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报告翻译问题






@asmodeus Why thank ya!
@LyraBnnuy It should be now!
@Cmole Alas, I really really wanted to do this for a long time but asaik Antistasi Ultimate still isn't capable of that as a lot of faction code revolves around vehicles. I don't think there's even a Flood faction for the Halo version of AU iirc. If there is a workaround though, I'll see what I can do!
@Mr. Spoon Alas, they are not
@ waterboard orphans And that's in the WBK's keybind options for settings, alas I changed mine a while ago so you'll have to see what it is for you
Any chance you might do zombie faction for occupiers or attackers? Would be nice "little" spice up for normal antistasi. Webknight zombie mod has common ones and special infected, which some of them are capable of taking down vehicles of all kinds: Cars, APCs, Tanks, Aircraft. Would be a nice little uncommon faction to fight against with all those mutants and zombies, a bit of horror scene for antistasi.
I just read about on the other release of yours that you really dont know anything about arma coding and you were just fiddling with antistasi codes. I have to look it up too if it could be possible but I have no idea how the spawns, attacks and such operate. I probably cannot do this with just changing the classes as you did with striders n such... ^^
Yes, but don't worry, once a town supports you then civilians will spawn.
Alas, nah that’s intentional, the canister launches are part of the mod itself. I can see about making a setting for that in the future
idk if its a bug but, every time the occupiers call in a support it is 100% of the time headcrab canisters. Even if i dont have any half life factions active in a save. is there an ini or smtg? ive disabled the canisters in the server settings for scifi support but the still are the only thing sent.
Cheers!
This has the keys added and can be used to host a game - I had an issue signing one of your .pbo files (patcom.pbo) The issue was that it looks like you have used PBO manager to create the pbo files. I've had issues with this in the past messing with signing. I used the arma 3 native tool to create the archive (arma 3 tools) and resigned. Now working.
If you want me to take down my mod once the signature is added let me know - otherwise I don't mind keeping my version up to date as much as I can for server owners
You can play it in multiplayer. Actually, I have played it in multiplayer with my friends so I know this is the case.
I'm uncertain what you mean by signatures though...
@Reb If you're using ACE maybe, I used 2 or a few rockets to the Strider and managed to take it out.
@DorkDude Alas, all I can think of atm is a file validation, though I heard someone else got the error when hosting a dedicated server, and they posted this - 'well verified didn't work but found this fix was to edit the server.config on the dedicate server and setting this to verifySignatures = 0; for anyone else having this problem! worked for me'
@Reddee ... Adding the assassins was a mistake
@Burbank Still no luck on that front unfortunately, still looking into it lol
@Blackout Weird...had no problem earlier with them for a bit. Might be reliant on a specific headshot spot but I'm not sure
@Reb Been a while lol. Yee, been busy as hell but alright, hope you've been aight too
@Overlord @YourSecurity12 Thank ya!
Thanks I would appreciate, me and some friends would love to try playing this, but without seeing the health and armor it makes it a bit more difficult.
I can try to look into it whenever I got free time though, might be something in addon settings.