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报告翻译问题
1. OLD_setmodel - [C]:-1
2. SetModel - lua/autorun/server/mp1_misc.lua:110
3. CreateDeathCorpse - lua/entities/npc_vj_creature_base/init.lua:3358
4. FinishDeath - lua/entities/npc_vj_creature_base/init.lua:3319
5. BeginDeath - lua/entities/npc_vj_creature_base/init.lua:3307
6. unknown - lua/entities/npc_vj_creature_base/init.lua:3177
7. TakeDamageInfo - [C]:-1
8. MFHit - lua/autorun/sh_mightyfootengaged.lua:894
9. unknown - lua/autorun/sh_mightyfootengaged.lua:1167
We finally found out the addons this conflicts with
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3139328589&searchtext=Action+Extension
Please do look into this, I love this pack and what it offers and to stop using it over a broke dive mechanic seems like a simple hook conflict or something i am not a modder mind you.
Thank you for your hard work. Posting this in bugs as well as comments.
Also very useful when making NPCs shoot physical bullets with MP weapons. Doing this lets you dodge physical bullets while using bullet time mods without crashing via those bullet time mods lol
There are models on the workshop You could use.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2647239052&searchtext=Star+Fox+Assault
That would make for a bit more freedom and an approach that satisfies both ends.
Also I think Your approach to the weapon's ammo is nothing short of GENIUS.
While the weapons use stock ammo types. They have the ability to "save" their current ammo pool when You switch to using another gun and they reinstate their own ammo pool when they are deployed for usage.
When FosterZ is available again, we'll implement your suggestions
I wonder if You could also make Hints dynamic for people who use different control sceme or altered button layouts?