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 de Hispanoamérica
Ελληνικά (griego)
Français (francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (húngaro)
Nederlands (holandés)
Norsk (noruego)
Polski (polaco)
Português (Portugués de Portugal)
Português-Brasil (portugués de Brasil)
Română (rumano)
Русский (ruso)
Suomi (finés)
Svenska (sueco)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraniano)
Comunicar un error de traducción
This is how you apply a tag:
<StatusEffect type="OnWearing" target="Character" stackable="false" duration="0.1" tags="hey_im_a_tag" />
And this is how you read a tag
<StatusEffect type="OnContained" target="Character" SpeedMultiplier="0.1" setvalue="true">
<Conditional HasStatusTag="hey_im_a_tag" />
</StatusEffect>
to read if something DOESN'T have a tag you do HasStatusTag="ne hey_im_a_tag"
ty
Normally (actually, always because nobody uses range for that) projectiles are set to self-destruct after a delay. In this case, 10 seconds from firing (delay="10"). Detecting range from the railgun would be hard. You'd need to apply a tag to the firing railgun and detect the range from that tag. Might be possible, but is it what you're trying to do? And why?