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(A20) Snufkin Weapons Xpansion

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the Dragunov railgun looks awesome and the front ironsite sticking out the top is perfect as it looks in place
I haven't heard back from Snufkin, but this is a necessary update more than just a cosmetic update and it has been integrated into the main link version.
I'll switch it over to stable now as beyond a few more cosmetic updates in the future, it has been functional without any warnings. The Railgun was added before the Dragunov appeared and it may well have originally been the weapon of choice.

 
The (A20) Snufkin Weapons Xpansion has been pushed to stable since feedback was positive.

A few small updates to loot locations and probability to match A20 formatting, as well as an audio update for an issue found by @TiLath for the PP-19 Bizon and a great suggestion from @AndrewT to update the Railgun to its most natural model type using the Dragunov, which was always its natural partner, were changes presented during the experimental push.

The download link remains the same as it allows dynamic updates.

https://github.com/arramus/Snufkin-Weapons-Xpansion-A20-2021December17

@magejosh has kindly offered to look at the Loot Add On Box in more detail and as soon as it's release ready, it will be bundled into the weapons mod as an optional addition to servers. Thank you for the valuable suggestions and observations to keep the mod thriving.

20211231022435_1.jpg

 
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I was wondering if there is a setting for Thors Hammer that can be adjusted to stop the food burn. After using it for a few minutes it starts to burn food at 1% every 8 sec until it hits zero and it then takes double food to get it back up. I was also wondering if there is something thaty causes a random ragdoll of player when equipped with thors hammer

 
Last edited by a moderator:
I was wondering if there is a setting for Thors Hammer that can be adjusted to stop the food burn. After using it for a few minutes it starts to burn food at 1% every 8 sec until it hits zero and it then takes double food to get it back up.
There is a setting called StaminaLoss in items.xml which may also be linked to food burn. There is no other specific property that directly describes hunger/food usage that jumps out.

For Thor's Hammer:

For regular melee <passive_effect name="StaminaLoss" operation="base_set" value="35" tags="primary"/>

For power melee <passive_effect name="StaminaLoss" operation="base_add" value="75" tags="secondary"/>

The regular steel sledgehammer settings are:

<passive_effect name="StaminaLoss" operation="base_set" value="40.5" tags="primary"/>

<passive_effect name="StaminaLoss" operation="base_set" value="81" tags="secondary"/>

It might be worth testing if this setting has any impact beyond other food loss protective skills.

 
Hello,

I want to preface knowing that the Silencer attachment is turned off for the Hyper Blaster. I want to use it anyways. Figuring this out might help me fix the scopes as well which is the next thing I want to try to pursue.

I don't know if the team is working on this or not, but I am trying to fix some attachments on the Hyper Blaster. It appears that all the attachments are pretty off. If you all are working on this, then great! But my question is that I think I am pretty close to having some sort of fix, but I can't figure out why there are 2 silencers now.

This is the gun with 2 silencers on it now: https://prnt.sc/26gry5a --(one in the middle of the barrel and one at the end)

I added the silencer at the end through this code:

<item_property_overrides name="HyperBlaster">
            <property name="BarrelOffset" value="-.001,-.0197,.3197"/>
            <property name="BarrelScale" value="1,1,1"/>
        </item_property_overrides>
        <effect_group tiered="false">
            <triggered_effect trigger="onSelfHoldingItemCreated" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Barrels/sniperrifle_silencer.fbx" parent_transform="Attachments/Barrel">
                <requirement name="HoldingItemHasTags" tags="hBarrel"/>
            </triggered_effect>
        </effect_group>




Obviously, this is adding a silencer in the location relative to where it would be based on the AK47 which is what I got my settings from. But I don't know where the original silencer is coming from.

 
Hello,

I want to preface knowing that the Silencer attachment is turned off for the Hyper Blaster. I want to use it anyways. Figuring this out might help me fix the scopes as well which is the next thing I want to try to pursue.

I don't know if the team is working on this or not, but I am trying to fix some attachments on the Hyper Blaster. It appears that all the attachments are pretty off. If you all are working on this, then great! But my question is that I think I am pretty close to having some sort of fix, but I can't figure out why there are 2 silencers now.

