Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Yesterday I added the ability to adjust how much of the right and left hand movement is reflected in the sight when holding the foregrip, by pitch, roll, and yaw. (I am updating vrmod-semioffcial to add this functionality.)
I really want to isolate the foregrip functionality from the heart of the vrmod and make it standalone, but it is quite difficult to do so.
In fact, the foregrip processing is performed in the part enclosed by the comments “gripmode start” to “gripmode end” in “vrmod.lua”, the lua file at the center of gmodvr-semioffcial, and this mod calls the processing in that part. This mod only performs the process of calling that part.
--
Originally, this foregrip was integrated as one of the functions of vrmod-semioffcial, but because there seemed to be a bug that left the foregrip held for some reason in some playing environments, or the left hand spinning around when used with ArcVR, For those people, we have left the foregrip processing in the vrmod itself and released this mod to call that function.
Is there any way to change the configuration of this? Or could you help me find where this is handled in the script so that I may tweak it myself? Ideally, I'd like this foregrip to control identically to ArcVR, but I'm not sure how hard that would be.
The ability to disable certain rotational axes would be extremely helpful. Right now, any rotation of my left hand is extremely sensitive and makes the foregrip system unusable. Extra cvars for left hand rotational sensitivity would be really helpful.
1.There was a bug that prevented the ArcVR mags from being picked up by the “VR Magazine” in this mod. Since it is not likely to be easily fixed, we are temporarily removing the VR magazine from this mod and releasing it as a separate mod.
Could some motions like twisting & aiming be kept or toggle-able to the right/dominant hand? It would make using this add-on more comfortable. How handing dual-handed ArcVR weapons would be a good example of what forgripping should feel like.
Thank you for your report. And sorry about that. I meant to write an explanation once I adjusted the lua a bit more, but completely forgot.
You are right, I have added a description for this mod.
Also, here is the mod used in the gif.
[ArcCW] Apex Legends SWEPs
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2813902415&searchtext=arccw+apex