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Thank you for replying to my last review: you've made my day so much better! In addition to your reply: your script for bonus weapon damage should be expanded in the description, so that it allows you to configure these parameters as probabilities. Thanks again!
And now to the main topic of the comment...
I found... an incomprehensible bug: when moving to the next chapter, the clip of a weapon with an underbarrel grenade launcher breaks (as an example through a scar - it was 60, but with the transition to a new chapter the value changes to 58-59, and after reloading this value wanders between one and the other). It's interesting, but if you pick up the same weapon in a new chapter, but a new one, then the problem disappears exactly until the next transition.
1. Max GL is 100, so it's 3x of normal GL, You can set "Rifle GL Shot Count" to high value if you want lower GL ammo capacity, as GL ammo can be obtained only by shooting.
2. This is possible, but this will make "Rifle GL Shot Count" useless, & players will be able to exploit the infinite GL by camping near ammo piles.
3. Yes, but the explosion effects are limited. There's at least one more, but the explosion is smaller than this. The default explosion looks worse so that's why I used this explosion effect instead
4. This feature is available on other m203 series, like smgs (except mp5), spas, snipers, m60).
5. This one is already available, I think, though the pause is short enough, different from the underbarrel shotgun series..
I would like to offer a bonus innovation to the grenade launcher setup:
(1) Is it possible to add a function with the "maximum allowable supply of grenades"?
(2) Is it possible to add a separate paragraph of ammunition, which can be replenished ONLY through the points with "a pack or can of cartridges"?
(3) Can the variations of the explosion graphics be changed?
(4) Is it possible to add a degree of projectile flight, instead of a hit-scan with a grenade teleport?
(5) Is it possible to add a pause between using a grenade launcher after shots?
"● Now it's possible to use AIM/ SCOPE by holding E key. This feature is active only when "Rifle GL User" is set to 2.5 or 3.5. This key also has other benefit that allows survivor to keep shooting GL as long as there's still GL ammo in inventory."
But well, that also uses Aim/ Scope.
So, afaik, parry will only work on these:
1. Special infected's abilities except boomer, jockey & charger.
2. Normal attack from tank.
maybe making option to have secondary scope that can turn on and off
bind "mouse2" "scope+"
alias "scope+" "+speed; fov_desired 45; crosshair 0; cl_viewmodelfovsurvivor 50; playgamesound pistol.clipout; bind mouse2 scope-;"
alias "scope-" "-speed; fov_desired 100; crosshair 1; cl_viewmodelfovsurvivor 75; bind mouse2 scope+;"
Even though the fake zoom, this method seems to work well with the M203. Additionally, I really like how it looks, as the weapon doesn’t disappear when the screen is zoomed in. since it's not actually a scope(+zoom), only the firing delay worked, and I couldn't use the grenade launcher. However, since the delay works well, it seems like it would work quite ideally if I could just swap the bullets for bombs
@multoman , yeah real