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






This mod is compat with ACE3, you can use it (eat meals) through ace interation.
Some missions in We Stand Alone Together - The Men of Easy Company are utilizing this mod.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2681518176&tscn=1724139018
Can I play it along with the main campaign?
if so... how to..?
//initServer.sqf
{
[_x, "curatorUnitAssigned", {
params ["_curator", "_player"];
private _owner = owner _player;
missionNamespace setVariable ["KSS_progress_hunger", false, _owner];
missionNamespace setVariable ["KSS_progress_thirst", false, _owner];
}] call BIS_fnc_addScriptedEventHandler;
}forEach allCurators;
потому что у меня ACE?
Жаль что не все Сценарии с его использованием.
probably yes. https://github.com/Kurt212/KSS/blob/master/src/cfgWeapons.hpp
They all inherit from kss_itemcore and they all have subclass KSS.
Been reading your code, but since it's a mod it get's tricky to modify it without a reupload, so here's my problem and the question I have for you
The problem: Both hunger and thirst are only really available to the client, and writing a loop that runs every 10 seconds to do a setVariable to the unit is a cheap way of making these variables available for the server (and everyone else for that matter).
Question: Is it possible to tie these variables to units using setVariable without the need of a locally ran loop? Did I maybe miss some code that already makes these variables public? Thanks!