Steamをインストール
ログイン
|
言語
简体中文(簡体字中国語)
繁體中文(繁体字中国語)
한국어 (韓国語)
ไทย (タイ語)
български (ブルガリア語)
Čeština(チェコ語)
Dansk (デンマーク語)
Deutsch (ドイツ語)
English (英語)
Español - España (スペイン語 - スペイン)
Español - Latinoamérica (スペイン語 - ラテンアメリカ)
Ελληνικά (ギリシャ語)
Français (フランス語)
Italiano (イタリア語)
Bahasa Indonesia(インドネシア語)
Magyar(ハンガリー語)
Nederlands (オランダ語)
Norsk (ノルウェー語)
Polski (ポーランド語)
Português(ポルトガル語-ポルトガル)
Português - Brasil (ポルトガル語 - ブラジル)
Română(ルーマニア語)
Русский (ロシア語)
Suomi (フィンランド語)
Svenska (スウェーデン語)
Türkçe (トルコ語)
Tiếng Việt (ベトナム語)
Українська (ウクライナ語)
翻訳の問題を報告
Is there any work around to these crashes?
as a note: i tested removing the ---- entity with the admin controls and reapears without crash... only crashes when something destroys this entity.
- Thermal support
- WeaponCore handweapon support
- Fixed flickering with multiple subparts
@Official_Zealiux Perhaps you are hosting on GTX like me?
One request - Could you add the updates to the change notes when you update please? Makes for a nice one place to look and see what's changed
- Smooth zoom added (Q/E)
- Scopes will initially point where the character looks
Update;
- Fixed issue with mouse inversion
- Fixed issue with rebound movement keys
- Fixed crash with subpart
You can name the camera anything, probably better to name it something unique so it doesn't clash with other subtypes. Then in the ScopeConfig.txt, put in the camera subtype
Im gathering we create a ScopeCamera.sbc file in the mod for a camera with a subtypeid as ScopeCamera?
(dude this is awesome I was actually about to as if I could modify your old script)