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报告翻译问题




https://www.dropbox.com/sh/wlcvreiaxeu0hxg/AADZ4qvSpIckS18kf23vUMpaa?dl=0
Bugs:
- Unsaved changes on the map
Very rare bug. One time I lost all progress on the map, because I used "save as"
I created my map with name "first map", after some works I save map with new name with function save as, then I quit from the editor. I got message, that map contain unsaved changes, but I quit without saving, because my map was saved with "save as" function.
When I loaded map with new name - all was empty.
When I loaded old map - all was same as in the new map.
- Bug with steam workshop publishing
I published my first map, but in the game, map was called "First map" (firstly version of the map name) I deleted it from workshop, rename my map files. When I tried publish my map again (without updating old map) I got "error 9" (can not found map to update), so I named my map with new name and this works.
But I sure, that now I will not able publish any map with old name.
Thank you!
Request wise, any possiblity to get support for making maps with multiple cores to defend?
Bug wise, I've noticed that sometimes when making roads with the spline tool that freshly made splines would cause the editor to crash when clicking the create road button, but would be fine once the editor booted back up again. Plus the floating prefab trees I reported a few days ago.
Yes, I have in my backlog to prevent Steam from injecting overlayrenderer into editor. But it is not so easy ;]
P.S I read all posts here and add things reported as possible todo, but may not always post a reply.
EDIT: Might just be me, but also noticed that some campaign maps seem slightly glitched when loaded in the editor, for example Great Britian doesn't render any of the water or air path splines, but seems fine if the map is play tested.
They are not bugged, just toggled off in the editor by map creator.
https://pasteboard.co/GXa8vS1b.png
Red column determines if entities are visible inside current viewport of the editor ( helps to reduce unnecessary clutter while working on map )
Orange column determines if entity should be exported into game ( if it is ticked off, entity will be only accessible inside the editor ex. for fast cloning into other places )
Spawning it midway is possible, just without paradrop animation.
1. Place on map `logic/position_marker` ( copy its name )
2. Place mission block `entity/entity_spawn_single` between wave blocks
2a. TargetName set as copied name of position marker
2b. Blueprint set as `units/fort/aa_cannon`
2c. Team set as `enemy`
Now when the block is connected to flow it will spawn anti-player cannon in the same place as position marker stands.
Ah, I see that makes alot of sense now xD Thanks.
Yea, could always do it like that, but just alittle jarring for them to sorta pop in all of a sudden from nowhere. Thought it'd look better if there could be an animation of sorts for it with a minimap icon as a warning of where it'll appear. That said, I have managed to cobble together a sorta spawn in animation by quickly spawning a bomber above the map that bombs the ground and spawns the turret as the bomb hits.
Also a somewhat personal request due to investigations on a test map, could it be made so alien towers spawned as hostiles cant be sold/moved/interacted with? Fun having a swarm missle tower shooting people down till they realise it can just be sold from ghost mode xD
There is no straightforward option to do that but you can work around it. When the tower is spawned you can spawn a logic/volume_blocker_tower_spot entity over it by using Entity Spawn Single node and it will block the grids below the tower causing that the player won't be able to select the tower hence won't be able to do anything with it (sell, upgrade, move). There is something like that done in Australia level. Mission flow checks if player placed a tower in the powerplant marker spot and if yes then grants resources and spawn a valume blocker to block the tower and prevent the player from selling it.
Objects that become an error when placed:
Objects that crash the editor completely when placed:
Other Notes:
Fixes should be available with next editor/game update
Also more of a side question, I remeber asking about the node that communicates with lua before and was wondering where you can find the lua events to use in that node, and if it was possible to make your own lua events that get bundled with the map when its posted for usage.