Instalar Steam
iniciar sesión
|
idioma
简体中文 (Chino simplificado)
繁體中文 (Chino tradicional)
日本語 (Japonés)
한국어 (Coreano)
ไทย (Tailandés)
български (Búlgaro)
Čeština (Checo)
Dansk (Danés)
Deutsch (Alemán)
English (Inglés)
Español - España
Ελληνικά (Griego)
Français (Francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (Húngaro)
Nederlands (Holandés)
Norsk (Noruego)
Polski (Polaco)
Português (Portugués de Portugal)
Português - Brasil (Portugués - Brasil)
Română (Rumano)
Русский (Ruso)
Suomi (Finés)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Informar de un error de traducción
I know this, but unfortunately this method is not universal. This way I can only distinguish between 3 types of vanilla engines. In mod engines, BlockDefinition can be anything at all, and this method will not work.
That's why I didn't implement it. I don't want to make an algorithm that will only work in the vanilla world. I would have to say that the script distinguishes between engine types, but this would not be true.
We need a universal method that distinguishes the type of fuel. But this is not possible in IngameScript. This is probably easy to do in ModAPI, but alas.