Cài đặt Steam
Đăng nhập
|
Ngôn ngữ
简体中文 (Hán giản thể)
繁體中文 (Hán phồn thể)
日本語 (Nhật)
한국어 (Hàn Quốc)
ไทย (Thái)
Български (Bungari)
Čeština (CH Séc)
Dansk (Đan Mạch)
Deutsch (Đức)
English (Anh)
Español - España (Tây Ban Nha - TBN)
Español - Latinoamérica (Tây Ban Nha cho Mỹ Latin)
Ελληνικά (Hy Lạp)
Français (Pháp)
Italiano (Ý)
Bahasa Indonesia (tiếng Indonesia)
Magyar (Hungary)
Nederlands (Hà Lan)
Norsk (Na Uy)
Polski (Ba Lan)
Português (Tiếng Bồ Đào Nha - BĐN)
Português - Brasil (Bồ Đào Nha - Brazil)
Română (Rumani)
Русский (Nga)
Suomi (Phần Lan)
Svenska (Thụy Điển)
Türkçe (Thổ Nhĩ Kỳ)
Українська (Ukraine)
Báo cáo lỗi dịch thuật
Gif of me using the XM177 and showing how the ammo stays the same.
If it breaks on your side, i honestly don't know why that'd be. Tell me if you have any mutators that could affect ammunition, or maybe you have the swap firemode key changed (i think the script doesn't work if it's not x)
Btw thanks, although it's not really "leaking", since i say it every time someone asks xd
I will check if something broke maybe but idk
u can fire all ur ammo and then switch to semi and then u have ammo again without resupplying
RPK is modelled but will not be one of the next 2 weapons (VG-2 rifle and Beretta 92)
Having 2 different full/empty states for the grenade (cocking piece and hammer) and the rifle (bolt) means that 1 of them will inevitably break, due to how layers work.
In the end i managed to place all the states on the same layer, which fixed the bolt (you might have the version prior to that, i fixed it yesterday), but the cocking piece of the grenade launcher moves differently compared to the animation.
1. Bug with the bolt during the animation of pulling out (especially noticeable in slow-mo)
2. Bug with the animation of reloading the under-barrel grenade launcher (cocking the firing mechanism occurs long before the animation of the hand movement for the purpose of this very cocking occurs)
what about the m60?
i want the PIGGGG