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As for where to put the "AddThinkToEnt(entity, null)", on "item_pickup", right below "entity.ValidateScriptScope()" & above "local entity_entityscript = entity.GetScriptScope()", try to add that "AddThinkToEnt(entity, null)".
also, maybe the low gravity bug is caused by some other issue if the original version didnt have it.
But that one must be put on top of the main scripts for the throwable melee.
As for the reason why it becomes a low gravity, actually the original version didn't have that problem even with "Scope + Fire" combo keys. I also have no idea about why that happened in your case, because from my experience that low gravity throw happens only when throwing using a timer/ think function, while throwing using event functions like "weapon_fire" etc normally won't cause the low gravity throw.
in that case, is there something i can do to my version to fix both the secret feature and low gravity bug? if i were to remove the melee miss cooldown will that also fix the secret feature?
and also im so confused as to why using Scope + Fire would cause it to be thrown in low gravity. thats so odd...
- spam attack key (not sure if necessary step?)
- throw melee
- pick it up
- walk to a survivor or infected
- debris particle and stun effect will suddenly spawn beneath you as soon as you touch them
for reference im using settings from my aim to throw version
1) i see, thats the unfortunate thing because i quite like the effect of melees spinning and not just launching in the air frozen in place. are you able to provide a fix for that by detecting if the melee has touched the ground already?
1.a) i do also notice that the position of the thrown melee in the air is one where its widest surface area faces the player & the target. meaning for some melees like the sharp ones it doesnt look like it actually lands by the sharpest side first but rather the flat side.
1.b) the tank rock particle is a little too over the top, maybe replace it with a charger wall slam particle if possible?
2) ill try to get a recording of it when im available :) thank you
1. This usually happens on either "Low Gravity Throw" or when "Melee Spinning Throw" is enabled. "Melee Spinning Throw" makes the thrown melee keep spinning, even on the ground. You can try to disable "Melee Spinning Throw" & the strange movements/ spins on the ground should stop.
2. No idea about this, as this never happened to me with both "Melee Warp Pickup" enabled & disabled. Probably if you have a video preview to show how the bug happens, I might be able to get some clues.
1) sometimes when the melees land on the floor & long after they were thrown, they will still keep moving around like theyve been possessed. its pretty funny but quite a janky sight.
2) there are times when the force of the thrown melee gets stored in the player and will "explode" as soon as you touch another survivor/infected. is this perhaps a ping issue caused by the constant think function?
id love to hear your thoughts. thanks for your time
once again, thank you for your help
as for your tips, would you mind if i sent you a friend request on either steam or discord to inquire further assistance on how to pull off each point? thank you
1. You need to rename the melee script on the melee model names (see my "Flamethrower with GL Skin" for knife).
2. To spawn an item when empty-handed, you can use "weapon_drop" & set it only if secondary slot is empty (no weapon). I think my "Throwable Melee" already has the example for that.
2.5. I think there's a mod that gives magnum as the gun when incapped, though I'm not sure if that can solve the pistol problem.
3. You can exclude a melee from being throwable by using the model names to register the melee (see my "Knife Throwing Arts" for the way to register melee model name).
as for 3) im not sure how to tackle exactly. i think youve mentioned before that its possible to make "Throwable Melee" to leave it as an exception? but in case that isnt possible or is too much work, would destroying the weapon and giving it back as soon as it leaves your hand be a good idea? what do you think could be done?
1) it needs to spawn in every map
2) but it also has to be bext except when survivors are empty handed
2.5) making the pistol not spawn as a default weapon at all
3) have the fists be unthrowable
for 1) that can be done by modifying the melee scripts in the melee directories, but im not too sure about how to pull off 2) & 2.5) just yet...
As for editing to remove ZOOM throw mode, probably it might be slightly complicated as you'll need to remove/ change some scripts like:
1. On "item_pickup" event function, remove some parts starting from "for(local entity; entity = Entities.FindByClassname" down to the end of its brackets.
2. On "weapon_fire", change the number 8192 to 524288.
and regarding the combo keys, I really still want them back tbh. couldnt you add another cfg option for it that changes the other throwing button to either 1) ZOOM or 2) ZOOM + FIRE please? just so that it would fulfill both of our preferences....it doesnt have to be a full keybind customisation feature like we've discussed before, just something that lets us pick between either options :>
As for the old combo keys, ZOOM + FIRE, as you read there, they preferred ZOOM key only. The "low gravity throw" only shows up when using ZOOM key. It was a normal throw when using "ZOOM + FIRE".
-so the ZOOM key used to be ZOOM + FIRE initially, such a shame if im being honest! Id really like it if it returned to the original shortcut ZOOM + FIRE because it just works so well with your Scope with all guns addon. I mean think about it, ZOOM is the aim button, so using it universally as the button to aim both guns AND melee just makes sense!!
-I think choosing between "normal throw" or "low gravity throw" is a good choice, yes! but also another question, was the low gravity effect observed when it was still ZOOM + FIRE?
It would be too many features if a feature to disable one of alternative keys to throw melee is added. I'll just let people choose whether they use "normal throw" or "low gravity throw".
Normally it should be possible to combine "ZOOM + FIRE" to throw melee, but I can't see it as an effective solution. & if what your problem is the scope feature being active after melee throw, changing to "ZOOM + FIRE" won't affect much either, as the primary gun will still zoom the moment you switch to primary gun after throwing melee.
1) it still zooms when I hold SCOPE/ZOOM. I should clarify that I am on ScopeZoomMode 5
2) the melee throws as soon as I press SCOPE/ZOOM, but id like it to be updated to SCOPE/ZOOM + FIRE instead.
i just dont want the melee to throw immediately when I press SCOPE/ZOOM. my reasoning is just that it feels mechanically better. sorry for the confusion xD
2. ah, i see then. its a bit impractical to have it implemented because of the limit. no worries then
1. Melee is only thrown if you're holding melee when pressing SCOPE/ ZOOM. So if you're holding a gun, the melee won't be thrown.
2. The available buttons are actually limited, like there are only movement (w, s, a, d), crouch, walk, jump, shove, score, use, reload & scope/ zoom. So even if a feature is made, you can only change the button to either one of those I mentioned.