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번역 관련 문제 보고
To simplify, I have a CS:S unlocker in L4D2 as a separate workshop mod, as well as the Syringe Launcher and the MAW mods of yours (including the Custom Weapons Base Mod), would that run properly?
I remember that earlier this week I tried using the MAW mod and finding out that the rocket launcher does spawn and I can pick it up, but it doesn't fire anything (altough that may have very well being that I forgot to install the Custom Weapons Base Mod, which I have done now). Haven't tested yet if it works now.
Also, would other script-based mods like bot-enhancing ones cause problems?
My mods are not compatible with the CS:S weapon unlocker and load order would determine which mods script would get executed, so that's probably why the LAW wasn't firing. I updated the LAW to use the Custom Weapons Base yesterday, so that probably wasn't an issue then.
I don't think the bot enhancing ones would cause any problems, since they don't seem to modify any VScripts.
It is a pity, however, since despite my 150+ hours into this game I just recently found out about the CS:S weapons and I was having a lot of fun with the Scout. Wouldn't be a way to use CS:S weapons and your Custom Weapons at the same time?
Maybe you could make a variation of your Custom Weapon Base mod that is the same but also unlocks itself the CS:S weapons so that there is no conflict with other mods? (that is, assuming that can even be done, I don't really know how are those two scripts even conflicting to begin with...).
Thank you for the effort!
There are two things that need to be done. the first is to add the weapon to the melee weapon list in the mission file. The second is to set up the scripts to run, which should be possible by copying the scriptedmode_addon.nut file to the campaign addon.
Note that this will modify the campaign enough that you won't be able to play it with others if they aren't using the modded addon.
1. The recharge rate is for each dart or all of them?
2. What does the dart do to SI/Tank beside Witch exactly?
3. Can I modify the vscript to exclude Tank spawn when the dart hit common infected? If so what line should I look into?
Thanks!
2. It will double their current health.
3. The code is in prop_syringe.nut, in the InfectedHit() function. You would have to modify it so it doesn't spawn an SI when the random value is 7.
1. How can I modify it to increase the amount of syringe each charge exactly? Alternately, is there anyway to make the gun keep charging the next dart after the first one? Currently it completely stopped after one recharge making it pretty redundant compare to the others imo.
3. So I can just straight up remove the function by comment it out?
Commenting out the function would make it crash. You could comment out the call to it on line 135 instead.