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






- Option for control point props to spawn frozen
- Automatically change the prop's skin on capture (1 for red, 2 for blue) if it's set to models/props_gameplay/cap_point_base.mdl
- Support for TF2 maps, pulling data from the team_control_point_master and all paired team_control_point / trigger_capture_area entities and autospawning points with their settings
A way is that you can make the enemy player team is to be apart of the npc team?
trigger spwan waved. game resert. point counter etc.
we just made it so the red team has to spawn crows / pigeons inside the commandposts they want to capture, might have been a canditate that forgot to do this, but what matters is that the blue team won with hard work aswell! :DD
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2311549692
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2311549692