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








I created a patch for rimlaser: https://www.file-upload.net/download-15339331/rimlasertargetpatch.zip.html
I had to patch multiple bullet types there and to copy the whole operation block for each did work.
All three different tested weapon then stopped hitting the pawn/embrasure directly in front of them.
Regarding point A: saving the patch directly in your folder: I am pretty sure that it would work only as long as you dont update your mod. If you ever update it, steam would throw away all the changes another user would save there. So creating a new mod folder is definatly the way to go.
Regarding point B/C: You could also use a tool like wingrep to search for the mod. Wingrep allows to search in a folder (in this case the workshop folder) for files to contain a specific text. So if you for example only know that the problematic weapon is called "supermegadoomsdaylaser" (or whatever) you could search by that term and find the folder even if you dont know the specific mod that adds it. The addional advantage is that its most likly going to point you at the correct file already where you find the bullet point