🌈 디바엔진에 μ΅œμ‹  ptr μ„œλ²„μ˜ 변경사항이 λ°˜μ˜λ˜μ—ˆμŠ΅λ‹ˆλ‹€

:construction: 패치기둝

λΈ”λ¦¬μžλ“œ 패치 1.40.0.0.61441
2019λ…„ 8μ›” 24일자 μ΅œμ‹  μ˜€λ²„μ›ŒμΉ˜ λŒ€μ‘

μ΄λ²ˆμ— 디바엔진에 λΈ”λ¦¬μžλ“œ 패치 사항을 λ°˜μ˜ν•˜λ©΄μ„œ μ–΄λ–€ 사항듀을 νŒ¨μΉ˜ν•˜μ˜€λŠ”μ§€λ₯Ό λ©”λͺ¨ν•˜μ—¬ λ†“μ•˜μŠ΅λ‹ˆλ‹€!

μ΅œμ‹ λ²„μ „μœΌλ‘œ μ›Ήμ—μ„œ λ°”λ‘œ 개발 μ‹œμž‘
https://codesandbox.io/s/github/hmmhmmhm/dva-engine-codesandbox

μ΅œμ‹ λ²„μ „ 엔진 μ„€λͺ…νŽ˜μ΄μ§€
https://github.com/hmmhmmhm/dva-engine

μ„ΈλΆ€ μš”μ†Œ μ„€λͺ…

  • μœ μ§€λ³΄μˆ˜ λͺ…λ Ήμ–΄ - μžλ™ν™” μ—…λ°μ΄νŠΈλ₯Ό μœ„ν•΄ κ°œλ°œν•œ μœ μ§€λ³΄μˆ˜ 슀크립트λ₯Ό μ–΄λ–€μ‹μœΌλ‘œ λ™μž‘μ‹œν‚€λŠ”μ§€ λͺ…λ Ήμ–΄ μž…λ ₯ λ‚΄μš©μ΄ μ •λ¦¬λ˜μ—ˆμŠ΅λ‹ˆλ‹€.

  • ν•¨μˆ˜ μ„€λͺ… - ν•¨μˆ˜μ— 적힌 ν•¨μˆ˜ μ„€λͺ…듀이 κΈ°λ‘λ˜μ—ˆμŠ΅λ‹ˆλ‹€. 0번째 μ„€λͺ…은 항상 ν•¨μˆ˜ μžμ‹ μ— λŒ€ν•œ μ„€λͺ…이며, κ·Έ 이후 μ„€λͺ…듀은 ν•¨μˆ˜μ˜ νŒŒλΌλ©”ν„°λ“€μ— λŒ€ν•œ μ„€λͺ…λ“€μž…λ‹ˆλ‹€.

μ•„λž˜λΆ€ν„°λŠ” λΈ”λ¦¬μžλ“œμ˜ 패치 λ‚΄μš©μ΄ λ‹΄κΉλ‹ˆλ‹€β€¦

+ Action

Create Dummy Bot

μœ μ§€λ³΄μˆ˜ λͺ…λ Ήμ–΄

  • npm run maintain:action createDummyBot β€˜Create Dummy Bot’ hero team slot position facing

ν•¨μˆ˜ μ„€λͺ…

English

  1. Adds a new bot to the specified slot on the specified team so long as the slot is available. This bot will only move, fire or use abilities if executing workshop actions.
  2. The hero that the bot will be. If more than one hero is provided, One will be chosen at random.
  3. The team on which to create the bot, The β€œAll” option only works in free-for-all game modes, will the β€œTeam” Options only work in team-based game modes.
  4. The player slot which will receive the bot (-1 for first available slot). Up to 6 bots may be added to each team, or 12 bots to the free-for-all team, regardless of lobby settings.
  5. The initial position where the bot will appear.
  6. The initial direction that the bot will face.

