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Are you still interested in working on ideas for this addon? I have thought of new stuff for it involving an ems file so people can customize it more.
Understood! Thanks for the clarity.
I hope I'm not bothering you, but what's the status on the witch idea?
I've always wanted certain maps to have wandering witches, which I've somewhat accomplished with my edited version of "Witch state randomizer" but I wasn't fully satisfied with my result. I also have a problem with witches that are completely underwater.
Now I've come to you, the idea is simply consists of 2 parts. Sitting witches upon spawning would have a lower than 50% chance of turning into a wandering witch. If sitting witches were to spawn touching any kind of water that slow survivors down, they would be forced into a wandering state.
If you need any clarifications, do tell!
& for mutated witch idea, what kind of witch?
The new custom cvar is great! I just wished I don't have to enable it everytime I open the game. Hoping to see more requested features in the possible future!
I see that you dabble a lot with the specials, I have a small idea regarding the witch (which I've pitched to others but it didn't went anywhere) if you're interested.
Godspeed!
Hello! Saw that you're still alive, haven't heard from you in a while.
Regarding the ammo upgrades, I was fully aware of your concern so that's why I asked for a separate mod. Alternatively, you could make an ems folder to toggle the changes, so they are optional.
As for your previous comment about ammo upgrade reset when dropping upgrade packs, I'm not sure. People probably have already gotten used to the current mechanisms of this ammo upgrade pack mod, so such drastic changes like what you suggested may results in some people requesting for a version before the changes are applied. So, unless there are many people wishing for such changes, probably I won't change the mechanisms.
Can you make Tanks attack thrown pipe bombs? When a pipe bomb is thrown, Tanks would chase the pipe bomb instead of survivors, he will still attack them if they are in his way. Once he reaches the pipe bomb, he will smack it, causing it to explode on him.
I like to imagine they hate the beeping noise as much as the commons.
I also haven't heard from you regarding my previous comment, hoping for some closure for that as well.
Hello! I have a new mod idea based on an existing one, do you think you have time for it?
Sorry, I failed to mention that I was pairing this mod with "Pick Up Ammo Packs (READ DESCRIPTION)", this was the Geebanger's mod I was referring to. Is it okay if you make a separate mod exclusively with these 4 changes?
I want to restrict the ammo upgrade to one survivor per pack, so there's still value in finding extra ones. I much prefer losing the more upgrade clip when checking my ammo over seeing the chat notif, seriously. Hoping to hear from you.
As for removing upgrade when dropping/ changing the upgrade pack to other item, this may cause another problem. This will remove the feature to share ammo upgrade between survivors without using it. & if you have more upgrade clip than original ammo clip & then you change the upgrade pack to other item before picking it back, you'll lose the more upgrade clip, as the new one is adjusted to match the original ammo clip.
Yes I did delete a comment, sorry about that. It was about my last ideas for this mod, to hopefully improve the subconscious intuitiveness and the vanilla vibe of these ammo packs.
The ammo packs are amazing for players that knows the mod, but most randoms are confused by the ammo packs:
1. Ammo upgrade sound when picking up packs could help signify unaware players that they have the upgrade.
2. Holding the packs would revert the upgrade status as long as it is held, switching to other items would give the status back, in-universe way of survivors checking their remaining ammo. (Still not fond of the chat notif ;P hope it can be optional or removed?)
3. Deploying or dropping the pack reverts the upgrade status immediately, could further inform players of the intended usage. Also useful for wallbanging on the spot.
4. You can probably recreate Geebanger's mod with the suggested fix you mentioned.
If you are free, I have more ideas for this addon. I'll be waiting.
Hey there, are you alright? Haven't heard from you in a while.
Yes I did, 180 reserve ammo with 30 upgraded ammo in the clip would equal 210, reloading can sometimes show 228 or more than 220 which is misleading, the bug is inconsistent as well since it would sometimes show 180 + 30 as 210 which is correct.
Sorry I could've specified the issue better, it occurs when reloading a few times after having an ammo refill. The military sniper with 210 total can show up as 220+, smg with 700 total can show up as 740+, and they all use vanilla stats.
Even if this issue didn't exist, I would like to see the suggested fix implemented to help return the vanilla immersion.
As for the ammo upgrade sound when picking ammo packs, that can be added later.
The reserve ammo notification is misleading, it would sometimes show players more ammo than they could possibly have.
Although I have an idea, instead of the notification, the ammo upgrade status would be removed once the primary weapon's reload is commenced and it will return after the weapon reloads. Hopefully it shows the accurate amount of remaining reserve ammo this way.
A bonus feature if you can, picking up an ammo pack would play the sound that's heard when picking up deployed ammo packs.
Please disregard my new idea, I'll try out Melee Frenzy. Thanks for telling me!
Survivors take 50% less damage from CI whilst holding down the attack key with the chainsaw is a feature that I am not fond of.
So I suggest the damage reduction becomes active the moment you are holding any melee weapon on hand (including chainsaw).
There could also be a cfg file where each melee weapon would have their own stats (amount of DR applied and chance of DR applying per hit), the set default for all would be 50% DR and 100% DR RNG like my initial idea for the chainsaw. (you can ignore the cfg idea if too complicated)
Will you mind if I suggest another addon idea?
That was quick! Your effort and response were amazing, I am forever grateful to have modders like you!
I think I might hit him up again to get the mechanism to work.
Thanks for all that you've done, seriously!
As for the mechanisms of that deployed ammo pack, I can make it, but you can try to make a request to Geebanger first. He's usually the one who's specialized in making useful mods with simple mechanisms. & I'm pretty sure that he'll know what to do if you explain that mechanism to him, as he's also familiar with that mechanism.
Not exactly what I was looking for, I forgot to mention players should not be able to get incendiary/explosive ammo from deployed ammo packs, instead they would pick up the ammo pack itself if they try to do so. I hope this isn't too confusing.
Looking forward to the next update!
For a way to prevent ammo pack from being wasted, I'm not sure if this is what you're searching:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3334099231
Combat Shotgun reloads would show only 1 bullet in the HUD even though it has 9 more, a minor issue really.
You are right, the chat notifications are probably for the best since it would help inform players.
Do you have any fail-safes that prevent the ammo packs from being wasted? Because someone could join and deploy it without knowing. Having the deployed ammo packs be able to be picked up again would solve this issue.
This is pretty exciting, love the effort so far.
Any plans for the sharing aspect? It will be great for QoL during multiplayer sessions.
The shotgun's HUD are bugged, not detrimental to gameplay but is it possible to fix?
How do I disable the chat notification?