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번역 관련 문제 보고
That is an animation bug not an actual bug in the game itself if you're talking about the no attack(scratch) delay... I didn't change the scratch interval of any S.I. with this mod. Basically if you spectate in versus, the hunter bots scratch just like how any other player spams right click when they're a hunter though it does look delayed in third person just like the chargers scratch animation but in first person its completely fine. That's how valve tried to animate the scratching.
As for the double hand scratch. That's completely aesthetic not a game mechanic of doing double dmg or two consecutive hits
Edit: Well as it turns out the hunter's scratch is probably a bug which is also present ever since L4D1. Though the hunter does not deal 2 consecutive hits in one go. I find it weird that if you shove a hunter in L4D1 the hunter is still able to scratch you in an instant when the survivor is in close proximity. The player however cannot do instant scratches. I'm not sure if it is a feature for the hunter bots.
That's not supposed to conflict but I can't check that at the moment. I'd suggest to use another flashlight mod such as the Tactical Flashlight or LED flashlight or any other flashlight mod in the workshop.
Edit: I've only tested those two flashlight mods, when I had a chance to test for conflicts. I know there are a lot more but if those other flashlight mods conflict then I'd suggest using another flashlight mod
Version 2.2 should be able to remedy the first issue. The survivor bots should react/behave accordingly towards the situation at hand though they may still have "space outs" but it should be significantly less prevalent than before. As for the second issue I've roll backed the changes so the pills usage should be fine but the medkit usage... I still have to figure that out.
An experimental update will arrive soon(earliest would be this saturday). It should make the bots shove on contact.
Edit(as of 8/19/2016): I'm too excited so I had to post the update :(
sorry for the bad English
Probably my favorite was fighting a tank in the underground section of No Mercy, despite the many obstacles in the environment the bots maneuvered around and kept at a distance, and killed the tank without taking a single hit, on advanced difficulty no less.
On the other side, the AI can still be frustratingly idiotic, especially during the events where you have to run to the safe room or shut off an alarm. I've lost track of the number of times I've gotten to the objective, only to look back and see most of the bots standing around at the very beginning of the area, refusing to take one more step until every zombie they see has been killed.
Or the number of times that when on their own, with a clear shot to the safe room to end the level, they'll just spend a good twenty seconds at a time standing stock still doing nothing, or only taking tentative, halting steps in the right direction before stopping and waiting for zombies to spawn in. And even with the improvements to their situational awareness they will still oftentimes not notice a zombie is even there until it's hitting them. I once saw Zoey get killed by two common infected. She started with 75 health and then just stood there as they beat her down over the course of a minute, seeming to never notice they were there.
Overall, this mod feels like it puts me in a weird place. I really do love it, but it makes the AI too good for normal difficulty to be any fun, but they don't feel good enough to make advanced reliably enjoyable, at least on maps with a 'run to the objective while infinite zombies spawn' sections like Parish or Dark Carnival, I hardly even bother with those anymore.
I want to be clear that I do really like this mod, and it's a lot of fun to play with one friend and two bots, just somehow extra frustrating when the overall better AI still has brain-fart moments that lead to stupid deaths.
and again I say you need to improve the reaction of bots against common infected.
!sorry for the bad english