ν•œκ΅­μ–΄

  1. 슬둯이 ν™œμ„±ν™” 된 이상 μƒˆλ‘œμš΄ 봇을 νŠΉμ • νŒ€μ˜ νŠΉμ • μŠ¬λ‘―μ— μΆ”κ°€ν•©λ‹ˆλ‹€. 봇은 WORKSHOP ACTION을 μ‹€ν–‰ν•œλ‹€λ©΄ μ΄λ™ν•˜κ±°λ‚˜ λ°œμ‚¬ν•˜κ±°λ‚˜ 기술 λ§Œμ„ μ‚¬μš©ν•©λ‹ˆλ‹€.
  2. 봇이 될 μ˜μ›…μž…λ‹ˆλ‹€. λ§Œμ•½ ν•˜λ‚˜ μ΄μƒμ˜ μ˜μ›…μ—κ²Œ 적용되면 λ¬΄μž‘μœ„λ‘œ μ„ νƒλ©λ‹ˆλ‹€.
  3. 봇을 생성할 νŒ€μž…λ‹ˆλ‹€. β€œλͺ¨λ‘β€ 섀정은 섬멸전 κ²Œμž„ λͺ¨λ“œμ—μ„œλ§Œ μž‘λ™ν•˜λ©°, β€œνŒ€β€ 섀정은 νŒ€ 기반의 κ²Œμž„ λͺ¨λ“œμ—μ„œλ§Œ μž‘λ™ν•©λ‹ˆλ‹€.
  4. 봇을 받을 ν”Œλ ˆμ΄μ–΄ 슬둯(첫 번째 κ°€λŠ₯ν•œ 슬둯 -1)μž…λ‹ˆλ‹€. λŒ€κΈ°μ‹€ 섀정에 따라 각 νŒ€μ—λŠ” μ΅œλŒ€ 6κ°œκΉŒμ§€, κ°œλ³„ μ „νˆ¬ λͺ¨λ“œ νŒ€μ—μ„œλŠ” μ΅œλŒ€ 12개 κΉŒμ§€ 봇을 μΆ”κ°€ν•  수 μžˆμŠ΅λ‹ˆλ‹€.
  5. 봇이 생성될 졜초 μœ„μΉ˜μž…λ‹ˆλ‹€.
  6. 봇이 바라보고 μžˆμ„ 졜초 λ°©ν–₯μž…λ‹ˆλ‹€.

Destroy Dummy Bot

μœ μ§€λ³΄μˆ˜ λͺ…λ Ήμ–΄

  • npm run maintain:action destroyDummyBot β€˜Destroy Dummy Bot’ team slot

ν•¨μˆ˜ μ„€λͺ…

English

  1. Removes the specified dummy bot from the match.
  2. The team to remove the dummy bot from. The β€œAll” option only works in free-for-all game modes, while the β€œteam” options only work in team-based game modes.
  3. The slot to remove the dummy bot from.

ν•œκ΅­μ–΄

  1. νŠΉμ • 더미 봇을 κ²½κΈ°μ—μ„œ μ œμ™Έν•©λ‹ˆλ‹€.
  2. DUMMY 봇을 μ œκ±°ν•  νŒ€μž…λ‹ˆλ‹€. β€œλͺ¨λ‘β€ 섀정은 κ°œλ³„ μ „νˆ¬ κ²Œμž„ λͺ¨λ“œμ—μ„œλ§Œ, β€œνŒ€β€ 섀정은 νŒ€ 기반 κ²Œμž„ λͺ¨λ“œμ—μ„œλ§Œ μž‘λ™ν•©λ‹ˆλ‹€.
  3. DUMMY 봇을 μ œκ±°ν•  μŠ¬λ‘―μž…λ‹ˆλ‹€.

Destroy All Dummy Bot

μœ μ§€λ³΄μˆ˜ λͺ…λ Ήμ–΄

  • npm run maintain:action destroyAllDummyBot β€˜Destroy All Dummy Bot’

Descriptions

English

  1. emoves all dummy bots from the match

ν•œκ΅­μ–΄

  1. λͺ¨λ“  더미 봇듀을 κ²½κΈ°μ—μ„œ μ œμ™Έν•©λ‹ˆλ‹€.

Start Throttle In Direction

μœ μ§€λ³΄μˆ˜ λͺ…λ Ήμ–΄

  • npm run maintain:action startThrottleInDirection β€˜Start Throttle In Direction’ player direction magnitude relative behavior reevaluation

ν•¨μˆ˜ μ„€λͺ…

English

  1. Sets or adds to the throttle (directional input control) of a player or players such that they begin moving in a particular direction. Any previous throttle in directon is cancelled.
  2. The player or players whose throttle will be set or added to.
  3. The unit direction in which the throttle will be set or added to. This value is normalized internally.
  4. The amount of throttle (or change to throttle). A value of 1 denotes full throttle.
  5. Specifies whether direction is relative to world coordinates or the local coordinates of the player or players.
  6. Specifies whether preexisting throttle is replaced or added to.
  7. Specifies which of this action’s inputs will be continuously reevaluated. This action will keep asking for and using new values from reevaluated inputs.

