安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
Would it be possible to reduce the sound so that a single shot sounds more like a single shot, rather than a short burst?
On a side note, Cheat Menu Rebirth breaks gun sounds when ghost mode is enabled, as the guns are still silent when ghost mode is disabled
TL;DR, if you test on a new save, you can find out what the issues are with Gunfighter yourself without messing up something you're already doing. It won't destroy the whole game, I promise. Unsubscribe to whatever you don't like or doesn't work together.
Now all we need is a full on UACM/USCM Mode and a Xenomorphs Overhaul to replace all the zombies with buggers. Al La Aliens: Earth War
hey, as a total side note, you think anybody is gonna do an Aliens mod and make the zombies into xenomorphs? I mean, might as well complete the ensemble, right? lol. though I guess some space marine cosplay armor would probably be in order first, huh?
(Just saw the Barotrauma xenomorph mod - gonna have to give that one a try)
☆★☆ 𝐌𝐂𝐀𝐅𝐅𝐄𝐄 𝐃𝐈𝐃𝐍'𝐓 𝐊𝐈𝐋𝐋 𝐇𝐈𝐌𝐒𝐄𝐋𝐅 ☆★☆
▬▬▬▬▬▬▬▬▬ஜ۩☆۩ஜ▬▬▬▬▬▬▬▬▬▬
give me -rep because im toxic af :3333333
Formatted the function like this (went for my gut):
https://i.imgur.com/HAtjMou.png
function bypassM41()
local player = getSpecificPlayer(0)
local weapon = nil
if player ~= nil then
weapon = player:getPrimaryHandItem()
if weapon == nil then return end
end
if player:getModData().hasM41 == nil then
player:getModData().hasM41 = false
end
if weapon:getScriptItem():getName() == "TS_M41ARR" then
Events.OnPlayerUpdate.Remove(ApplyRecoil)
Events.OnWeaponSwing.Remove(SendHit)
Events.OnPlayerUpdate.Remove(WeaponStatus)
Events.OnPlayerUpdate.Remove(AutoTransform)
weapon:setSwingSound("")
player:getModData().hasM41 = true
elseif player:getModData().hasM41 and weapon:getScriptItem():getName() ~= "TS_M41ARR" then
Events.OnPlayerUpdate.Add(ApplyRecoil)
Events.OnWeaponSwing.Add(SendHit)
Events.OnPlayerUpdate.Add(WeaponStatus)
Events.OnPlayerUpdate.Add(AutoTransform)
player:getModData().hasM41 = false
end
end
Events.OnPlayerUpdate.Add(bypassM41)
[/code]
Go into the file ARSENAL-26-GunFighter\media\lua\client\GunFighter_02Function.lua. Go to line number 3298 (Just above the Events lines) and add the following code (DISCLAIMER This is my code, none of it is from the Gunfighter mod, only the function names requiring bypassing.)
I'm already happy if sound gets fixed. If you have any hint on how to fix it in Brita's mod, I'd appreciate it and would integrate it into my local copy.
Thanks in advance for looking at this. =)
I'm having one issue though and I'm pretty sure it's not this mods fault. When I shoot, I can hear two gun sounds. One of this mod and the other is some kind of normal pistol shot.
The mods I use are Brita's Weapon Pack and the Arsenal Mod. Seems there is something colliding. If anybody has an idea, I'm grateful. Otherwise I'm going to try figure it out.