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








im running the occult mod as well. i think that may me the common factor.
The bugger doesn't despawn, running on my dedicated server. there's like, 3 of 'em near me at once now.
I THINK it's MP related. Hank (what we call him on my server) has dozens of copies all around the map and he just does not despawn with any reliability.
What I "think" is going on: The data may be client side. So if the player logs out, or desyncs (which is all too common with PZ anyway) SCP gets stuck and forever remains.
I've had one appear, stick around for a a couple hours IRL then vanish. Then others appear around other players and they log off the server, with SCP staying put for literally months of game time.
Only solution I have found is to un-install the mod, then re-install it regularly. Basically resetting the whole thing.
I don't see this as a serious bug until you get tons of copies of SCP filling up your living room and kitchen.
Since SCP is an OBJECT, you can add the object name to the despawn list! (in your .ini settings where "base.maggot" is listed for despawn).
Adding SCP to this list will despawn ALL COPIES OF HIM in your game when the despawn timer hits.