Korean

  1. νŠΉμ • λ°©ν–₯으둜 움직이기 μ‹œμž‘ν•  λ•Œ ν”Œλ ˆμ΄μ–΄μ˜ μ“°λ‘œν‹€(λ°©ν–₯ μž…λ ₯ κ°’ μ‘°μ •)을 μ„€μ •ν•˜κ±°λ‚˜ μΆ”κ°€ν•©λ‹ˆλ‹€. κΈ°μ‘΄ λ°©ν–₯의 μ“°λ‘œν‹€μ€ μ·¨μ†Œν•©λ‹ˆλ‹€.
  2. μŠ€λ‘œν‹€μ΄ μ„€μ •λ˜κ±°λ‚˜ 좔가될 ν”Œλ ˆμ΄μ–΄μž…λ‹ˆλ‹€.
  3. μŠ€λ‘œν‹€μ΄ μ„€μ •λ˜κ±°λ‚˜ 좔가될 λ‹¨μœ„ λ°©ν–₯μž…λ‹ˆλ‹€. 이 값은 λ‚΄λΆ€μ μœΌλ‘œ μ •κ·œν™” λ©λ‹ˆλ‹€.
  4. μŠ€λ‘œν‹€ 정도(λ˜λŠ” μŠ€λ‘œν‹€μ— λ³€ν™”ν•  정도)μž…λ‹ˆλ‹€. VALUE 1은 μ™„μ „ν•œ μŠ€λ‘œν‹€μ„ μ˜λ―Έν•©λ‹ˆλ‹€.
  5. λ°©ν–₯이 ν”Œλ ˆμ΄μ–΄μ˜ μ›”λ“œ μ’Œν‘œ λ˜λŠ” 둜컬 μ’Œν‘œ 쀑 μ–΄λŠ μͺ½μ— λŒ€ν•΄ μƒλŒ€μ μΈμ§€ μ—¬λΆ€λ₯Ό μ§€μ •ν•©λ‹ˆλ‹€.
  6. 이미 μ‘΄μž¬ν•˜λŠ” μŠ€λ‘œν‹€μ΄ κ΅μ²΄λ˜κ±°λ‚˜ 좔가될 μ—¬λΆ€μž…λ‹ˆλ‹€.
  7. 이 μ•‘μ…˜μ˜ μž…λ ₯ 정보 쀑 μ–΄λ–€ ν•­λͺ©μ„ μ§€μ†μ μœΌλ‘œ μž¬ν™•μΈν•  것인지 μ§€μ •ν•©λ‹ˆλ‹€. ν•΄λ‹Ή μ•‘μ…˜μ€ μž…λ ₯ μ •λ³΄μ˜ μƒˆλ‘œμš΄ 값을 계속 묻게 되며, μž¬ν™•μΈν•œ 값을 μ‚¬μš©ν•©λ‹ˆλ‹€.

Stop Throttle In Direction

μœ μ§€λ³΄μˆ˜ λͺ…λ Ήμ–΄

  • npm run maintain:action stopThrottleInDirection β€˜Stop Throttle In Direction’ player

Descriptions

English

  1. Cancels the behavior caused by start throttle in direction.
  2. The player or players whose default throttle control will be restored.

ν•œκ΅­μ–΄

  1. START THROTTLE IN DIRECTION으둜 인해 λ°œμƒλœ ν–‰μœ„λ₯Ό μ·¨μ†Œν•©λ‹ˆλ‹€.
  2. κΈ°λ³Έ μŠ€λ‘œν‹€ μ‘°μž‘μœΌλ‘œ 볡원될 ν”Œλ ˆμ΄μ–΄μž…λ‹ˆλ‹€.

Create Beam Effect

μœ μ§€λ³΄μˆ˜ λͺ…λ Ήμ–΄

  • npm run maintain:action createBeamEffect β€˜Create Beam Effect’ visibleTo beamType startPosition endPosition color reevaluation

ν•¨μˆ˜ μ„€λͺ…

English

  1. Creates an in-world beam effect entity. This effect entity will persist until destroyed. To obtain a reference to this entity, use the last created entity value. This action will fail if too many entities have been created.
  2. One or more players who will be able to see the effect.
  3. The type of effect to be created.
  4. The effect’s start position. If this value is a player, then the effect will move along with the player. Otherwise, the value is interpreted as a position in the world.
  5. The effect’s end position. If this value is a player, then the effect will move along with the player. Otherwise, the value is interpreted as a position in the world.
  6. The color of the beam effect to be created. If a particular team is chosen, The effect will either be red or blue, depending on whether the team is hostile to viewer. Does not apply to sound effects. Only the β€œGood” and β€œBad” beam effects can have color applied.
  7. Specifies which of this action’s inputs will be continuously reevaluated. The effect will keep asking for and using new values from reevaluated inputs.

