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Αναφορά προβλήματος μετάφρασης
I mean its not a big deal, just thought I'd point it out in case you get that eventual problem as dependencies automatically install with the mods.
1) SG turret pre-build projection are reverse, the projection show the barrel facing foward but once place the barrel face backward (Those i have use are Vehicle 14.5mm CIWS Turret, Vehicle 50mm Burstcannon Turret, Vehicle 122mm Assault Gun Turret, Vehicle Missile Turret) have not check the other turret nor the LG version atm)
2) SG Missile turret wil only have one barrel firing all the missile instead of each barrel firing their missile.
Camera with rotation functionality. Can also serve as a custom turret script aiming system.
You do not need to reupload models.
There are actually multiple ways of making mod edits without ever having to touch the original thanks to the dependency system
I would like to know if it would be alright with you if I lifted a few of the models and made a weaponcore mod with them, crediting you of course? The only thing similar would be the models, I would be writing new .cs and .sbc files for them and using particles and sounds that I made. It wouldn't be for survival, it would be for the Starcore Combat Servers. If it is ok, then message me back on what would be an appropriate way to credit all authors involved in this project. If not then then I understand and will curb my enthusiasm.
could you maybee a bit more specific on what make syou think that it isnt working correctly for you?
all you said so war was "its broken, somehow" which is as helpfull as throwing a barrel full of oil into a fire in an attemt to extinguish it.
as far a s i know the different versions can be exchanged for another, but never take different versions into a save at the same time only one at a time.
I'm asking because I'm considering using this weapon mod for this NPC mod, as it requires that.
https://sp.zhabite.com/sharedfiles/filedetails/?id=420119159&tscn=1653688655
I'm trying to config the 75mm railgun to decrease the time to reload and energy costs, but i'm not sure about how to do that. I override the values in the CoreSystemsServer.cfg with these values, but the behaviour of the weapon during the reload is the same:
<ServerModifiers>
<Ammos>
<AmmoMod>
<AmmoName>75mm Hyper-P D.U.P. Head Slug</AmmoName>
<Variable>EnergyCost</Variable>
<Value>0.1f</Value>
</AmmoMod>
</Ammos>
<Weapons>
<WeaponMod>
<PartName>OKI75mmHVPfixed</PartName>
<Variable>ReloadTime</Variable>
<Value>120</Value>
</WeaponMod>
<WeaponMod>
<PartName>OKI75mmFixedHVP</PartName>
<Variable>ReloadTime</Variable>
<Value>120</Value>
</WeaponMod>
</Weapons>
</ServerModifiers>
Could you give me some light about this?
Otherwise we'll have NPC grids spawning with a designator turret where an actual turret should have been occasionally.
Okim did just remove the depndency after asking for it, so we can use it together
Mass Drivers have been added!