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번역 관련 문제 보고
And a bonus question - it is now impossible to get a pak 40 in battle editor, even if I get one by miracle, the randomizer changes it to something at game start...? I'd thought by August 1943 Pak 40 would have constituted 30% of AT guns at the least? Would be cool to have them as an AT platoon. Surely there must have been some around?
If it's not possible, how about modding an AP platoon or mixed platoon with 2x5cm + 1x7.5cm in?
I have NO idea what the games criteria for anti tank grenades being given out is. I have also not seen any file that controls this. I do know where the template is that gives them. Which is why I made this thing. It makes 100 percent sure that (which is good and bad) that most line infantry types have a soldier or two that do have something to throw. But is no where near as good as when the entire platoon gets them. And I like that feature but feel that its silly that a line platoon on the Eastern front does not have even 1 anti tank grenade type with them at all times. Would be like a modern infantry platoon in a conflict zone where its known the enemy has lots of tanks not having 1 guy with at least a freaking AT launcher, just in case. And if they know they are up against armor, they will find a bunch more somehow, even if not issued. Locks might get broken and the unit a bit over might all of a sudden be missing things, but they will get them. I mean like, what the worst they can do to you? Send you to a war?
But I did beef up the German anti tank teams to actually be able to blow up any tank in game. Or well maybe. Nothing is 100 percent in GT.
https://www.youtube.com/watch?v=fy4Tyx1ee5c
Also this is AGA's fault. Probably a year after should have done this.
Combat frisbee all ready for me to try and stick in game. This should be interesting.
Attack of the combat frisbee's. Needs tweaking badly. Need to double check scale of mines. Seem a bit large. And just lots of wierd going on. But got custom models in and they work, sort of.
http://steamcommunity.com/sharedfiles/filedetails/?id=678799780 need to figure why they will throw them so dang high in the air. These things are around 9kg/20 pounds. Also explode on contact. Which should not happen. Need to figure that out. Used in direct action like this, tellermines had a pull igniter that set off a fuse that would blow the mine after a delay. Or if something ran over in if the crush fuse was in the thing. But no reason it had to be if using this crazy, last ditch way.
I wonder if there is a way to attach to a soldiers D-ring and get it to disapper when used. Not sure anything like that is allowed by the game. If it where like, a tank, yes. But a soldier.... hmmm. Might have to make a new class of weapon. Stick on back. When it gets used somehow make it go poof most likely. Not sure if that one is even possible.
Having quite a number of issues getting this thing to work right. Mainly the explode on contact bit. As used like this, its on a timed fuse like a satchel. But it simply blows up when it gets close to the target. Which is not right in the least.
Edit: at such close range, I would think you'd have more chance with a satchel charge...but then again, the infantry better have cover before it blows.
Since the appearance of this mod, the format for describing weapons and soldiers has changed twice, it hardly has the opportunity to work.