ν•œκ΅­μ–΄

  1. μ›”λ“œ 내에 BEAM 효과 개체λ₯Ό μƒμ„±ν•©λ‹ˆλ‹€. 이 효과 κ°œμ²΄λŠ” μ œκ±°ν•˜κΈ° μ „κΉŒμ§€ μ§€μ†λ©λ‹ˆλ‹€. 이 효과λ₯Ό μ°Έμ‘°ν•˜λ €λ©΄ LAST CREATED ENTITY 값을 μ‚¬μš©ν•˜λ©΄ λ©λ‹ˆλ‹€. κ°œμ²΄κ°€ λ„ˆλ¬΄ 많이 생성될 경우 이 μ•‘μ…˜μ΄ μ‹€νŒ¨ν•  수 μžˆμŠ΅λ‹ˆλ‹€.
  2. ν•΄λ‹Ή 효과λ₯Ό 보게 될 ν”Œλ ˆμ΄μ–΄μž…λ‹ˆλ‹€.
  3. 생성할 효과의 ν˜•νƒœμž…λ‹ˆλ‹€.
  4. 효과의 μ‹œμž‘ μœ„μΉ˜μž…λ‹ˆλ‹€. 이 값이 ν”Œλ ˆμ΄μ–΄μΈ 경우 ν•΄λ‹Ή νš¨κ³ΌλŠ” ν”Œλ ˆμ΄μ–΄λ₯Ό λ”°λΌλ‹€λ‹ˆκ³ , κ·Έ μ΄μ™Έμ˜ 경우 이 값은 μ›”λ“œ λ‚΄μ˜ μœ„μΉ˜λ‘œ ν•΄μ„λ©λ‹ˆλ‹€.
  5. 효과의 μ’…λ£Œ μœ„μΉ˜μž…λ‹ˆλ‹€. 이 값이 ν”Œλ ˆμ΄μ–΄μΈ 경우 ν•΄λ‹Ή νš¨κ³ΌλŠ” ν”Œλ ˆμ΄μ–΄λ₯Ό λ”°λΌλ‹€λ‹ˆκ³ , κ·Έ μ΄μ™Έμ˜ 경우 이 값은 μ›”λ“œ λ‚΄μ˜ μœ„μΉ˜λ‘œ ν•΄μ„λ©λ‹ˆλ‹€.
  6. 생성될 BEAM 효과의 μƒ‰μƒμž…λ‹ˆλ‹€. νŠΉμ • νŒ€μ„ μ„ νƒν•œ 경우, ν•΄λ‹Ή νŒ€μ΄ λ³΄λŠ” μ‚¬λžŒμ—κ²Œ 적인지 여뢀에 따라 λΉ¨κ°• λ˜λŠ” νŒŒλž‘μœΌλ‘œ 효과 색상이 μ„€μ •λ©λ‹ˆλ‹€. νš¨κ³ΌμŒμ—λŠ” μ μš©λ˜μ§€ μ•ŠμŠ΅λ‹ˆλ‹€. 였직 β€œGOOD”, 그리고 β€œBAD” BEAM νš¨κ³Όμ—λ§Œ 색상이 μ μš©λ©λ‹ˆλ‹€.
  7. 이 μ•‘μ…˜μ˜ μž…λ ₯ 정보 쀑 μ–΄λ–€ ν•­λͺ©μ„ μ§€μ†μ μœΌλ‘œ μž¬ν™•μΈ ν•  것인지 μ§€μ •ν•©λ‹ˆλ‹€. ν•΄λ‹Ή νš¨κ³ΌλŠ” μž…λ ₯ μ •λ³΄μ˜ μƒˆλ‘œμš΄ 값을 계속 묻게 되며, μž¬ν™•μΈ ν•œ 값을 μ‚¬μš©ν•©λ‹ˆλ‹€.

+ Value

Is Dummy Bot

μœ μ§€λ³΄μˆ˜ λͺ…λ Ήμ–΄

  • npm run maintain:value isDummyBot β€˜Is Dummy Bot’ player

ν•¨μˆ˜ μ„€λͺ…

English

  1. Whether a player is a dummy bot.
  2. Player to consider

ν•œκ΅­μ–΄

  1. ν”Œλ ˆμ΄μ–΄μ˜ DUMMY 봇 μ—¬λΆ€μž…λ‹ˆλ‹€.
  2. κ³ λ €ν•  ν”Œλ ˆμ΄μ–΄μž…λ‹ˆλ‹€.

create dummybot μ €λ§Œ 생성이 μ•ˆλ˜λ‚˜μš”
μ•„λ‹ˆλ©΄ ν…Œμ„­μ΄λΌ 렉이 κ±Έλ¦¬λŠ”κ±΄κ°€μš”
λ§Œλ“€κ³ λ‚˜μ„œ κ²Œμž„μ„ μ‹€ν–‰ν•˜λ©΄ λ ‰μ΄κ±Έλ¦¬λ„€μš”γ…œγ…œ

ν•œ 1%정도 이해됨 γ…‹γ…‹

μ’‹μ•„μš” 1개

κΈ°λ³Έ 슬둯이 -1둜 λ˜μ–΄ μžˆλŠ”λ° μ‚¬μ„€λ°©μ˜ μŠ¬λ‘―μ€ 0μ—μ„œλΆ€ν„° μ‹œμž‘ν•©λ‹ˆλ‹€