Cài đặt Steam
Đăng nhập
|
Ngôn ngữ
简体中文 (Trung giản thể)
繁體中文 (Trung phồn thể)
日本語 (Nhật)
한국어 (Hàn Quốc)
ไทย (Thái)
Български (Bungari)
Čeština (CH Séc)
Dansk (Đan Mạch)
Deutsch (Đức)
English (Anh)
Español - España (Tây Ban Nha - TBN)
Español - Latinoamérica (Tây Ban Nha cho Mỹ Latin)
Ελληνικά (Hy Lạp)
Français (Pháp)
Italiano (Ý)
Bahasa Indonesia (Indonesia)
Magyar (Hungary)
Nederlands (Hà Lan)
Norsk (Na Uy)
Polski (Ba Lan)
Português (Tiếng Bồ Đào Nha - BĐN)
Português - Brasil (Bồ Đào Nha - Brazil)
Română (Rumani)
Русский (Nga)
Suomi (Phần Lan)
Svenska (Thụy Điển)
Türkçe (Thổ Nhĩ Kỳ)
Українська (Ukraine)
Báo cáo lỗi dịch thuật
Example: there are 10 rebels, 10 combine. Combine kill 4 without dying (because i have op combine mods) and then use more aggressive tactics.
Also works in the other way. if they are outnumbered they take cover more.
Can we also decide if an NPC has unlimited vision and attack range? Even if it has to be a completely different NPC, but whatever is fine as long as they have their range.
-and maybe a cover system but i think someone allready posted that
well maybe the NPCS should Actually cover them while they reload!
I use CSS NPCs (reskinned Combines using CSS models) and they never reload when idle
npc run fast as the player and can jump when they are stuck at barracade
and do parkour and ther health at 100 hp like the player