Jlane409
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Posts posted by Jlane409
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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.
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3 hours ago, Izayo said:
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.
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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)0 -
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.
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12 minutes ago, stallionsden said:
sure you are welcome to.
which part would I change? Not very familiar with how they work.
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My apologizes if that was asked before, but can I change a value in the Combine returned mod to allow it to combine to level 6?
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Loved the other pack. Have a question for this one though. If another mod adds the same ammo type, can these weapons use that ammo as well? Not a huge issue, jsut wondering.
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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)
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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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[a21] Pickup the new flags and posters
in Mods
Posted
you should just get a pick up option when you look a those things.