Как остановить время в tabs
Чтобы изменить ограничение в 60 секунд, сделайте следующее:
- Откройте data\script\heist.lua через Блокнот или Notepad++
- Перейдите к 20 строке или найдите
3.Замените 60 на любое количество секунд, которое вы хотите.
4. Сохраняем и запускаем игру.
Зафиксировать ограничение по времени
- Откройте data\script\heist.lua
- Перейдите к 124 строке или найдите это:
4. Сохраняем и запускаем игру.
Characteristics
Weapons are the main way for units to attack and inflict damage onto their opponents and ultimately defeat them. Each weapon has an attack range that units have to get within before they can attack. After an attack, all weapons will have to wait for a cooldown period or reload time before they can attack again.
As Totally Accurate Battle Simulator is a ragdoll physics battle simulator, damage is calculated more dynamically with physics rather than a set number. This means no exact damage number can be given due to the inconsistency of weapon damage in the current state. As such, damage is recorded by the average instead.
Not all weapons focus on inflicting harm, some shield the user from projectiles, others stall opponents using silly tactics such as balloons. Some "weapons" cannot inflict damage at all, focusing mainly on the support role such as healing or buffing teammates.
In general, weapons could be split into two types: Melee or Ranged.
Melee Weapons
Melee weapons are weapons that are used to strike, swing or thrust opponents. They typically have a much shorter attack range and are restricted to hand-to-hand combat, but can attack much more frequently due to their short cooldown period. Additionally, some melee weapons can have their cooldown period shortened by a successful hit, presenting a chance for close-combat frenzies.
These weapons are affected most by the game physics, and as a result depend heavily on the unit's aim, handling and luck. A scrape with the weapon will cause less or even half the damage when compared to a well-aimed, full-on hit. Hits to a limb or the head may also cause less damage due to the their flexibility, while a hit to the torso tend to cause more damage as it absorbs more of the weapon's force.
Ranged Weapons
Ranged weapons are weapons that shoot a projectile instead of going hand-to-hand combat. This allows them to attack from greater range, but at the cost of a long cooldown period, much longer than most melee weapons. Earlier ranged weapons will have to warm-up and draw first before they can fire their projectiles, while much more modern ranged weapons can fire in an instant.
Most of these weapons have a much more consistent damage with their projectiles, especially those that have sharp projectiles. These weapons will also have their damage doubled with a headshot, though this is somewhat negligible as units only aim for the torso. Shots to limbs or the torso will deal normal damage.
Some ranged weapons however fire a blunt projectile that relies more on force to damage units, and as such have similar damage calculation as melee weapons.
Contents
Weapons
Weapons are an important mechanic in Totally Accurate Battle Simulator. They give units their identity, as well as their personality.
Удалить пожарную сигнализацию
- Откройте data\script\heist.lua
- Перейдите к 142 строке или найдите это:
if pFireAlarm and GetFireCount() >= 100 then
Сделать ящики сигнализации съемными/переносными
3. Удалите их (93-121 строку), либо измените каждый triggerAlarm = true на triggerAlarm = false.
Читайте также: