Steam telepítése
belépés
|
nyelv
简体中文 (egyszerűsített kínai)
繁體中文 (hagyományos kínai)
日本語 (japán)
한국어 (koreai)
ไทย (thai)
Български (bolgár)
Čeština (cseh)
Dansk (dán)
Deutsch (német)
English (angol)
Español - España (spanyolországi spanyol)
Español - Latinoamérica (latin-amerikai spanyol)
Ελληνικά (görög)
Français (francia)
Italiano (olasz)
Bahasa Indonesia (indonéz)
Nederlands (holland)
Norsk (norvég)
Polski (lengyel)
Português (portugáliai portugál)
Português - Brasil (brazíliai portugál)
Română (román)
Русский (orosz)
Suomi (finn)
Svenska (svéd)
Türkçe (török)
Tiếng Việt (vietnámi)
Українська (ukrán)
Fordítási probléma jelentése
There's some out-of-bounds issue with navmesh screwups that has to be causing this. The game reads the coordinate change and resets the character's loc appropriately, I guess. But, stairs seem particularly vulnerable. I guess the engine doesn't like navmesh intersections.
Hmm... What about taking advantage of this and making an "Emergency Escape Personnel Launcher" in a base? A bunch of stairs built on top of each other? When the base is about to be overrun, order everyone to run up and down the stairs and get catapulted, randomly, to "safety?" :) I wonder if you could make a mod where one of these objects is perma-glitched, so you could be assured of launching a character in some random direction?