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






Can somebody else confirm it to be working?
I'd guess it's your server not transfering the textures/models to the client...
Please answer in the bug tracking thread.
Please let me know if you encounter further issues. I would also be grateful if you could test the addon in multiplayer because I myself have a very limited setup and testing environment.
I hope that satisfies your needs and those of the community :)
Give me a day or so I'm facing a lot of work recently :)
You of course have to put the whole addon folder into your server's "addons" folder. That's it, however I would recommend you to make use of fast download because it takes hours for players to get the server's local addons.
I hope this was helpful to you, have fun and don't hesitate to ask further questions :)
Oh yeah sorry for my english I hope it's understandable.
You have to subscribe to the addon, it will then be downloaded to the garrysmod folder which can be found in your SteamApps folder (in "common").
I suppose you have your own gameserver running, so I won't describe where your steam library is located on your hard drive. If you need help on this please google it. What you want to do is searching for a path that looks like ../SteamApps/common/GarrysMod/garrysmod/addons. There should be a file called molotov_cocktail or molotov_cocktail_for_ttt with a random number at the end. You are able to unpack this file with several tools, I think I used GmadExtractor.
Unpacked, there will be several folders, one of them called "lua". Navigate to ../lua/weapons/molotov_cocktail.lua
elseif v:IsWeapon() == 0 then
v:Ignite( 10 , 0 )
This isn't the case? If it's actually working I'll just add this and upload it ...
and (not v:IsSpec())
in the same line 104
In sent_molotov.lua on line 104 find
if v:IsPlayer() then
and replace with
if v:IsPlayer() and v:Alive() then
same with sent_molotov_timed.lua in line 108
That fixed it reliably here on my server.
However, we've come across another problem. The molotov can ignite spectators (dead players) entities, which show as burning "ghosts". When these spectators then "touch" a living player, they are being damaged by fire. These damages do not show in the log and I suspect that there is a check missing for IsAlive when igniting entities close to the impact position.
Nevertheless I appreciate that you reported the error. Thanks.
[ERROR] lua/effects/molotov_explosion/init.lua:31: attempt to call method 'VelocityDecay' (a nil value)
1. unknown - lua/effects/molotov_explosion/init.lua:31
The problem is that I don't know how to refer to the player that threw the molotov in the SetPhysicsAttacker() command and i don't know how to use this command for ent:Ignite() and didn't find a working alternative.