сталинесовместимы. Новыможетеихобновить, открывэкспортированныйпресетвхорошемтекстовомредактореидобавивполе "type": "weapon". Послеизмененийфа...
So weapon mods that affect rate of fire also affect malfunction chance, on top of any malfunction stats they may have. Changed the default position of some weapons like the SCAR rifles to take up less of the screen or reduce issues with stances and melee animation. Weapons with am inventory...
gun guns health hideout item items loot mod models mods Music music pack Music Replacer Overhaul qol quality of life quest Quests Realism retexture server server mods Spawn tool Touhou Touhou Music trader Traders tweak UI weapon weapons WTT
The exact attachments you have on mods page doesn't seem to be working anymore. Here's my build -https://kappa.lol/flzsIF.png(The weapon is brand new, 100% quality) Any recommendations would… GlukharsNefu23 minutes ago Replied to the thread ...
Fixed handling of multi caliber weapons added by other mods, shouldn't massively increased durability burn anymore. Fixed handling of weapon attachments not adding info to item description. Fixed issues with gear penalty calcs from RC 1. Fixed the grouping of the 40mm buckshot round. Fixed roundin...
(); new RecalcWeaponParametersPatch().Enable(); new AddRecoilForcePatch().Enable(); new RecoilAnglesPatch().Enable(); new ShootPatch().Enable(); new RotatePatch().Enable(); } //Reload Patches if (ServerConfig.reload_changes) { new CanStartReloadPatch().Enable(); new ReloadMagPatch()...
95 + "type": "weapon", 96 + "Parent": "5447b5f14bdc2d61278b4567" 97 + } 98 + ``` JPREADME.md +75 Original file line numberDiff line numberDiff line change @@ -0,0 +1,75 @@ 1 + # SPT-AKI プロファイル編集アプリ [英語ページへ](ENGREADME.md) 2 + ...
31 + "Name": "weapon_izhmash_svd_s_762x54", 32 + "WeapType": "", 33 + "BaseTorque": 0, 34 + "HasShoulderContact": false, 35 + "Ergonomics": 26, 36 + "VerticalRecoil": 340, 37 + "HorizontalRecoil": 750, 38 + "Dispersion": 25, 39 + "CameraRecoil": 0.176,...
All assort items have a 'parentId' and a 'slotId', which for any single item will have the value 'hideout'. In the case of nested items, like a weapon preset, these values then change to reference eachother in a tree-like structure. (Weapon builds can be saved in the profile and ...
Weapon.Chambers.Length == 1 && fc.Weapon.ChamberAmmoCount == 0 && fc.Weapon.GetCurrentMagazine() != null && fc.Weapon.GetCurrentMagazine().Count > 0) { RechamberRound(fc, player); return false; @@ -81,7 +83,11 @@ private static bool PatchPrefix(InputClass __instance, ECommand...