This is the gun with 2 silencers on it now: https://prnt.sc/26gry5a --(one in the middle of the barrel and one at the end)

I added the silencer at the end through this code:

<item_property_overrides name="HyperBlaster">
            <property name="BarrelOffset" value="-.001,-.0197,.3197"/>
            <property name="BarrelScale" value="1,1,1"/>
        </item_property_overrides>
        <effect_group tiered="false">
            <triggered_effect trigger="onSelfHoldingItemCreated" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Barrels/sniperrifle_silencer.fbx" parent_transform="Attachments/Barrel">
                <requirement name="HoldingItemHasTags" tags="hBarrel"/>
            </triggered_effect>
        </effect_group>




Obviously, this is adding a silencer in the location relative to where it would be based on the AK47 which is what I got my settings from. But I don't know where the original silencer is coming from.
The original silencer is potentially a decoration added to the Hyperblaster within the items.xml

There sure is a lot of action going on in there to decorate it and Snufkin did enjoy this part of building the weapons.

<effect_group name="Deco">
<triggered_effect trigger="onSelfEquipStart" action="SetTransformActive" active="false" transform_path="GunMesh"/>
<triggered_effect trigger="onSelfEquipStart" action="SetTransformActive" active="false" transform_path="ClipMesh"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="GunMesh"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="ClipMesh"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Items/Misc/sack.fbx" parent_transform="Handle"/>
<triggered_effect trigger="onSelfEquipStart" action="SetTransformActive" active="false" parent_transform="Handle" transform_path="sackMesh"/>
<triggered_effect trigger="onSelfEquipStart" action="SetTransformActive" active="false" parent_transform="Handle" transform_path="sack_LOD1"/>
<triggered_effect trigger="onSelfEquipStart" action="SetTransformActive" active="false" parent_transform="Handle" transform_path="sack_LOD2"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" parent_transform="Handle" transform_path="sackMesh"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" parent_transform="Handle" transform_path="sack_LOD1"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" parent_transform="Handle" transform_path="sack_LOD2"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflexPrefab.prefab" parent_transform="main1" local_offset="0,.06,-.22" local_rotation="-110,0,180"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflexPrefab.prefab" parent_transform="main2" local_offset="0,.1425,-.1" local_rotation="-110,0,0"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflexPrefab.prefab" parent_transform="main3" local_offset=".045,.164,-.13" local_rotation="70,0,90"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflexPrefab.prefab" parent_transform="main4" local_offset="-.045,.204,-.13" local_rotation="70,0,-90"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflexPrefab.prefab" parent_transform="main5" local_offset="-.045,.2325,-.175" local_rotation="70,0,-90"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflexPrefab.prefab" parent_transform="main6" local_offset=".045,.2725,-.175" local_rotation="70,0,90"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflex.fbx" parent_transform="main1" local_offset="-0.003,.05,-.04" local_rotation="0,0,90"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflex.fbx" parent_transform="main2" local_offset="0.003,.09,-.04" local_rotation="0,0,-90"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflex.fbx" parent_transform="main3" local_offset="-0.003,.13,.06" local_rotation="0,0,90"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflex.fbx" parent_transform="main4" local_offset="0.003,.17,.06" local_rotation="0,0,-90"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflex.fbx" parent_transform="main5" local_offset="-0.003,.21,.16" local_rotation="0,0,90"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflex.fbx" parent_transform="main6" local_offset="0.003,.25,.16" local_rotation="0,0,-90"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflex.fbx" parent_transform="main7" local_offset="-0.003,.29,.26" local_rotation="0,0,90"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflex.fbx" parent_transform="main8" local_offset="0.003,.33,.26" local_rotation="0,0,-90"/>
<triggered_effect trigger="onSelfEquipStart" action="AddPart" part="SideB" prefab="#Other/Items?Mods/Sides/pistol_flashlightPrefab.prefab" parentTransform="main1" localPos="0,.05,-.375" localRot="90,180,0"/>
<triggered_effect trigger="onSelfEquipStart" action="AddPart" part="SideC" prefab="#Other/Items?Tools/flashlight02Prefab.prefab" parentTransform="main1" localPos="0,.0825,.01" localRot="0,0,0"/>
<triggered_effect trigger="onSelfEquipStart" action="AddPart" part="SideC" prefab="#Other/Items?Tools/flashlight02Prefab.prefab" parentTransform="main2" localPos="0,.1225,.2" localRot="0,0,0"/>
<triggered_effect trigger="onSelfEquipStart" action="AddPart" part="SideC" prefab="#Other/Items?Mods/Scopes/ak_mounting_bracketPrefab.prefab" parentTransform="main1" localPos="0,.015,.2" localRot="0,0,0"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Weapons/Ranged/Pistol/PistolPrefab.prefab" parent_transform="Handle" local_offset="0,-.03,-.15" local_rotation="0,0,0"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Weapons/Melee/TaserBaton/TaserBatonPrefab.prefab" parent_transform="Handle" local_offset="0,.005,-.2" local_rotation="90,0,0"/>
</effect_group>




