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once again, thank you for your help
as for your tips, would you mind if i sent you a friend request on either steam or discord to inquire further assistance on how to pull off each point? thank you
1. You need to rename the melee script on the melee model names (see my "Flamethrower with GL Skin" for knife).
2. To spawn an item when empty-handed, you can use "weapon_drop" & set it only if secondary slot is empty (no weapon). I think my "Throwable Melee" already has the example for that.
2.5. I think there's a mod that gives magnum as the gun when incapped, though I'm not sure if that can solve the pistol problem.
3. You can exclude a melee from being throwable by using the model names to register the melee (see my "Knife Throwing Arts" for the way to register melee model name).
as for 3) im not sure how to tackle exactly. i think youve mentioned before that its possible to make "Throwable Melee" to leave it as an exception? but in case that isnt possible or is too much work, would destroying the weapon and giving it back as soon as it leaves your hand be a good idea? what do you think could be done?
1) it needs to spawn in every map
2) but it also has to be bext except when survivors are empty handed
2.5) making the pistol not spawn as a default weapon at all
3) have the fists be unthrowable
for 1) that can be done by modifying the melee scripts in the melee directories, but im not too sure about how to pull off 2) & 2.5) just yet...
As for editing to remove ZOOM throw mode, probably it might be slightly complicated as you'll need to remove/ change some scripts like:
1. On "item_pickup" event function, remove some parts starting from "for(local entity; entity = Entities.FindByClassname" down to the end of its brackets.
2. On "weapon_fire", change the number 8192 to 524288.
and regarding the combo keys, I really still want them back tbh. couldnt you add another cfg option for it that changes the other throwing button to either 1) ZOOM or 2) ZOOM + FIRE please? just so that it would fulfill both of our preferences....it doesnt have to be a full keybind customisation feature like we've discussed before, just something that lets us pick between either options :>
As for the old combo keys, ZOOM + FIRE, as you read there, they preferred ZOOM key only. The "low gravity throw" only shows up when using ZOOM key. It was a normal throw when using "ZOOM + FIRE".
-so the ZOOM key used to be ZOOM + FIRE initially, such a shame if im being honest! Id really like it if it returned to the original shortcut ZOOM + FIRE because it just works so well with your Scope with all guns addon. I mean think about it, ZOOM is the aim button, so using it universally as the button to aim both guns AND melee just makes sense!!
-I think choosing between "normal throw" or "low gravity throw" is a good choice, yes! but also another question, was the low gravity effect observed when it was still ZOOM + FIRE?
It would be too many features if a feature to disable one of alternative keys to throw melee is added. I'll just let people choose whether they use "normal throw" or "low gravity throw".
Normally it should be possible to combine "ZOOM + FIRE" to throw melee, but I can't see it as an effective solution. & if what your problem is the scope feature being active after melee throw, changing to "ZOOM + FIRE" won't affect much either, as the primary gun will still zoom the moment you switch to primary gun after throwing melee.
1) it still zooms when I hold SCOPE/ZOOM. I should clarify that I am on ScopeZoomMode 5
2) the melee throws as soon as I press SCOPE/ZOOM, but id like it to be updated to SCOPE/ZOOM + FIRE instead.
i just dont want the melee to throw immediately when I press SCOPE/ZOOM. my reasoning is just that it feels mechanically better. sorry for the confusion xD
2. ah, i see then. its a bit impractical to have it implemented because of the limit. no worries then
1. Melee is only thrown if you're holding melee when pressing SCOPE/ ZOOM. So if you're holding a gun, the melee won't be thrown.
2. The available buttons are actually limited, like there are only movement (w, s, a, d), crouch, walk, jump, shove, score, use, reload & scope/ zoom. So even if a feature is made, you can only change the button to either one of those I mentioned.
Probably if there are many who request for this, I will think about it.
For bare hands, it's possible to exclude certain melee from becoming a throwable melee. But I think another problem that will be waiting ahead will be mod compatibility. Mods with custom melee require that melee to prevent model errors/ missing textures, so, if bare hands were added, other players that didn't have "Throwable Melee" enabled would see either an invisible/ missing melee or a big "Error" text when bare hands are used. So, for compatibility for other players as well, it's better not to add bare hands.
do you think it would be possible to exclude the bare hands from being thrown? like as a part of a configurable setting where you can choose what melee can be thrown or not
As for bare hands, probably that may trigger another bug. Bare hands/ knuckles are registered as melee too if I'm not mistaken, so, they can be thrown too (imagine after throwing a melee weapon, you throw your hands to zombies & get new hands as the loop
abt the pistol tho, this might be outside the scope of the mod (i just think it would be a good idea overall), it would be cool if survivors are given something like the Hands melee weapon so that theyre not completely helpless if empty handed. Maybe a separate mod that compliments mods like your Throwable Melee one, or your Swap and Drop by giving you fists when you dont have any primaries or secondaries? What do you think? :D
As for the reason I gave a pistol, it is to prevent a situation when a survivor still doesn't have primary, like in map 1 of Dead Center. If a melee is thrown & no pistol as the temporary replacement, the survivor won't be able to defend from zombies other than manually shoving with medkits or other usable items. So, empty secondary slot can become a dangerous situation if there's no primary.