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






Thanks again
STEP-BY-STEP IMG INSTRUCTIONS [imgur.com]
@Nowi thanks for your report, I will check this asap.
[] call wpnhr_fnc__weaponHolster_core;
It's not working after I load a save in multiplayer. Don't know if it's the same case in singleplayer, but anyway-- I have an idea. I implemented a magazine repacking script into my mission, and had the same issue of not being able to use it after loading from a save in MP. The solution? Super simple; created a trigger with Radio Alpha, and placed in one simple line.
"[] execVM "ScriptNameHere.sqf"
Everytime I load up, all I gotta do is activate the radio alpha trigger, and done. Script boots up again.
Think you could give me a line that does the same thing? Because seriously, the solution seems to be pretty simple :)
p.s. - You don't need to do this all if you're just adding my mod to dependencies of server.