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报告翻译问题








The fixes so far have been amazing and I love to see Pook's stuff brought back to life
What mods do you have loaded when that happens, cause I never had that happen to me
But I see other people have the same issue, you change a single pylon to a custom loadout separately from the presets and then you cant select the weapon
Ive noticed it mostly on the Bombers, not so much the fighters if that helps until I can try some things
Will take a look.
private ["_v","_g","_w","_tgt","_tM","_validMags","_hasAmmo"];
_v = _this select 0;
_g = gunner _v;
_w = currentWeapon _v;
_hasAmmo = false;
// Diccionario manual: arma seleccionada → magazines válidos
switch (_w) do {
case "tu95missilelauncherKH65": {
_validMags = ["tu95_1Rnd_Kh65", "tu95_2Rnd_Kh65", "tu95_3Rnd_Kh65", "tu95_6Rnd_Kh65"];
};
case "tu95missilelauncherKH55": {
_validMags = ["tu95_1Rnd_Kh55", "tu95_6Rnd_Kh55"];
};
case "tu95missilelauncherKH101": {
_validMags = ["tu95_1Rnd_Kh101", "tu95_2Rnd_Kh101", "tu95_6Rnd_Kh101"];
};
case "tu95missilelauncherKH41": {
_validMags = ["tu95_1Rnd_3M80"];
};
case "POOK_KH15P_LAUNCHER": {
_validMags = ["tu95_1Rnd_Kh15P"];
};
case "POOK_KH15S_LAUNCHER": {
_validMags = ["tu95_1Rnd_Kh15S"];
};
case "tu95missileBay": {
_validMags = [
"tu95_6Rnd_Kh65", "tu95_6Rnd_Kh101",
"tu95_6Rnd_Kh15S", "tu95_6Rnd_Kh15P",
"tu160_12Rnd_Kh15S", "tu160_12Rnd_Kh15P"
];
};
case "tu16K10launcher": {
_validMags = ["tu16_1Rnd_K10"];
};
case "tu95missilelauncherKH22": {
_validMags = ["tu95_1Rnd_Kh22"];
};
case "tu22missilelauncherKH22": {
_validMags = ["tu22_1Rnd_Kh22", "tu22_1Rnd_Kh22_CL"];
};
case "tu22missilelauncherKH32": {
_validMags = ["tu22_1Rnd_Kh32", "tu22_1Rnd_Kh32_CL"];
};
case "tu16KSR2launcher": {
_validMags = ["tu16_1Rnd_KSR2"];
};
default {
_validMags = [];
};
};
// Si el lanzador no está en la lista
if ((count _validMags) == 0) exitWith {
_v vehicleChat "Selected weapon is not a valid ALCM launcher";
leader _v vehicleRadio "pook_SovRadioMsgStatic";
hint "Selected weapon is not a valid ALCM launcher";
};
// Buscar si hay al menos 1 misil disponible en magazines válidos
{
private _mag = _x select 0;
private _count = (_x select 1) param [0,0];
if (_mag in _validMags && _count > 0) exitWith {
_hasAmmo = true;
};
} forEach magazinesAmmoFull _v;
if (!_hasAmmo) exitWith {
_v vehicleChat "Selected ALCM launcher is empty";
leader _v vehicleRadio "pook_SovRadioMsgStatic";
hint "No available ammo for selected ALCM launcher";
};
// Pedir coordenadas
titleText["Select Map Position for ALCM Target", "PLAIN DOWN", 3];
openMap true;
MapClicked = false;
onMapSingleClick "clickPos = _pos; MapClicked = true; onMapSingleClick {};";
waitUntil {MapClicked};
titleText["", "PLAIN"];
openMap false;
_tgt = "Land_HelipadEmpty_F" createVehicle clickPos;
// Lanzamiento
_v groupChat format ["GREYHOUND - Engaging target at grid %1", mapGridPosition clickPos];
leader _v sideRadio "pook_SovRadioMsgStatic";
gunner _v lookAt _tgt;
gunner _v doWatch _tgt;
sleep 2;
_v fireAtTarget [_tgt, _w];
_tM = createMarker ["ALCM Target", position _tgt];
_tM setMarkerShape "ICON";
_tM setMarkerType "mil_destroy";
_tM setMarkerColor "ColorOrange";
_tM setMarkerText _tM;
gunner _v lookAt objNull;
gunner _v doWatch objNull;
sleep 75;
deleteMarker _tM;
deleteVehicle _tgt;
Will take care of it added it to the roadmap. Pook spaghetti code is a pain
from under line 21 I mean
EDIT: This stutter seems to be happening with other Pook planes as well. The stutter goes away once the missile destroys the plane or misses, but can happen again if another missile is launched. In some cases the stutter doesn't happen, but that's usually after a stutter event happens. Maybe something with the incoming.sqf?
In my original case, I was using Firewill's F-15C (and 25+ other mods) and launching missiles at a MiG-21, and that would cause a series of stutters that ended once the missile hit or disengaged after missing.
Feel free to add me on Steam if it'll make solving this faster. My mod is currently highly dependent on Pook's planes for the multiplayer version. Thank you for all your hard work <3