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








First of all, thanks for taking this task and work on it, as many said in the comments, keep it up, slowly, chilling, at your phase, ignore "multiplayer" or nonsense requests. Now, I have the programming skills to make a pretty basic calculator in VB, so I might not be the best helper but here it goes, some thoughts or ideas, according to your info:
* It looks kind of overkill for performance they process data/ decide actions more than once per second, if what we are looking for is to have more npcs and not smarter ones, or at least have different versions and see how it goes. Have you tested a super nerf to their cognition of once every two seconds, for example, how does that look; also lowering 18 squares to 15 or so?
* What are critical tasks? Checking surroundings for danger/ other entities right? Again, might look dumb NPCs but having that timer increased, ¿really affects their quality, or is it tolerable? lol.
Functions, i'll leave that to you and other good modder that wanna help. The one you mentioned is way better than the default brute force option. I wonder if weapon switching is actually checking for too many variables when it could be called by the group leader, if he switch to melee, they copy it, blunt function but it lowers processing or calling more functions.
Speaking of functions, you could post here heavy lines of code or ask for help? Might not be me but those who know better might see it and share "how to" make it better, hopefully.
Critical Tasks would Swing your weapon, Deciding and Fleeing from an enemy, Running away to heal, Shooting your weapon, deciding to run to the player (following). Theres a few others
The way task manager are set up is that the ai thinks about what it needs to do every second and that executes that action once. Currently working on isolating building tasks from every day movements to save memory.
It may be difficult to post here as there are a few thousand lines in the task manager across many files but if a small example comes up Ill post it.