安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题









Yes, these values are hardcoded in and affect weapon properties. Sniper ammo has infinite penetration. Magnum ammo gibs and kills commons in 1 shot. Same with M60. I may experiment with vscript in the future. Just now getting my wings back.
This is not the way.
Your question is ambiguous but I'll try to answer anyways.
If you download a weapon model that includes its own HUD icon (or even some that do not) there's a 50/50 chance it is compatible with an external weapon scripts mods.
If the weapon model creator has included a weapon script, you will have to extract the contents of .vpk file with Crowbar, delete the "scripts" folder. Then repack it using vpk.exe.
Ideally custom HUD icons are not included with the weapon script, but separately. Include HUD icons with weapon models simply by putting it in the proper location, something like materials\vgui\hud\icon_pistol or whichever.
I hope that answers your question.
I'm not sure I understand your question. If you mean can you tactical reload weapons as in, drop and replace the mag and not have to re-rack the weapon by cocking it or pulling the charging handle, then I'm not sure that's a behavior actually controlled by these types of scripts.