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报告翻译问题
[FATAL] Initializer: System.IndexOutOfRangeException: Index was outside the bounds of the array.
at System.Collections.Generic.List`1.Add(T item)
at VanillaPlusFramework.Missiles.VPFMissile.GetValidBlocks(IMySlimBlock b)
at Sandbox.Game.Entities.MyCubeGrid.VRage.Game.ModAPI.IMyCubeGrid.GetBlocks(List`1 blocks, Func`2 collect)
at VanillaPlusFramework.Missiles.VPFMissile.GetTargetBlockFromGrid(IMyCubeGrid TargetGrid)
at VanillaPlusFramework.Missiles.VPFMissile.GL_GetTarget()
at VanillaPlusFramework.Missiles.VPFMissile..ctor(IMyMissile missile, VPFAmmoDefinition AmmoDefinition, List`1 splDefinition, VPFVisualEffectsDefinition effects, VPFVisualEffectsDefinition EndOfLifeEffects)
...
at Sandbox.MySandboxGame.Update()
IMPORTANT: INCOMPATIBLE WITH WEAPONCORE
for xbox to be able to use
Suggest U change name of "Vanilla+ Framework" to "Vanilla+ Framework (Non-WC)". :3
Could there be a memory leak? I also run MES so weapons continuously get spawned and despawned from the game, but if this mod continues to do some kind of processing on them even after the weapons no longer exist it would very much explain the sort of progressively worsening lag that I see.
I really like this frame mode, I am working on several weapon modes and I am incorporating these options into the current ones as well.
I have a few questions about frame mode:
Couldn't the ammunition selection function be made so that it automatically pulls in the type of ammunition I selected?
Right now I have to put it in the gun to be able to be selected.
And is there a possibility for a type of ammunition to hack the hit part (as disabled by the Emp projectile)? For example, it switches to the enemy's faction, or overrides the gyroscope, or gives thrust to the engine in a given area for a given amount of time.
Sorry for my English
I used this mod together with the vanilla guided rockets.
@Nerd e1 I actually found a way to do it vanilla, but thanks for responding, I'll keep that in mind for the future if needed.