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Thanks man.
But i still dont know why i couldnt find Job Interview in my addon maps, even though i turned it on.
I tried your approach of making sure all npcs are dead, but apparently I failed there. so my solution is to place triggers that run console command ai_setenabled 1
For that you need entity point_clientcommand and the trigger as its input. The trigger is set via this input: Command & With a parameter override of: ai_setenabled 1
Ive placed those after autosave locations and couple in strategic areas where players might used manual save.
As in what is causing it its definitelly something with enemies being alive, but in HLA they allow custom saves when npcs are alive so they must have some global override or something. Ive tried to use a global logic_auto with trigger OnLoadGame, but it didnt seem to work for me :/ (maybe the ai_disabled bug happens a little bit after the load or I set it up wrong ...I could try to trigger that with a delay)
So are you saying you have had success with ai_setenabled 1. And it gets rid of the Ai disabled after an austosave point? If so thank you very much for that info.
At first I though manual saves have the solution build in, but apparently not, because players who saved manually when there was an enemy alive had the issue too ...but at the same time I saved manually in mod maps when some npcs were alive and I havent encountered it, so I'd say there must me some additional condition. When I try to reproduce it in a smaller map I dont get the issue either
But the trigger is a working (-ish) solution :)
Good luck ;)
Thanks for helping him Makah; love In Siege and love Job Interview. You guys are both super talented!
I couldn't update the normal comments as it's giving me an error on every workshop item right now, but I wanted you to know that I had a much smoother experience now, Poly. Here's the comment I wanted to post:
Just played the Final Final update and it was fantastic from start to finish. The only bugs I noticed were 2 poison headcrabs clipped thru the floor as they were setting up to attack me in the sewer. They didn't get stuck, but having them disappear a bit was janky. One of the antlions got a bit bugged as well floating in the air during the final battle. Aside from that, this is still one of my favorite custom maps and the rating for it is criminally low because of the issues you had when you first uploaded it.
Incidentally, this is the error the workshop is giving me when I try to add a comment. Not sure wth is going on:
Sorry, some kind of error has occurred: There was an error communicating with the network. Please try again later.
As for the flying Antlion, that was by design. It is a "spy," it alloys the spitting antlions to know where you are no matter where you go. When I first placed it there it was going to let all the antlions keep re-spawning as well as be a spy until you killed it. But it felt like that was unfair because there was no way for the player to know that killing the flying antlion would stop more antlions from spawning. So now its only purpose is to serve as a spy.
I have been working on a Job interview 1.5 as well as a part 2 but now that I am back to work I havent had time to work on either. But I will at east release a 1.5 but the part two may be a while unless my job shuts down and put us on quarantine again. lol
But keep a look out for the 1.5. I plan to have the friendly NPC be there throughout most of the map, maybe even all of it.