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Raportează o problemă de traducere
EngramEntry_ArmourStand
EngramEntry_MetalStand
EngramEntry_HologramStand
That what you're after?
Does anyone know of any good Weapon Display mods?? I could really use some.
o peitoral e calça ficam invisivel
Were you interacting with the armour stand when it crashed?
- S+
- Classic Flyers
- Indominus Rex
- Indoraptor
I initially had 4 mods for my first 5h of gameplay, no problems. The next day I added this mod, and an unlock every skin mod. After adding those mods my server crashed, I decided to get rid of the skins mod. After that, my game crashed again, 1h~ into my session both times. I decided to get rid of this mod as well. After that, I played for 3 hours straight and had 0 issues.
We'll fix it properly when we push the next update - just currently trying to get the Glider to work on the Stand.
Thanks for the feedback.
What type of rotation did you want on the holostand Silverdion?
Issue that we have is that the Dev Kit is a version or two behind the main game, so in the Editor the Stands were still working fine. Apply the 'fix' and they fail to work in the editor, but do in game - fun times.
Cheers.
It started either when the Christmas event started, or when I put a broken ghille mask in the inventory of one of the stands.
HALP!!
Cheers.
@Neon, glad it's working. Yeah, the scaling issues are unfortunately the unwanted by-product of using a standard scale across all the hats :( Will be sorted when we find a better way of applying the scale back to a per-hat basis. The position did have the mask hanging around the top of the SCUBA chest piece, and it looked fairly good. Again, hopefully we can reposition it properly when we find the final fix.
Thanks again for using the mod all - much appreciated!
Do you know what "ConfigOverrideItemCraftingCosts=" I would use to reference your TekArmor Pieces?
I tried to use (below) as a test:
ConfigOverrideItemCraftingCosts=(ItemClassString="PrimalItemArmor_TekBoots_AS",BaseCraftingResourceRequirements=((ResourceItemTypeString="PrimalItemResource_Element_C",BaseResourceRequirement=1.0,bCraftingRequireExactResourceType=false)))
Based on the spawn codes you provided me, I figured it was "PrimalItemArmor_TekBoots_AS", But it didnt work. I know it works fine with the default armor piece (TekBoots_C) though.
A problem I noticed with the Tek_AS pieces is that you can essentially have unlimited durability; when a piece is about to break, simply unequipped it and "Craft it again with the damaged piece", and this will reset the durability to full.
I dont think you should change the mod , but I would like to see if I could change this on my end.
If what I'm asking doenst make sense, please let me know and I'll attempt to clarify.
@Uexx, glad to see everything's back to 'normal' - will try and get a proper fix for the hats soon.
Thanks for the mod.
I'm just cooking and testing it now.
Here are the spawn codes;
Boots :
admincheat giveitem "Blueprint'/Game/Mods/ArmourStandMod/Common/TekArmour/PrimalItemArmor_TekBoots_AS.PrimalItemArmor_TekBoots_AS'" 1 0 0
Gloves :
admincheat giveitem "Blueprint'/Game/Mods/ArmourStandMod/Common/TekArmour/PrimalItemArmor_TekGloves_AS.PrimalItemArmor_TekGloves_AS'" 1 0 0
Helmet :
admincheat giveitem "Blueprint'/Game/Mods/ArmourStandMod/Common/TekArmour/PrimalItemArmor_TekHelmet_AS.PrimalItemArmor_TekHelmet_AS'" 1 0 0
Pants :
admincheat giveitem "Blueprint'/Game/Mods/ArmourStandMod/Common/TekArmour/PrimalItemArmor_TekPants_AS.PrimalItemArmor_TekPants_AS'" 1 0 0
Shirt :
admincheat giveitem "Blueprint'/Game/Mods/ArmourStandMod/Common/TekArmour/PrimalItemArmor_TekShirt_AS.PrimalItemArmor_TekShirt_AS'" 1 0 0