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








About this, did you have your own custom friendlyfire damage multiplier? I put a script to check whether the friendly fire cvars are default or not in the beginning of each round, so if the cvars are default, anytime after bots teleport, the friendlyfire will be reset to default. But if friendlyfire is already disabled from the beginning, it shouldn't be reset.
For this one, I added some new scripts to check friendlyfire cvars & save player's friendlyfire cvar settings early on each map. This should fix the problem about cvars getting reset to default that you had when disabling friendlyfire. You can give a try, & let me know if the bug still exists or there's another bug you discover.