and get progressively harder to fight. Im not much of a modder myself but thats basically how the mode goes down, its really fun and the points you gotta to get too are random making each game unique. If anything im just glad the mode still works with your mod installed so even if your mod doesnt affect survival mode i can still play it with the bois without having to tweak like with other mods.