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THG Armory - 'Vanilla' Turret pack FIXED (PATCH)
   
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THG Armory - 'Vanilla' Turret pack FIXED (PATCH)

Opis
As the original mod seems to have been abandoned, this patch serves to fix pretty much every issue I could find in the comments over the last 2 years!
  • Both Nuclear Depth Charge Proximity Shells fabrication requirements generalised to allow for talent-locked cheap nuclear depth charges to be used.
  • Depth Charge Mortar Loader fixed to ensure it is swapped for another loader when its linked launcher is connected
  • Double Chaingun fixed to have extended view range like all other heavy weapons (both vanilla and in the original mod)
  • Modified all ammo box recycle recipes to use any ammobox like vanilla ammo
  • Gave the Explosive Chaingun Ammo Box a recycle recipe
  • Added Mission Mode Perks for all included turrets

If you like Immersive Ammunition Boxes, use this patch instead, which incorporates both these changes and those by the existing compatibility patch
Komentarzy: 4
Parboleum Loyce  [autor] 5 czerwca o 8:50 
So, I looked into the XMLs and found an inconsistency between the Depth Charge + Double Chaingun and the Rupture Gun + Pulse Macrolaser.

I changed it and... It's still broken. :barotrauma:

I'll look into it later and hopefully get it fixed :(
Roadent 5 czerwca o 7:15 
Oh, the Double Chaingun also works.

Anyways, all of the guns work if used in Campaign mode. It's specifically only one-off multiplayer Missions (didn't test PvP) that break.
Parboleum Loyce  [autor] 5 czerwca o 5:50 
I'll see if I have time to look into this tonight, didn't have this issue myself previously though. Wonder what broke.
Roadent 5 czerwca o 5:47 
I tried launching multiplayer missions using Perk Points to attach an extra gun to the sub, but I only managed to load in the Depth Charge Mortar (using the Berilia's Large Turret Hardpoint). For the other two guns (Rupture Gun, Pulse Macrolaser) I get a "Both name and identifier cannot be null" error, and the game refuses to load.