Systematically removing/commenting out these entries may bring the aesthetic result you are looking for.

 
Thank you for the reply!

You could very well be right, but nothing in there says Silencer. Though now that I think about it, the pistol add on could be the reason for another silencer being added on.

The silencer only appears when I attach a silencer, so that's my best guess for why that is. The scopes are also in a very weird place. They are a lot lower than they should be. I am going to test it out and see what happens.

The original silencer is potentially a decoration added to the Hyperblaster within the items.xml

There sure is a lot of action going on in there to decorate it and Snufkin did enjoy this part of building the weapons.

<effect_group name="Deco">
<triggered_effect trigger="onSelfEquipStart" action="SetTransformActive" active="false" transform_path="GunMesh"/>
<triggered_effect trigger="onSelfEquipStart" action="SetTransformActive" active="false" transform_path="ClipMesh"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="GunMesh"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="ClipMesh"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Items/Misc/sack.fbx" parent_transform="Handle"/>
<triggered_effect trigger="onSelfEquipStart" action="SetTransformActive" active="false" parent_transform="Handle" transform_path="sackMesh"/>
<triggered_effect trigger="onSelfEquipStart" action="SetTransformActive" active="false" parent_transform="Handle" transform_path="sack_LOD1"/>
<triggered_effect trigger="onSelfEquipStart" action="SetTransformActive" active="false" parent_transform="Handle" transform_path="sack_LOD2"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" parent_transform="Handle" transform_path="sackMesh"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" parent_transform="Handle" transform_path="sack_LOD1"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" parent_transform="Handle" transform_path="sack_LOD2"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflexPrefab.prefab" parent_transform="main1" local_offset="0,.06,-.22" local_rotation="-110,0,180"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflexPrefab.prefab" parent_transform="main2" local_offset="0,.1425,-.1" local_rotation="-110,0,0"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflexPrefab.prefab" parent_transform="main3" local_offset=".045,.164,-.13" local_rotation="70,0,90"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflexPrefab.prefab" parent_transform="main4" local_offset="-.045,.204,-.13" local_rotation="70,0,-90"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflexPrefab.prefab" parent_transform="main5" local_offset="-.045,.2325,-.175" local_rotation="70,0,-90"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflexPrefab.prefab" parent_transform="main6" local_offset=".045,.2725,-.175" local_rotation="70,0,90"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflex.fbx" parent_transform="main1" local_offset="-0.003,.05,-.04" local_rotation="0,0,90"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflex.fbx" parent_transform="main2" local_offset="0.003,.09,-.04" local_rotation="0,0,-90"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflex.fbx" parent_transform="main3" local_offset="-0.003,.13,.06" local_rotation="0,0,90"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflex.fbx" parent_transform="main4" local_offset="0.003,.17,.06" local_rotation="0,0,-90"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflex.fbx" parent_transform="main5" local_offset="-0.003,.21,.16" local_rotation="0,0,90"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflex.fbx" parent_transform="main6" local_offset="0.003,.25,.16" local_rotation="0,0,-90"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflex.fbx" parent_transform="main7" local_offset="-0.003,.29,.26" local_rotation="0,0,90"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflex.fbx" parent_transform="main8" local_offset="0.003,.33,.26" local_rotation="0,0,-90"/>
<triggered_effect trigger="onSelfEquipStart" action="AddPart" part="SideB" prefab="#Other/Items?Mods/Sides/pistol_flashlightPrefab.prefab" parentTransform="main1" localPos="0,.05,-.375" localRot="90,180,0"/>
<triggered_effect trigger="onSelfEquipStart" action="AddPart" part="SideC" prefab="#Other/Items?Tools/flashlight02Prefab.prefab" parentTransform="main1" localPos="0,.0825,.01" localRot="0,0,0"/>
<triggered_effect trigger="onSelfEquipStart" action="AddPart" part="SideC" prefab="#Other/Items?Tools/flashlight02Prefab.prefab" parentTransform="main2" localPos="0,.1225,.2" localRot="0,0,0"/>
<triggered_effect trigger="onSelfEquipStart" action="AddPart" part="SideC" prefab="#Other/Items?Mods/Scopes/ak_mounting_bracketPrefab.prefab" parentTransform="main1" localPos="0,.015,.2" localRot="0,0,0"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Weapons/Ranged/Pistol/PistolPrefab.prefab" parent_transform="Handle" local_offset="0,-.03,-.15" local_rotation="0,0,0"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Weapons/Melee/TaserBaton/TaserBatonPrefab.prefab" parent_transform="Handle" local_offset="0,.005,-.2" local_rotation="90,0,0"/>
</effect_group>




