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报告翻译问题






models/weapons/melee/v_machete.mdl = 1
models/weapons/melee/v_tonfa.mdl = 1.1
models/weapons/melee/v_katana.mdl = 1.1
models/weapons/melee/v_golfclub.mdl = 1.1
models/weapons/melee/v_cricket_bat.mdl = 1.3
models/weapons/melee/v_bat.mdl = 1.2
models/weapons/melee/v_frying_pan.mdl = 1.3
models/weapons/melee/v_pitchfork.mdl = 1.5
models/weapons/melee/v_fireaxe.mdl = 1.3
models/weapons/melee/v_electric_guitar.mdl = 1.3
models/weapons/melee/v_crowbar.mdl = 1.3
models/v_models/v_knife_t.mdl = 1.1
models/weapons/melee/v_shovel.mdl = 1.5
& you can shorten the name to only "katana.mdl" & it will still work.
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models/weapons/melee/v_katana.mdl = 4.5
models/weapons/melee/v_machete.mdl = 4.5
@Kouga , normally it's possible to add such "registered melee.txt" on my "Throwable Melee", but I don't plan to add that as the purpose of that mod is to make all melee throwable. If you want to study the mechanisms to register melee, you can check the "weapon_fire" event function on this mod. & if you want to try to use it on your modified "Throwable Melee", you simply need to put it on "weapon_fire" if you use normal throw instead of low-gravity throw.
@L_M , probably I'll need to check the sm version later, as I'm curious enough about how the mechanisms of sm version works.
As for the "quick melee", this mechanism might require melee weapon script that modifies the deploy duration. If you have a melee script mod that makes the deploy duration fast, you can try to make it manually by using "bind" with several combined commands like switching to melee, attacking & then switching back to primary.