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Looking at your gfl_weapons.xml file,, I think it's down to those weapons being assigned both:
<to name="762x39FMJM43_Type56NWS" />
<to name="762x39FMJM43_Type56CIA" />
Looking at the vanilla firearm_ammo.xml file, the two M43 ammo types appear identical stat wise, and in-game, while testing both M43 ammo types on the same unit using the debug shoot option, the stats appeared the same there on a cursory check as well.
Just a suggestion, but it could be worth removing one of the M43 ammo types perhaps?
Just want to help out with one thing that been bothering me. The doctrine, Weapon Transition Drills, mention that your units can switch to their sidearm when their primary went empty during a firefight but I noticed that they reload instead.
I took a look around and edit around to make it work and someone in discord mention a node, <Node name="Handguns_ReloadDrills"/>, needed to be in the unit xml too and it work by adding that line in. Now they can switch to their sidearm in a firefight if their primary are empty.
Hope that help! Love your work with the model.
But the rate of fire seems linked to the ammo type in the game, and the M500 as a pump action has a vastly reduced firing rate compared to the semi-auto M1014. The M500's shells are 1.5 rps and 1.8 rps for the two types. Meanwhile the M1014's shells have a rate of fire of 4.5 rps.
Although Vepley's Vepr12 isn't a pump action, giving her any of the M500's ammo types just drops her ROF of one, which just cuts her rate of fire to 1/3 of what it would be with the default M1014's ammo.
Might be worth just not assigning the M500 ammo to her Vepr12 maybe? For consistencies sake at least.
Bonus: for any nerds/programmers who may be curious how I know it's the Nexus mods version, I can tell because the latest Git commit is "steam workshop release" which is something that will only get committed AFTER I publish here. This commit also lines up with the last time I published to Nexus.
Interstingly enough, the comments seem to be reactivated now and the links are present, too.
Yep, that was me. I offered a link to this mod here, since I believed it to be a simple copy. The "Author" also removed the links to github and the creator, who made the UI images.
Reinforces the possibility, that it was uploaded without the original author's consent.
Upload it to Google Drive or something and DM me.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3589013126&searchtext=
I haven't looked into it, so it could just be a submod or a localization. But it looks identical to this page here...
Does full good to just rip through so many enemy's with Defy.
I've ended up not usinf some doctrine and armour, as they become so busted.
Here's what he said:
"Hi @beanpuppy , I want to share this mod with other Chinese players, and I think it might be better for them to have a Chinese localization available.
May I translate this mod into Chinese with a standalone patch? I would be very grateful for your kindness and an opportunity to better recommend this mod to others."
@BabyNanachi I've just pushed a patch to give them the ability to kick down locked doors. Also yes I think it would be a good idea to give a few classes suppresive fire, I'll look into it.
Anyway, I think you need a model rework, because the eyes are kinda weird (literally you can grab some wildcat exported model in the wild, idk), also a doctrine work
There was someone making the Elmo AS in Nexus before but he and his mod gone lmao, so I'm looking forward for feature update