Asenna Steam
kirjaudu sisään
|
kieli
简体中文 (yksinkertaistettu kiina)
繁體中文 (perinteinen kiina)
日本語 (japani)
한국어 (korea)
ไทย (thai)
български (bulgaria)
Čeština (tšekki)
Dansk (tanska)
Deutsch (saksa)
English (englanti)
Español – España (espanja – Espanja)
Español – Latinoamérica (espanja – Lat. Am.)
Ελληνικά (kreikka)
Français (ranska)
Italiano (italia)
Bahasa Indonesia (indonesia)
Magyar (unkari)
Nederlands (hollanti)
Norsk (norja)
Polski (puola)
Português (portugali – Portugali)
Português – Brasil (portugali – Brasilia)
Română (romania)
Русский (venäjä)
Svenska (ruotsi)
Türkçe (turkki)
Tiếng Việt (vietnam)
Українська (ukraina)
Ilmoita käännösongelmasta
-tweak the blowback, give it more kick, try something like
SWEP.BlowbackVector = Vector(0,-3.5,-1)
SWEP.BlowbackAngle = Angle(3, 0, 0)
to make it match the firing animation a bit more, and consider slowing the firing animation down a bit. you can do it in lua if you don't have modelling experience.
also, i'm not sure if you know, but guns can have a seperate run position and safety position, to give it more variety.
the materials look fine, the sounds are a bit generic, but the main thing is the feel. it's like it can't decide if it's a sped up revolver with 9999 kick or a pistol made of paper.