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
Kicking is more humiliating and for them.
And i´m not making this up you can kick SI before they even attack you;
Example "kick tank" , and you kick the tank before he even attacks you.
So they´re players , but not players because is A.I... Weird huh?
(Although this was a long time ago , and i´m probably remembering wrong)
It works but if they´re like 2 witches in the map (?) , you kick one and the director spawns other one , then you can´t kick the other witch.
Yes it's possible, by using "weapon_fire" event function combined with "Traceline" & "TakeDamage" functions. Even I ever created some vscripts to deal health-based damage on custom bosses on some custom maps that had too much health.