Asenna Steam
kirjaudu sisään
|
kieli
简体中文 (yksinkertaistettu kiina)
繁體中文 (perinteinen kiina)
日本語 (japani)
한국어 (korea)
ไทย (thai)
български (bulgaria)
Čeština (tšekki)
Dansk (tanska)
Deutsch (saksa)
English (englanti)
Español – España (espanja – Espanja)
Español – Latinoamérica (espanja – Lat. Am.)
Ελληνικά (kreikka)
Français (ranska)
Italiano (italia)
Bahasa Indonesia (indonesia)
Magyar (unkari)
Nederlands (hollanti)
Norsk (norja)
Polski (puola)
Português (portugali – Portugali)
Português – Brasil (portugali – Brasilia)
Română (romania)
Русский (venäjä)
Svenska (ruotsi)
Türkçe (turkki)
Tiếng Việt (vietnam)
Українська (ukraina)
Ilmoita käännösongelmasta
You SHOULD use applycontext normally and then set applyworldcontext = true
Since Valve only checks if applyworldcontext in an if statement to determine to set it to world spawn or firing entity
Cite:
In rr_ProcessResponse:
local applycontext = null
local applycontexttoworld = false
if ( "applycontext" in resp )
{
applycontext = resp.applycontext
}
if ( "applycontexttoworld" in resp )
{
applycontexttoworld = resp.applycontexttoworld
}
[---snip---]
if ( "scenename" in resp )
{
scene = resp.scenename
local Func = func
if ( applycontext )
func = @( speaker, query ) g_rr.rr_ApplyContext( speaker, query, applycontext, applycontexttoworld, Func )
}
if ( ( "context" in contextData ) && ( typeof contextData.context != "table" ) )
{
local duration = contextData.duration
if ( duration == 0 )
duration = -1
if ( contexttoworld )
{
local world = Entities.FindByClassname( null, "worldspawn" )
if ( world )
world.SetContext( contextData.context, contextData.value.tostring(), duration )
}
else
speaker.SetContext( contextData.context, contextData.value.tostring(), duration )
}
I spent 8 hours of my life figuring this out, I hope nobody will make the same mistakes as me again.
Friendship ended with logic_choreographed_scene, now director_base_addon.nut is my new best friend