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








1) this code is completely ♥♥♥♥ and I couldn't really improve it, it just lerps the angle and has that side effect as inverting view on fast turns. If you can provide a better code I'd appreciate it
2) I'll try to do that
3) I think I had a reason for using HL2 ammo, I'll see what I can do
4) Isn't it already?
it is the same guided projectile rotation system in unreal tournament guidedwarshell code. you can easily "drive.PlayerStartDriving(ply,ent,"drive_uguidedprojectile") on any entity. i used drive system because it allows any entity to be controlled and allows prediction in multiplayer. it has 3 variables inside which attempts to retrieve from entity first. or uses the hardcoded value. you can adapt this inside a projectile's think hook instead of drive system, because drive prevents player movement.
you are right about 4, the table is global. i'll try to use it in future updates.