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| *新单位'间谍无人机',不能攻击/较普通单位更远视野/不错的生命值和移动速度/自我修复。生产自T2机场
| | Rusted Warfare - 测试版 - v1.15p11 |
| Added new unit 'Spy Drone' - Can not attack/Can see further through fog/Decent health and speed/Self repair. Built in the T2 air factory.
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| *在赢/输界面显示图表化的游戏过程
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| Game history shown with graphs on post game win/lose screen
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| *回放中状态/排行按钮
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| Stats/leaderboard button in replays
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| *反核防御无弹药时在战场上显示提示标志(只对控制该建筑玩家可见)
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| Anti-nuke launcher shows an indicator on battlefield when empty (only visible to player with control)
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| *瞭望塔 $2500->$1500,T2升级 $3000->$2000
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| Outpost $2500->$1500 T2 upgrade: $3000->$2000
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| *战斗工程师 $4500->$3500,建造速度倍数 1.5->2,将T2枪塔和T2机甲工厂增到可建造列表,该单位现可在实验工厂生产
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| Combat engineer $4500 -> $3500, nanoSpeed 1.5->2, added turret T2 & mech factory T2 to build list and can be built from the experimental land factory
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| *鹦鹉螺号现可在实验工厂生产
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| Nautilus can be built from the experimental land factory
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| *鹦鹉螺号现在可以生产反核弹,但(反核弹)反应距离更短,造价更贵
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| Nautilus can now build anti-nukes (with shorter range and more expensive than normal).
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| *特斯拉机甲移动速度由0.5改到0.7以便抓住机枪机甲,造价由$5500减到$5200
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| Tesla Mech speed changed from 0.5->0.7 so they can chase down minigun mech, and price $5500->$5200
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| *AA离子束炮艇机基础移动速度由0.85改为1,增燃技能移动速度 2.1到2.3
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| AA beam gunship base speed changed from 0.85->1, afterburn 2.10->2.3
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| *重型防空机甲 $10000->$8500
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| Heavy anti-air mech $10,000 -> $8500
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| *导弹飞艇 $4200->$3900
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| Missile airship $4200 -> $3900
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| *修复自定义资源在多人游戏重返房间后会错误
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| Fixes for wrong custom resources after a return to battleroom
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| *优化碰撞检测
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| Performance improvements to collision detection
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| *修复单位数量设置原因导致的回放不同步问题
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| Fix replay unit cap not being correctly set causing desync in some cases while watching a replay
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| *停止在多人游戏中单位处在建造/生产队列时的价格闪烁
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| Stop credits value flicking in multiplayer when queuing units
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| *设置身体旋转支持使用逻辑
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| [action]setBodyRotation now supports dynamic numbers
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| *新增设置高度,可以使用逻辑
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| Added [action]setHeight - dynamic number
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| *传送到(填单位参考)
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| Added [action]teleportTo - Marker/unit reference
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| *主动装运目标(填单位参考)
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| Added [action]transportTargetNow - Unit reference - Transports this unit from anywhere on the map
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| *action的id,应该有对应的引用词
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| Added [action]id to allow actions to be more easily connected when converting between units.
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| *当选择发射位置时显示贴花(参考核弹选择发射地点时长按显示)
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| Added [action]fireTurretXAtGround_showGuideDecals that takes a list of decals to render while picking a target
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| *事件触发重复限制,默认为1
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| Added [action]autoTriggerOnEventRecursionLimit. With a default of 1
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| *newMessage 事件触发重复限制现默认为4
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| newMessage event trigger now has a default recursion limit of 4 (up from 1)
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| *为每个提取资源对象触发该action
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| Added [action]takeResources_triggerActionForEach - Calls this action for each unit found by takeResource with the unit as the action target, and action index counting up from zero.
