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报告翻译问题






Instead, you should include this in the CfgAmmo's eventhandler: fired = "[_this #0, _this # 6] call D37AT_fnc_initMissile;";
-wrong 'pylonWeapon' in magazine:'PylonRack_1Rnd_MIL_scalpel' this magazine cannot be used in weapon'missiles_SCALPEL'
-unable to create weapon for missile 'PylonRack_1Rnd_MIL_scalpel', check config entry'pylonWeapon'
because in these maps, the ground heat clusters and features are limited, so targets are easily found, and the round was reasonably maneuverable in medium range (2-3km ish)
but using this missile in jungle and bush maps, short or long range, the experience is not rookie-friendly to say the least, can't found the target quickly enough to steering the round, and in the end, splash
needed just such a mod and boom! the community provides
thanks again for the code snippets extra helped me immensely
https://youtu.be/PK66foelRGY
- Far away good more than 1500m, perfect for MP Antistasi or Liberation Vanilla only.
- Shooting on the sides was delayed about 3-5 meters before Impact, never hit the target except going Javelin style was effective.
["Missiles_TITAN_AA", "add"] call D37AT_fnc_addMissile
i have no menu poping up after missile launch :(
try with all Titan ammunition name:
M_Titan_AT_long
M_Titan_AT
M_Titan_AP
etc...
any idea?
Great mod btw, REALLY love it
Question: is there a way to paint a target box on your designated target on the HUD for this missile, while still being able to shift the missile? The normal target lock does not show while in TV mode... I want to give the shooter the ability to navigate towards the target, because it is very difficult to see when in TV mode. Thanks!
it would also be nice if you made ZALA Lancet