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






In an online environment, unless you're using a self-hosted cloud server with specific custom scripts added, official servers and servers without those scripts are basically the same. **No matter what weird mods you have installed locally, the server's logic takes precedence online.** It will forcibly disable certain special functions of mods, including this mod's multiple reload animations.
Actually, the verification method is quite simple. Have your friend join you for a co-op campaign, select a local server, and then you use this **multi-action Magnum mod**. Have your friend equip **any other Magnum mod** (as long as it's *not* the multi-action one). When you both start playing, you'll notice that **when your friend reloads using their Magnum mod, the animation glitches out as if something's wrong...**
i don't know about source but let's say in theory : if a reload function could have more than one, it would be easy to make it random from an array in theory
an array of reload animations being picked randomly i mean