Barotrauma

Barotrauma

46 arvostelua
Semi-Automatic Pistol
   
Palkinto
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42.734 KB
15.6.2023 klo 16.22
23.2.2024 klo 16.35
24 muutosilmoitusta ( näytä )

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Semi-Automatic Pistol

1 kokoelmassa, tekijä frog
amphibious weaponry
7 luomusta
Kuvaus
highly recommended crafting mod can be found here

this is a small-scale mod which adds a handgun meant to bridge the gap between the revolver and the smg
    stats
  • firing mode: semi-automatic
  • mag size: 13rds
  • accuracy: medium
  • includes slot for flashlight

    purchasing
  • price: ~220mks
  • availability: past 15 difficulty

magazines are craftable (2 for the same price as smg mags),
but the pistol is not without this mod

they can also be held in stacks of 3 owing to their smaller size

also includes depleted fuel magazines

notes:
i think its still very rarely possible for the pistol to jam entirely.
use the added recipe to refabricate the pistol if it happens to get stuck

this technically also allows you to retool it for a higher quality, so massive w i guess

please let me know of any issues!
Suositut keskustelut Näytä kaikki (1)
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1.3.2024 klo 11.52
Statistics
Jeroop5
41 kommenttia
22.3. klo 8.26 
Good but theres no firerate threshold which makes it too op and unfun to use
Scout Gaming 21.3. klo 18.58 
Why tf is this not vanilla yet
frog  [tekijä] 23.2.2024 klo 16.35 
fixed, never saw this, sort of abandoned the game
tysm
dustybear 6.11.2023 klo 12.19 
I fixed this by changing line 32 to "<GreaterComponent/>" and leaving out the TimeFrame element. The intended behaviour is restored, and it doesn't throw errors to the console anymore.
dustybear 6.11.2023 klo 9.51 
If the game is spitting an error on that line, and the item is functioning fine anyway, then it leads me to wonder if the line can be deleted or modified to stop the error going to the console.
frog  [tekijä] 6.11.2023 klo 2.24 
forgot to mention that i am entirely unsure of any way to go about fixing it, i do promise that i have tried
frog  [tekijä] 6.11.2023 klo 2.23 
it does, its basically used as a true / false value to determine whether or not the magazine is empty and therefore if the slide should lock back. something in the recent updates seems to have broken something which is causing the mod to throw errors, although the pistol itself still seems to work exactly the same way as it was

tldr blame daedalic :)
dustybear 5.11.2023 klo 11.27 
When I use this mod, it spits an error into the console claiming it can't set greatercomponent's timeframe. When I looked in the pistol.xml, at line 32 it says: "<GreaterComponent TimeFrame="1" />". This seems like it doesn't belong there, is this intentional?
Henry 28.10.2023 klo 15.08 
not necessary but i would say the crafting recipe for ammo could be tweaked to have the "alternative material" thing that all vanilla ammo has now, just an idea
Henry 28.10.2023 klo 15.03 
it did work :steammocking: