Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
I need to inform You kindly about Your mod make the issues with other vehicle mods and with Vanilla Trucks as well because its modifying other cars/trucks barrels in that vehicles I mean when player insert the barrel to truck slots - in all other mods that barrels remain closed and player cannot open them - its because your mod control it so please fix it to be compatible with other vehicle mods on Steam.
modded class ContainerWithCargo
{
void SetEntity(EntityAI entity, int cargo_index = 0, bool immedUpdate = true)
{
m_Entity = entity;
m_CargoIndex = cargo_index;
Barrel_ColorBase barrel = Barrel_ColorBase.Cast(m_Entity);
if (barrel)
{
if (barrel.IsOpen())
{
SetOpenState(true);
}
else
{
SetOpenState(false);
}
}
else
{
SetOpenState(true);
}
m_CargoGrid.SetEntity(entity, immedUpdate);
m_CargoGrid.UpdateHeaderText();
m_ClosableHeader.SetItemPreview(entity);
CheckHeaderDragability();
Container.Cast(m_Parent).Insert(this, -1, false);
if (m_Entity.GetInventory().IsInventoryLockedForLockType(HIDE_INV_FROM_SCRIPT) || !m_Entity.CanDisplayCargo())
LockCargo(true);
else
LockCargo(false);
if (immedUpdate)
{
Refresh();
GetMainWidget().Update();
}
}
override void LockCargo(bool value)
{
super.LockCargo(value);
Barrel_ColorBase barrel = Barrel_ColorBase.Cast(m_Entity);
if (value || (barrel && !barrel.IsOpen()))
{
m_CargoGrid.OnHide();
}
else
{
m_CargoGrid.OnShow();
}
}
};
Give it a shot and let everyone know if it helps—could save some headaches!
Such issues are resolved there, not here.;)
override void EEDelete(EntityAI parent)
{
if(!GetGame().IsMultiplayer() || GetGame().IsClient() )
{
if(SEffectManager.IsEffectExist(m_exhaust2PtcFx)) SEffectManager.Stop( m_exhaust2PtcFx );
}
super.EEDelete(parent); // <--- You forget this
}
Is this mod DEAD ????
donbondinoartem
donbondinoartem