Steam 설치
로그인
|
언어
简体中文(중국어 간체)
繁體中文(중국어 번체)
日本語(일본어)
ไทย(태국어)
Български(불가리아어)
Čeština(체코어)
Dansk(덴마크어)
Deutsch(독일어)
English(영어)
Español - España(스페인어 - 스페인)
Español - Latinoamérica(스페인어 - 중남미)
Ελληνικά(그리스어)
Français(프랑스어)
Italiano(이탈리아어)
Bahasa Indonesia(인도네시아어)
Magyar(헝가리어)
Nederlands(네덜란드어)
Norsk(노르웨이어)
Polski(폴란드어)
Português(포르투갈어 - 포르투갈)
Português - Brasil(포르투갈어 - 브라질)
Română(루마니아어)
Русский(러시아어)
Suomi(핀란드어)
Svenska(스웨덴어)
Türkçe(튀르키예어)
Tiếng Việt(베트남어)
Українська(우크라이나어)
번역 관련 문제 보고
Would be nice, becuase i have multiple vehilces on one module, they spawn on the same location and dont move so when another respawns, they spawn in eachother and well. thats not good. though it wouldnt be toooo much of an issue without the playability after respawning if they did move, because i could just control the npc and make them move. thanks though, great mod. i do a lot of ♥♥♥♥♥♥♥ around with bots attacking positions, so this is really useful.
https://i.imgur.com/lBGwEv7.jpg still getting this error btw, all my waypoints are set to spawn on an icon, except for the respawn ai which has shown it works before on respawn at starting position without a waypoint. ill get a mission file.
https://www.dropbox.com/s/d9oo1n8y5vtv6y4/yote.sara.zip?dl=0
This module will respawn only simple AI crew (non playable in MP, so not in lobby). Bi does the job for lobby units.
I have noticed here that my AI vehicle respawns in double. I mean, if I have it destroyed on battle then, 2 vehicles (instead of 1) will respawn at my base.
It's always difficult to think about all cases, with killed infantry before vehicle blowing, disabled only vehicles, crew who can leave vehicles for fighting and dying, (turrets or pax)... Who dies, when... and when you want to respawn who, where.
Just try both respawn vehicles and AI can respawn modules with consistent parameters.
I will not edit more modules for that. I will not try to modify a module for a specific demand. But perhaps, with more details I can help for an extra script to be run in init.sqf (as example).
I could add a coefficient (multiplying basic interval) based on... mass? (not sure it's OK for all mods), value? , threat?....