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
Hmm... Perhaps this mod could be used to fix guns that overheat too quickly and start jamming, by lowering ACE overheat parameters way down, putting those guns in the exceptions section (I presume there's one), assuming that section still works, and then cranking the mod up to boost everything else back up. The MCX Raptor with 8.6blk I finagled together and the Terminator plasma rifle from Max both come to mind as overheating way too fast... though I sort of like how that makes them a challenge. Might work, though.
I didnt make the original mod, I just applied tweaks to make it work better
["rhs_weap_m4a1_blockII",1,1,1,3,100,1]
Which means 1% Overall jam chance, 1% feed failure, 1% Failure to chamber, 3% Dud round, 100% chance it will fail to extract, and 1% chance it'll fail to eject.
Just play with numbers man, I dont know your settings on your server.
I.e.
["rhs_weap_m4a1_blockII",1,1,1,3,1,1]
First number is Jam Chance
2nd is Failure to feed
3rd is Failure to Chamber
4th is a Dud round
5th is Failure to extract
6th is Failure to eject
And 100 in the added quantity does nothing.
Thank for the reply
So I just tested it, Make sure you dont tab through things, Its not closing for me when I hit enter, so it may be a skill issue :P
I hope is not a inconvenient for you to respond my messages, as it is probably a error on my end, or an error in my intellect that's causing my problem.
Thanks
Thanks.
It still works for me and my community. There's no compatibility needed with other mods. You have to manually input the class names of subsonic mags in order for them to be affected, Thats just how the mod works.
You have the overall jam chance, then the different types of malfunctions. Play with the values it does work.
Doesn't seem to work with 2.08, anyway. Oh well.
0 Clue that doesn't show in any of my .rpt's
I turn Ace Jamming off (I set it to 0 chance) in the Ace settings.
can't remember what the error says.
Dont care if you do, no need for permission
May be a conflicting mod, because none of the 40 people in my community have any issues with it.
And you're the first saying there's issues.
Dunno Don't use ACRE2.
But if it did anything similar to TFAR where it wouldn't "see you" in game even though you are, yes that should correct it. in theory
Totally worth the download
Totally worth joining 77th CAB
Do it.