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






In ZISHC\functions\curator\sendHeadless.sqf, you would need to change line 4 which is the following.
[CODE] if (_obj isKindOf "LandVehicle" || _obj isKindOf "Air" || _obj isKindOf "Ship") then { [/code]
This checks if the object is a vehicle that should be sent across for processing (basically excludes things like editor objects). Naturally, if you dont want planes, do this instead
[CODE] if (_obj isKindOf "LandVehicle" || _obj isKindOf "Ship") then { [/code]
Yes, all need to run the mod to take full advantage of the features within ZISHC. It is not mandatory of course. If you want to run bare minimum, you can run the mod only on the Server, HC, and curator (Zeus) users computers. If you run it this way, the feature to have newly spawn players added to the visibilty of the curators (Zeus) will not function as intended.
To be clear about this, there should be no performance loss or gain by not running the mod on regular users computers. All of the code is designed to not impact the client computers even in regard to network traffic. The only time a client will run a script is when they respawn (exception being if they are a curator (Zeus) which naturally has to run scripts to send info to the server)
if (!hasInterface) then
{
_count = {local _x} count allUnits;
format["%1: %2", profileName, _count] remoteExec ["systemChat", 0];
};