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
@Valkyrie: Finally fixed it. It was me being silly all along...
@Call Me Mañana: I don't know how a mod overriding crates exclusively should impact a pvp load out lobby menu that doesn't feature crates. Anyways I've gone ahead and tested PvP mode and found no issues with just this mod installed.
@Real Canadiens Never Die: Yes, you can add and remove this at any time as stated at the bottom of the description
@kooll: This is now fixed in the mentioned compatibility patch
@Midnight: Yes that's still coming. I'm splitting this mod and this one will be the vanilla crates and another one will be published only containing the modded crates. (Almost done)
but i guess tool belts, cases, and backpacks are a lot to the devs concerning eyes already.... but i still love this idea. i'll try this once i get my own crew and season them.
<ItemComponent>
<StatusEffect type="OnSpawn" target="This" disabledeltatime="true">
<Conditional scale="0.4" />
<LuaHook name="NT.medstartercrate.spawn" />
</StatusEffect>
</ItemComponent>
(sourced from Neurotrauma's "medstartercrate" XML def itself)
Despite the removal of <Conditional scale="0.4" /> in your XML def of the crate inside the hook initializer, the Lua hook's code itself within Neurotrauma has an additional internal check for the scale of the item which must equal 0.4
To fix the issue, the scale="0.5" of "medstartercrate" must be changed to scale="0.4" in the moddedcrates.xml to allow the Lua hook to run, which after filling the crate with items returns the crate to scale="0.5" permanently, preventing the crate's inventory respawns on every following roundstart
But nah, what's done is done. And for some mods it does make sense to make patches due to the otherwise quite large mod file size since I would have to include everything from the main mods I want to make compatible like textures and sounds to avoid people needing to use all of these to play without errors... So not worth it. For the crates it's just a few kb of texture space basically so that's ok to include.
@Starempire42: I gotta be honest I'm a little confused about your suggestion. Currently there are no patches, because everything is already included here.
@John Shaft: Sadly my modding time is now severely limited to only weekends causing things to drastically slow down from now on. So don't expect "amazing" mods and mod updates as frequent anymore. I'll still try my best to deliver fun and quality stuff, but it will just take longer.