Installer Steam
connexion
|
langue
简体中文 (chinois simplifié)
繁體中文 (chinois traditionnel)
日本語 (japonais)
한국어 (coréen)
ไทย (thaï)
Български (bulgare)
Čeština (tchèque)
Dansk (danois)
Deutsch (allemand)
English (anglais)
Español - España (espagnol castillan)
Español - Latinoamérica (espagnol d'Amérique latine)
Ελληνικά (grec)
Italiano (italien)
Bahasa Indonesia (indonésien)
Magyar (hongrois)
Nederlands (néerlandais)
Norsk (norvégien)
Polski (polonais)
Português (portugais du Portugal)
Português - Brasil (portugais du Brésil)
Română (roumain)
Русский (russe)
Suomi (finnois)
Svenska (suédois)
Türkçe (turc)
Tiếng Việt (vietnamien)
Українська (ukrainien)
Signaler un problème de traduction
The reasoning would be that I think it would make sense to have a delay before your health decays, then at a set rate it decays a_adrenaline_rate per second rather than decay X hp per Y seconds.
For example:
Currently if I were to have a_adrenaline_rate 6 and a_adrenaline_seconds 10 it would take 10 seconds to drain 6 hp, but my desired effect is 10 seconds of full temporary health then draining 6 HP per second.
I would much rather have a_adrenaline_seconds be a DELAY, not the frequency of health decay.
The person who told me about the problem is gonna try out the fix.
One should be hook.Remove("TTTPrepareRound", "Adrenaline_TTT_" .. ply:SteamID()) and the other should be hook.Remove("PlayerDeath", "Adrenaline_TTT_" .. ply:SteamID())