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| *提取资源仅用于搜索
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| Added [action]takeResources_searchOnly shortcut (takeResources_maxUnits=200, takeResources_discardCollected=true, takeResources_keepResourcesOnTarget=true)
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| *修复mods数量显示包含已卸载的mods
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| Fixed number of mods in memory messages showing counts of unloaded mods
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| *修复提取器回收热键
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| Fixed extractor cycle hotkey
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| *添加数组类型到记忆(在方括号内填序号录入在方括号内填序号引用)
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| Added array types to memory. Supported types are bool[], number[], unit[]
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| *定义数组:
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| Define array: @memory numArray:float[]
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| *设定
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| Set array: setUnitMemory: numArray[0]=2
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| *添加一位
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| Add to array: setUnitMemory: numArray[memory.numArray.size]=5
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| *读
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| Read array: text: %{memory.numArray[memory.targetIndex] }
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| *从其他单位读
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| Read on another unit: %{ parent.readUnitMemory('numArray', type='float[]')[0] }
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| *检查数组内包含
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| memory.unitArray.contains( self.attacking )
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| *另一种读的方式
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| Alt read on another unit: %{ self.readUnitMemory('numArray', type='number', index=0) }
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| *删
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| Delete array: setUnitMemory: numArray=null
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| *数组内容可不断增加,但限制到10000
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| Arrays automatically resize but have a hard size limit of 10,000
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| *移除数组内的空位shrinkArrays:arrayName - Will remove any null or dead units,and Os from number arrays. Will shift over allindexes after the deleted entries.
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| *也触发重复次数
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| Added [action]alsoTriggerActionRepeat - Dynamic number (Repeats the alsoTriggerAction call, index changed on each repeat) - Useful to create loops or work with arrays
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| *这个action的(数组)索引
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| Added thisActionIndex / index for use with alsoTriggerActionRepeat
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| *换了队伍渲染器
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| Team shader changes
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| *修复某些对局中的小地图颜色错误
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| Fix for wrong mini-map colors in some games
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| *修复返回房间时的偶尔闪退
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| Fix for rare crash with return to battleroom
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| *安卓的多线程渲染
