Cài đặt Steam
Đăng nhập
|
Ngôn ngữ
简体中文 (Trung giản thể)
繁體中文 (Trung phồn thể)
日本語 (Nhật)
한국어 (Hàn Quốc)
ไทย (Thái)
Български (Bungari)
Čeština (CH Séc)
Dansk (Đan Mạch)
Deutsch (Đức)
English (Anh)
Español - España (Tây Ban Nha - TBN)
Español - Latinoamérica (Tây Ban Nha cho Mỹ Latin)
Ελληνικά (Hy Lạp)
Français (Pháp)
Italiano (Ý)
Bahasa Indonesia (Indonesia)
Magyar (Hungary)
Nederlands (Hà Lan)
Norsk (Na Uy)
Polski (Ba Lan)
Português (Tiếng Bồ Đào Nha - BĐN)
Português - Brasil (Bồ Đào Nha - Brazil)
Română (Rumani)
Русский (Nga)
Suomi (Phần Lan)
Svenska (Thụy Điển)
Türkçe (Thổ Nhĩ Kỳ)
Українська (Ukraine)
Báo cáo lỗi dịch thuật
Second enum if interested:
https://github.com/KeenSoftwareHouse/SpaceEngineers/blob/master/Sources/Sandbox.Common/ObjectBuilders/Definitions/MyObjectBuilder_AmmoDefinition.cs
However, after looking at your lagless drill code I think I may have found what I need... if MyEntities includes projectiles, and if I can find their parent weapon. Not sure projectiles have a child-parent relationship with the weapon that fired them.
m_drillBase = new MyDrillBase(this,
MyDrillConstants.DRILL_SHIP_DUST_EFFECT,
MyDrillConstants.DRILL_SHIP_DUST_STONES_EFFECT,
MyDrillConstants.DRILL_SHIP_SPARKS_EFFECT,
new MyDrillSensorSphere(def.SensorRadius, def.SensorOffset),
new MyDrillCutOut(def.SensorOffset , def.SensorRadius),
HEAD_SLOWDOWN_TIME_IN_SECONDS,
floatingObjectSpawnOffset: -0.4f,
floatingObjectSpawnRadius: 0.4f,
sounds: m_sounds,
inventoryCollectionRatio: 0.7f
);
I've been staring at the same code for hours now trying to figure out how to modify the implementation in a way that allows for dynamically changing SensorRadius and SensorOffset to add a new drill upgrade type (and possibly integrate lagless drills w/ other mods without sweeping changes in other mods). Still not having any luck with figuring out how to access/override it without modifying the base class (as a steam compatible mod).
Honestly might have better luck putting in a pull request to keen's github to expose the drill definition to the mod api. But your code, your call.