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Jlane409

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Posts posted by Jlane409

  1. Maybe it's just me, but the Hexagun and the Trenchgun seem like they might be held a bit to high. I noticed it on the Trench first, the back end of the gun seemed to block alot of the sight when aiming. Didn't see this with the other shotguns I have bought so far.

  2. 3 hours ago, Izayo said:

    O7JlIy.efef.png

    like this?

    the only problem I have when I install Tactical Action is the m16's sound , look like it use the same name in prefab. 

    give me a day I'll change sound name in m16's prefab. 

    sorry at work so couldnt reply sooner. The sound one seems to only pop up when playing solo. the creeper one happens when playing co-op if either player had the 5.56 weapons in. once we both removed it, the error went away.

  3. 8 hours ago, Izayo said:

    take a screenshot of the error log ,I may fix it , I have not use Tactical action for long time.

    will this work?

     

    2022-08-18T18:52:29 3885.597 INF Terminating threads
    2022-08-18T18:52:29 3885.598 INF OnApplicationQuit
    2022-08-18T18:52:29 3885.599 INF Terminating threads
    2022-08-18T18:52:29 3885.599 INF OnApplicationQuit
    2022-08-18T18:52:29 3885.627 ERR XML loader: Loading and parsing '' failed
    2022-08-18T18:52:29 3885.627 EXC An item with the same key has already been added. Key: crawlerstepcloth
      at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x000c1] in <695d1cc93cca45069c528c15c9fdd749>:0 
      at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0 
      at AIDirectorData.AddNoisySound (System.String _name, AIDirectorData+Noise _noise) [0x00000] in <ffc99a688d2b435db53bb46aed82ca49>:0 
      at Audio.Manager.AddAudioData (Audio.XmlData _data) [0x000ca] in <ffc99a688d2b435db53bb46aed82ca49>:0 
      at SoundsFromXml.Parse (System.Xml.XmlNode node) [0x00711] in <ffc99a688d2b435db53bb46aed82ca49>:0 
      at SoundsFromXml.ParseNode (System.String master, System.Xml.XmlNode root) [0x00035] in <ffc99a688d2b435db53bb46aed82ca49>:0 
      at SoundsFromXml+<CreateSounds>d__0.MoveNext () [0x00042] in <ffc99a688d2b435db53bb46aed82ca49>:0 
      at ThreadManager+<CoroutineWrapperWithExceptionCallback>d__48.MoveNext () [0x00044] in <ffc99a688d2b435db53bb46aed82ca49>:0 
    UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
    Log:Exception(Exception)
    <>c__DisplayClass59_0:<handleReceivedConfigs>b__0(Exception)
    <CoroutineWrapperWithExceptionCallback>d__48:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

  4. 3 hours ago, Ru Melin said:

    Hy thank you for a good mod. There is a bug when I used your mod and the Mod: Tactical Weapons. Crawlerstep cloth. Can you please change something so that we can use both Mods together? Please? Best regards

    I have been getting that too. But i get it once then can load my game fine with both mods. My friend ont he other hand can not, and that same error message spams his error log.

  5. On 12/15/2021 at 7:11 PM, Tristam said:

    Yeah, they all do things. Not all of them have custom sounds, but the zombies should react differently regardless.  Unless  I did something to it in a19 that I don't remember, but I highly doubt it.  TA mods only work with TA weapons.  Some vanilla mods work with TA mods though, so experiment.

    right, but i could not attach the suppressor to the 1911, P99 or the UMP9 (i think that was the name of the other one i found)

  6. For TA, do the mods work like normal vanilla mods? like do they increase the weapon stats at all or are they basically just cosmetic? I had found a few pistol suppressor that i could not attach to any pistols, only the MP5N, but it didnt have any effect on the sound, like the normal vanilla one does.

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