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Need to reimplement the following firearms types in v2.x.x:
* Flintlock breech-loading firearms.
* Caplock breech-loading firearms.
* Needle-fire firearms.
* Revolving firearms.
* Exotic firear…
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If you use any item added by another mod that has a basic aiming animation, similar to the vanilla bow, Animation Overhaul cancels the animation and causes the character to never raise the weapon. Thi…
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I was hoping that you might consider adding an option in the config file to disable guns and Gun Skeleton spawning as long as it's not too difficult to implement.
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My game does not use any weapons - but MAX continually adds weapons randomly to a level
- sometimes its just an Aztec dagger
- sometimes it is several firearms
Thanks for checking :)
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When having firearms start in a ruined state it would also make sense to remove any pre-made ammo and only leaving ammo crafting items (like shells, gunpowder, etc.).
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https://github.com/anaaristow/project_sql_tableau.git
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### Describe the bug
Firearms created using a nanofabricator do not spawn with an appropriate magazine. I noticed this for both the H&K G80 railgun and RM11B scout rifle. I assume it just applies to …
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![ahl_monorail_0001.png](https://user-images.githubusercontent.com/22411953/116984932-a4f9e800-aced-11eb-8b91-27b21818d611.png)
Дым, взрывы отображаются как квадраты. Заметил в The Specialists и Fire…
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Rather than any officers relying on the owner of a civilian to set their firearm status to `revoked`, this will add the ability for users logged into the Dispatch or Police Dashboard to revoke a speci…
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# Pitch
Let's have a look at state government auctions, specifically the [firearms and ammunition](https://www.govdeals.com/index.cfm?fa=Main.AdvSearchResultsNew&searchPg=Category&additionalParams=tr…