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








So it is likely not just an announcement, but also a small hotfix.
I've created a fix for my addon, perhaps the author of this one will see this post and may find this helpful.
The second argument of ENTITY:CreateParticleEffect() must now be a model attachment, and the table that used to define particle control points seems to now be unused.
What I found is that ENTITY:CreateParticleEffect() actually returns an instance of CNewParticleEffect, which has a variety of methods for controlling the particle system, including control point definitions via CNewParticleEffect:AddControlPoint(): https://wiki.facepunch.com/gmod/CNewParticleEffect:AddControlPoint
The indices of the control points are now explicitly specified in the first argument of the aforementioned method, rather than implicitly derived from the indices of the table formerly passed in the second argument of the original function.
Here's an example from some of my tests that may prove useful:
THIS:
local CPoint0 = {
["entity"] = entity1,
["attachtype"] = PATTACH_ABSORIGIN_FOLLOW,
}
local CPoint1 = {
["entity"] = entity2,
["attachtype"] = PATTACH_ABSORIGIN_FOLLOW,
}
entity1:CreateParticleEffect("medicgun_beam_red",{CPoint1,CPoint0})
Must become, THIS:
local pfx = entity1:CreateParticleEffect("medicgun_beam_red",0)
pfx:AddControlPoint(0, entity1,PATTACH_ABSORIGIN_FOLLOW)
pfx:AddControlPoint(1, entity2,PATTACH_ABSORIGIN_FOLLOW)
Hope that helps someone!
I see.
This mod hasn't been updated since 2017, so the code this addon uses seems to be obsolete. I'm not a coding expert, btw.
I think this mod was indeed broken from the GMod update since I am on the x86-64 branch, which is one of the many branches that test out upcoming major updates every few months or so. Thanks to my effort and the creator, it has been fixed since November 15th.