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






thanks in advance!
@Patrick model is just the vanilla autocannon, the screenshot is just all the different colors as I am still learning blender. It turns blocks off purely in order for hits to be detectable by script/event controller, and its potential for abuse is limited by the fact that you need practically a head on collision for the laser to not reflect.
Also, why does it turn blocks off? That's a weird mechanic and has high potential for abuse.
@Blank I won't have this one deal damage as it is meant more as a laser pointer/designator, however you can just modify the mod to deal damage, just change the vanilla damage values (in Ammos.sbc) to a nonzero quantity.
I'm not understanding how you expect the laser to interact with the event controller as a detection system. I'd like to.
If you add "block" to your mod listing it might help discoverability.