Systematically removing/commenting out these entries may bring the aesthetic result you are looking for.


Thank you for all your work on this! I love these weapons!

 
Just kidding. I commented everything out and it's still there lol. I'll see if I can find the reasoning for this.

Here is the weapon without any deco: https://prnt.sc/26h5xlt
As for the scope(s), there will be something specific connected to the Hyper Blaster in the item_modifiers.xml which governs placement settings.

 
For the silencer, removing the noSilencer tag from the Hyper Blaster tag will place it in the first location on your image.

This is a Snufkin weapon, and out of consideration for his original concept, it was left as close to its original state as possible and will remain this way unless he requests otherwise for where it is currently packaged. However, feel free to share your end result and methods as that was always something Snufkin promoted with his mods.

 
Just used the Brainsaw in Alpha 20 and I noticed that any time I hit any block other than an enemy I get a 20 second bleed on myself, essentially making it suicide to use, is this intended? If so I would highly highly recommend adding that to the tooltip of the weapon.

 
Just used the Brainsaw in Alpha 20 and I noticed that any time I hit any block other than an enemy I get a 20 second bleed on myself, essentially making it suicide to use, is this intended? If so I would highly highly recommend adding that to the tooltip of the weapon.
This is not intended. The settings are the same as for A19 except for the model update to match the new Chainsaw.

It took me 30 minutes to replicate the issue and that was only after using another weapon prior to the Brainsaw that has also been demonstrating some weird knockback and burn features when hitting an entity.

I began on Day 2: 11:44 in a 60 minute day cycle.

20220129182803_1.jpg

I cut all manner of blocks and entities without issue. 14:03 and was getting close to 10 minutes.

20220129183753_1.jpg

I then switched weapons to something I know has been troublesome. The incinerator from Wasteland Mod which I shall share about with the creator. My shot was direct and reflect the damage on me.

20220129184357_1.jpg

I let myself bleed/burn out for a respawn.

On respawn I started to cut a stop sign and received the bleed buff from the Brainsaw.

20220129184526_1.jpg

I then left and rejoined, which resolved the issue.

20220129184625_1.jpg

Both of these weapons have a 'buff' where the Brainsaw causes bleedout and the Incinerator causes the burn. These buffs have been assigned to hurt the non player recipient but are hurting the player directly. It wouldn't surprise me if this issue was also seen in the machete and other weapons that have such buffs. It was a slight issue in A19 with the machete from time to time for sure.

This appears to be a Vanilla issue and I cannot report it for the Brainsaw or Incinerator because they are mods even though they are using the buffs as intended. It is only if we see this occur with molotovs, the regular chainsaw, and other tools/weapons that we can report it. I shall share this issue with the Wasteland creator as his experience is greater.

