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
ENT.WeaponUsed= "cw_ar15" -- name of the swep that the case is for
^ this variable already lets us know what weapon class it is, so you can just get it's data by doing:
local wepData = weapons.GetStored(self.WeaponUsed)
and then assign SwepName, AmmoUsed and AmmoAmountToGive like this:
self.SwepName = wepData.PrintName
self.AmmoUsed = wepData.Primary.Ammo
self.AmmoAmountToGive = wepData.Primary.ClipSize
you'd need to put this in a shared ENT:Initialize hook, the entire code snippet (which is pseudo-code, but it should work) would look like this:
ENT:Initialize()
-- do stuff that your cases do
local wepData = weapons.GetStored(self.WeaponUsed)
self.SwepName = wepData.PrintName
self.AmmoUsed = wepData.Primary.Ammo
self.AmmoAmountToGive = wepData.Primary.ClipSize
end
and bam, now you only have to enter 1 variable (instead of 4), and the rest would be handled for you
this way you'll reduce the amount of code needed to enter to just 1 variable, and it also means that if there are changes to the weapon code at any time in the base CW 2.0 pack or elsewhere (ie. weapon name change, mag size change, caliber change, etc.) you don't have to change anything at all in your case code
This is perfect, thank you just, I will defenitly use this. I am still new to lua so I will accept all advice given, even to a professional such as yourself.
The new code is already implemented, go nuts.
i ask permission to upload this for use as an pseudo-shipment of sorts.