安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
By the way thanks for your time friend!
This mod replaces the riotshield.
Those two weapons are not the same.
Even if they were, you can not make them "work together" because both mods edit the weapon model. That means all of the attack anims should either be the ones from his mod, or the one from my mod, unless someone sits down and creates new animations that are a mix of both.
I have a question.
Do I need this other mod of yours for this mod?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1283771267
Or do each mod already have the other's?
Meaning, if I subscribe to your "Proper Riotshield Texture" mod, will I already have the animations from your "New Riotshield Animations" mod?
If you do have that mod, you can also find it on my campaign edits sometimes.
the hosting server's model defines what animation lengths you have. If your anims are longer than they'r esupposed to be, you can cancel them mid play. If they're shorter than the one on the server, you'll have to wait until you can swing again.
Regardless, I'm sure you did your best. Again, thanks for the mod!
But of course you can just take my actual tonfa mod, hex the names and use that. Which is what i am doing with a separate version.
Problem is, this weapon model exists, with animations. i have to stick to the animation lengths it gave me.
In terms of, the melee weapon needs to have a script that defines "what, how and where" the melee weapon is/functions.
the game needs to know what model this melee weapon uses, what damage it does, and so on.