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报告翻译问题






You have a Trap Inventory module. Can you also make a simular module for vehicles? Something like Trap vehicle module.
So that you can mine a vehicle, so that player can choose when it detonates.
1) explosion activation when the engine is activated
2) explosion activation when (the door is opened) crew get in
3) explosion activation after X second
Inventory Sync
- Added ability to keep the editor inventories of containers and add them to the data before synchronization happens.
For example, when turned on and containers have editor inventories:
Crate_1:
- Item1
- Item2
Crate_2:
- Item3
- Item4
After Mission Start:
Crate_1 and Crate_2:
- Item1
- Item2
- Item3
- Item4
PLUS all the data that was previously saved
For instance, if you have crate_1, crate_2, and crate_3 linked to the module with the same identifier, any changes in crate_1 will be shown in crate_2 and crate_3.
This system also saves the inventory data to the server profile namespace by default allowing you to save crate inventories from one mission and bring them to the next mission. As long as you use the same identifier, it will load that data from the identifier on mission start.
https://imgur.com/a/Gyr4HjK
Looked over the Vehicle Service Station Module... All you have to do is set the height of the module to exclude things in the air.
Use this for say, a briefing or something where you want to show the player around the map. You can even execute code as the animations start, so you can do things like sound files, text, sideChats, whatever.
Cheers
Great mod
I have found a small issues with air vehicles and the all Vehicle Service modules. The reload/refuel/rearm countdown will not take into account the aircraft touching the ground or not. Thus helicopters or other air vehicle will rearm/refuel/repair in mid-air. Please try add a ground touchdown check for air vehicles before countdown will start.
Patch Notes;
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/changelog/3043987264
Please try to make it so that the player has the ability to create a service base for each faction, multiple use, without personal and multiple vehicle module synchronization. Also so that the Repair / Refuel / Rear modules can be configured in replenishment time equally.
Big thanks for you!
Sorry for the spam messages, but I'll clarify my thoughts a little.
Right now player can only do a lot of one-time reloads/refueling/repairs for each individual trigger and for each individual attached vehicle. This so complicates things!
I'd really like to be able to create one module for any of the services (Refuel, Repair, Rearm) and have it work a set number of times, only within one repeatable trigger, preferably without synchronization with a specific vehicle. It would be convenient and simple