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 Offhand guns. 
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Joined: Tue Jul 03, 2007 12:33 am
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Location: Elsewhere.
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Post Re: Offhand guns.
Oh wait, did you make it fit into the shields slot?


Sat Aug 04, 2007 2:08 am
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Joined: Tue Oct 31, 2006 6:10 pm
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Location: at ze kopta!
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Post Re: Offhand guns.
Yeah, the thing is when you put it as a shield (as Charmless stated), it works in the BunkerBuilder Menu, but then in the order menu, it doesn't show up. So if you want to dual wield, you'll have to buy a bunch of stock and place it somewhere... Kinda sucks...


Sat Aug 04, 2007 2:16 am
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Post Re: Offhand guns.
LAME!


Sat Aug 04, 2007 2:30 am
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Joined: Mon Jul 16, 2007 9:50 am
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Location: Tallahassee, FL
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Post Re: Offhand guns.
Winterous wrote:
They need to fix that, offhand weapons rock!
Although someone should try (I'm lazy) making the object "AddDevice = HeldDevice".
I've noticed shields are that now, just make a weapon that has that instead of weapon, and hope it works.


Fix what? To be perfectly honest, this whole offhand thing was a huge hack to begin with. Up to this point, offhand weapons were never intended. Nothing was broken, because there was nothing there to break. You can't rely on hackish mod tricks to still work between builds.

If offhand weapons are ever intended, then probably the way it will work is that you just buy two one-hand weapons, neither of which are necessarily designated as "off-hand." Then if you had a lot you'd probably switch them off per-hand. Basically, this whole "buy a gun that's designated as an off-hand weapon" is nice and all, but realistically a handgun can be held in either hand, so you'd just switch one weapon.

So, until the nice folks making CC actually make a real dual-wielding system, people can't really complain about their little hacks being broken because of updates of the real game. Maybe the hacks are fun, but they aren't guaranteed, nor are they important in the face of real updates.


Sun Aug 05, 2007 8:24 pm
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Post Re: Offhand guns.
...
Ok you win...


Mon Aug 06, 2007 8:10 am
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