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Rapporter et oversættelsesproblem
look through a mods workshop description, if its made for weaponcore it usually stands in that modescription.
and jep you need to choose as se cant handle 2 weaponframeworks at the same time and thus the vanilla weaponframework takes a backseat if yo uhave weaponcore in the world and this resulsts in nonwc wepaons having no working ai, than wc based munitions cant intercept nonwc munitions . . . that are the 2 most major compatibility problems that did in the past cause a bunch of bugreports even after it was clearly statet that its a compatibility problem and no bug which then resultet in the weapon removal system as its now in.
if you want to go with compatibility problems in you world you can turn on the unsupportet mode for wc (how to please view wepaoncore workshoppage) but if you encounter a problem you will need to turn it of and replicate it then to get a bughunt going.
I would like to use and make a modification (new component) on your mod "Directed Energy Weapons" for my server please? of course I will quote the link and your name as the creator of the mod.
thank you for your reply
After experimenting I followed the guide on updating the mod. Al works! However, with this version the anti-fighter turret is indestructible, not an issue with the WC version.
The Discussion should become visible once it passes Steam's automated content check system.
Look at Squidtank's 2 comments from 18 Feb and 22 Feb for
-fix for crash with vanilla railgun
-fix for wrong camera position
-fix for turrets not shooting at targets (set MaxTrajectory for ammo to respective targeting AI range)
I tested these fixes and they work. Mod becomes fully functional.
@Squidtank Thanks for tips about fixing this great mod.
I play on random WC-free servers and one of them has this mod, so at some point I did this test:
Build a base with safezone (set to no damage, shooting allowed)
Place a few turrets inside, and build some test blocks in and out of safezone.
When I test it, turrets from this mod can damage any block, including ones inside safezone.
Vanilla turrets work as expected (any blocks outside safe zone are obliterated, ones inside are untouched)
you need to blacklist them in mes for that. take a look into the mes wiki there you find an explanation on how to do it
But i can't find those camera settings, you mention, anywhere.
My CubeBlocks.sbc doesn't have those values at all?
public class DEW_SmallMissileLauncherReloadLogic : DEW_WeaponLogic { }
from DEW_WeaponLogic.cs.
None of the weapons in this mod seem to be that type and the railgun is that type. I don't script, so maybe there is a better way. Camera "fix" in my previous comment.
<UpCameraOffset>1</UpCameraOffset>
<ForwardCameraOffset>1.5</ForwardCameraOffset>
Not sure what the issue with turrets not tracking and firing is but copying target says it's out of range. Will try the designator and script work-a-round.
Any chance for an update, Clockwork?