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& about a bug about infinite m60 turret, well, that's probably because once a gun is registered, the value will remain as 1, in which you can always pick that gun by E + shoving. I can make a special script for m60 on this Gun Collectors mod to make it so that once you deploy it as a m60 turret, the value in the virtual inventory will become 0. But actually it's also not a bad idea to have infinite m60 turret though
2/ yeah it's not even a bad bug. but it's up to you to fix it or leave it be.
2. When I checked the m60 turret scripts again, it looks like it might cause a new bug if I don't make a new feature to turn on/ off. The m60 turret simply uses the shoving button to install the turret. If I put a script to reset m60 in virtual inventory with only Shove button, people who don't use the turret mod & simply want to shove a zombie with m60 will lose their m60 in the inventory. The alternative solution is making a new feature like "M60 Turret Special Case" that can be used when m60 becomes a turret when using a mod.
so I change simple number in that double primary mod. one result is good enough: less delay when switching inventory. the only problem is virtual inventory reset when change to next map.
I checked in ems. double primary mod doesn't have cfg file as virtual inventory slot. it create directly "an array of primary slot" as another main slot.
the author may take time to reply my comment. probably just waiting for good news. or won't. because the author made it for fun. may be no feature update.