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






Anyways, great job. It's amazing that you could crack the issue of AI pathing because honestly, the vanilla AI pathing is atrocious.
The snapping thing with event handlers sure sounds very cool I'll add that to my list of things to do
@Komodo of course it can
If you'd ever be interested in making them auto-snap together, you can take a peek at the Cargo Platform's eventHandlers for "registeredToWorld3DEN" and "dragged3DEN", calls a function that tries to snap adjacent platforms together by aligning specific memorypoints. That's understandably a lot of work though, so y'know, just a suggestion.
A branching path is, that the object has not just one entrance and one exit, but multiple. A fork in the path. Unless that can be already done, not sure as i am as well wage slaving and could not try it out so far.
many thanks
ty