It is an issue that comes and goes and is very hard to predict. However, this would certainly not be built into the Brainsaw as standard because it would be annoying and make it rather useless.

 
I get a 20 second bleed on myself
A small update has been added to the download that removes the Perk Deep Cuts from the Brainsaw.
This is the perk that is causing the issue and the higher your Attribute/Skill related to this, the more it should happen.

There are two ways to update. Install the updated version in place of your current version. It is a simple removal of one tag in the items.xml for the Brainsaw and will not cause any issues on the server/World. The update name remains the same.

https://github.com/arramus/Snufkin-Weapons-Xpansion-A20-2021December17

or, go to your items.xml and look for the Brainsaw. Remove the ,perkDeepCuts entry and save. Notice the little comma at the front has also been removed.

<property name="Tags" value="melee,weapon,heavy,tool,motorTool,attStrength,perkMiner69r,perkMotherLode,perkDeepCuts,brainsaw,canHaveCosmetic"/>

The Brainsaw really doesn't need this Perk Buff as the zombies are not around enough to bleed out anyway. At least cutting down trees and other highly functional actions will be a daily part of survival again with the constant loss of blood.

 
Thats really sad as I put points into deep cuts specifically for this weapon :(  glad to hear there's a fix though! Thank you for the help!

 
Thats really sad as I put points into deep cuts specifically for this weapon :(  glad to hear there's a fix though! Thank you for the help!
Yes, it is unfortunate. I hoped this was fixed for A20 since the machete could also cause this issue in A19. It now seems to have got worse and is something we shall monitor for future updates.

 
Thanks to "arramus" I created a LootBox. Tickets cannot be obtained or obtained in a regular game. I also played around with the chance of weapons falling out, weapons 1 often appear, and level 6 weapons are very rare (about 1 per 20 boxes). The mod created aramus, and I think it's his full credit. I do not claim any information about my intervention in the mod.
https://drive.google.com/file/d/1SGUDfDM7Q74KRxX57xrU1Nps-DpuoI_K/view?usp=sharing

 
Thanks to "arramus" I created a LootBox. Tickets cannot be obtained or obtained in a regular game. I also played around with the chance of weapons falling out, weapons 1 often appear, and level 6 weapons are very rare (about 1 per 20 boxes). The mod created aramus, and I think it's his full credit. I do not claim any information about my intervention in the mod.
https://drive.google.com/file/d/1SGUDfDM7Q74KRxX57xrU1Nps-DpuoI_K/view?usp=sharing
Let me check what we have here.

Players will need to go to Creative Menu to obtain these items as they are not found in any loot locations.

And I understand your comment about Level 6 weapons being rare items. Credit to Snufkin for the Loot Box Add On, and thank you for bringing us this option.

It seems that Server Admin could add them to a Player Vending Machine and sell them, or give them away as 'Prizes'. That can be an interesting feature for many servers.

Maybe you can rename your file to 'A20-LootBox-CreativeMenu-egik152' and we can link to it in the first post?

 
Позвольте мне проверить, что у нас здесь есть.

Игрокам нужно будет перейти в Творческое меню, чтобы получить эти предметы, так как они не найдены ни в каких местах добычи.

И я понимаю ваш комментарий о том, что оружие 6-го уровня является редкими предметами. Спасибо Снусмумрику за дополнение "Ящик с добычей" и спасибо, что предоставили нам эту опцию.

Похоже, что администратор сервера мог бы добавить их в торговый автомат игрока и продать их или раздать в качестве "Призов". Это может быть интересной функцией для многих серверов.

Может быть, вы можете переименовать свой файл в 'A20-LootBox-CreativeMenu-egik152', и мы сможем сослаться на него в первом посте?
If there is a desire). I am very busy and it is difficult for me to write in English through a translator. I will be grateful if you do it.

 
If there is a desire). I am very busy and it is difficult for me to write in English through a translator. I will be grateful if you do it.
You are very busy. I won't do anything because maybe there will be questions about it later and it will make you busier. Players will find your link if they use a word search.

 
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