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| Batch line rendering on android opengl
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| *添加'nanoFactory', 'targetHeight'到'setUnitStats'
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| nanoFactorySpeed and targetHeight now supported in setUnitStats
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| *Fix upload mod edit to workshop button not showing when mod-info.txt is missing
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| *当单位放置过程中资源不足时显示警告 | | << 这只是v1.15p11的更新日志,请参阅之前的更新日志以了解v1.15的所有变动 >> |
| ’Not enough resources’ alert shown when trying to place a building that cannot be afforded anymore.
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| *现在实验工厂的'techLevel'被设置成'2'以便生产的'techLevel'为'2'的单位能显示黄字? | | * 新增单位"侦查无人机":无法攻击/可以在雾中看得更远/生命值和速度适中/自我修复。该单位在T2空中工厂中建造 |
| Experimental land factory is now internally a techLevel 2 unit to make sure techLevel 2 custom units are shown
| | * 游戏历史记录将以图表形式展示在游戏胜利/失败后的界面上 |
| *修复房主玩家的投降bug | | * 回放界面新增统计数据/排行榜按钮 |
| Fix surrender bug on host player
| | * 当反核导弹发射器弹药用尽时,会在游戏中显示提示标记(仅对拥有控制权的玩家可见) |
| </td> | | * 瞭望塔价格由$2500降为$1500,T2升级价格由$3000降为$2000 |
| | * 战斗工程师价格由$4500降为$3500,nanoSpeed从1.5增至2,新增T2炮塔和T2机械工厂的建造选项,可以在实验性地面工厂中建造 |
| | * 鹦鹉螺号可以在实验性地面工厂中建造 |
| | * 鹦鹉螺号现在可以建造防导弹(射程更短,价格更高) |
| | * 特斯拉机甲速度从0.5增至0.7,以便追赶机枪机甲,价格由$5500降为$5200 |
| | * AA光束炮舰的基础速度从0.85增至1,燃烧状态速度从2.10增至2.3 |
| | * 重型防空机甲价格由$10,000降为$8500 |
| | * 导弹飞船价格由$4200降为$3900 |
| | * 修复了返回战斗室后自定义资源错误的问题 |
| | * 对碰撞检测进行了性能优化 |
| | * 修复了在回放过程中单位上限设置错误导致的一些同步问题 |
| | * 修复了多人游戏中建造单位时资金有时会被透支的问题 |
| | * [action]setBodyRotation现在支持动态数字 |
| | * 新增[action]setHeight - 动态数字 |
| | * 新增[action]teleportTo - 标记/单位引用 |
| | * 新增[action]transportTargetNow - 单位引用 - 可以从地图任何地方传送这个单位 |
| | * 新增[action]id,以便在单位转换时更容易连接操作 |
| | * 新增[action]fireTurretXAtGround_showGuideDecals,该动作需要一个贴花列表来在选择目标时进行渲染 |
| | * 新增[action]autoTriggerOnEventRecursionLimit,默认为1 |
| | * newMessage事件触发器的默认递归限制从1增至4 |
| | * 新增[action]takeResources_triggerActionForEach - 对由takeResource找到的每个单位调用此操作,以单位为操作目标,并且操作索引从零开始计数。 |
| | * 新增[action]takeResources_searchOnly快捷方式(takeResources_maxUnits=200, takeResources_discardCollected=true, takeResources_keepResourcesOnTarget=true) |
| | * 修复了内存中模组数量的错误显示问题 |
| | * 修复了提取器循环热键问题 |
| | * 在内存中新增数组类型,支持的类型有bool[], number[], unit[] |
| | ** 定义数组: @memory numArray:float[] |
| | ** 设置数组: setUnitMemory: numArray[0]=2 |
| | ** 增加数组元素: setUnitMemory: numArray[memory.numArray.size]=5 |
| | ** 读取数组: text: %{memory.numArray[memory.targetIndex] } |
| | ** 在其他单位上读取: %{ parent.readUnitMemory('numArray', type='float[]')[0] } |
| | ** 检查数组是否包含值: memory.unitArray.contains( self.attacking ) |
| | ** 在其他单位上交替读取: %{ self.readUnitMemory('numArray', type='number', index=0) } |
| | ** 删除数组: setUnitMemory: numArray=null |
| | ** 数组会自动扩展,但硬限制为10,000 |
| | ** 通过[action]shrinkArrays: arrayName减小数组大小 - 将删除任何空值或死亡单位,以及数字数组中的0。将删除的条目之后的所有索引移动过来。 |
| | ** 使用数组需要在mod中设置minVersion为1.15p11 |
| | * 新增[action]alsoTriggerActionRepeat - 动态数字(重复调用alsoTriggerAction操作,每次重复都会改变索引)- 对于创建循环或处理数组很有用 |
| | * 新增thisActionIndex / index以供alsoTriggerActionRepeat使用 |
| | * 团队着色器更改 |
| | * 修复了部分游戏中的迷你地图颜色错误 |
| | * 修复了返回战斗室时偶然发生的崩溃问题 |
| | * 在Android上进行批量线条渲染 |
| | * nanoFactorySpeed和targetHeight现在可以在setUnitStats中使用 |
| | * 修复了当mod-info.txt文件缺失时,“上传模组到Steam创意工坊”按钮不显示的问题 |
| | * 当试图建造无法支付的建筑物时,会显示“资源不足”的警告。 |
| | * 在Android的存储问题上,如果在保存/地图上有问题,会发出警告 |
| | * 修复了Android上的贴花颜色问题 |
| | * 修复了.rwmod在目录名中的警告检查 |
| | * 在PC版中,对于'巡逻'、'指定地面目标'、'发送警报'等操作,屏幕上会显示'完成'/'关闭'按钮 |
| | * PC上的界面缩放方法得到改进,不再导致着色器和字体模糊 |
| | * 实验工厂现在被内部设定为科技等级2,以确保能够显示科技等级为2的自定义单位。 |
| | * 修复了房主投降的相关bug</td> |
| </tr> | | </tr> |
| </table> | | </table> |