Steam 설치
로그인
|
언어
简体中文(중국어 간체)
繁體中文(중국어 번체)
日本語(일본어)
ไทย(태국어)
Български(불가리아어)
Čeština(체코어)
Dansk(덴마크어)
Deutsch(독일어)
English(영어)
Español - España(스페인어 - 스페인)
Español - Latinoamérica(스페인어 - 중남미)
Ελληνικά(그리스어)
Français(프랑스어)
Italiano(이탈리아어)
Bahasa Indonesia(인도네시아어)
Magyar(헝가리어)
Nederlands(네덜란드어)
Norsk(노르웨이어)
Polski(폴란드어)
Português(포르투갈어 - 포르투갈)
Português - Brasil(포르투갈어 - 브라질)
Română(루마니아어)
Русский(러시아어)
Suomi(핀란드어)
Svenska(스웨덴어)
Türkçe(튀르키예어)
Tiếng Việt(베트남어)
Українська(우크라이나어)
번역 관련 문제 보고
Love the mod, thank you !
I have custom actions enabled, yet every maintenance "action" instantly break the part.
Is it how it's supposed to work ?
Thanks !
But the "try to do maintenance but get damage instead" bug is likely still there.
I know what code is doing this, I just don't know why. I've asked Alligator about what that code is supposed to do, but it may take him some time to get back to me.
Yeah, that would do it.
Missing Example:
if ((maintenanceModifier.Value + timeToDamage) == (float)(hoursOnSee))
Hopefully sq_paradox can take a look this.
Without knowing anything about how UBOAT handles health of objects, is there a timer that's being ignored when RNG maintenance occurs? Expected behavior is for the timer (probably in thousands of ms) to run until "0", then the "damage.part[object]" method gets called? I'm wondering if the timer (or whatever mechanism you're using) isn't functioning properly.