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
show me at least these mysterious lines from the log. I find it hard to believe all this
If RelativeStart is specified (i.e. it is greater than zero), then it works first (Delay is not used), after the first spawn Delay starts working (and RelativeStart stops being used)
Look what the spawn calculator will say if I enter your parameters into it (the blue area, under the parameters, is called “What will happen:”):
"First spawn will be when 50% of enemies are killed, then spawn every 60sec."
You can check this and your other assumptions in it. I specially made it to make it easier for people to understand the spawner, since it’s damn hard to describe this in text since I created a monster, omg