Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Give it a try now. I am aware the animations for the Medikit are bugged. Currently unable to fix the model until tomorrow.
The medkit scales with the sk_healthkit console variable. I updated the instruction tooltip in the HUD to show the new controls.
I was intending to be-all-end-all fix it when I update the bags to use charges instead of whole-bag ammo. That way you could pick the bag back up, and it would recharge over time.
Basically I was going to make it work like Obsidian Conflict's medkits do, because those work great.
I also want to rewrite the door welder to be less "rigid" and function more like how it does in Alien Swarm or Killing Floor 2, because those are really nice to use, from a player standpoint.