[previewyoutube=wGQrrWVXtzI;full][/previewyoutube] Howdy Folks! Time for yet another Alpha! I’ll let the video speak for me this week. Hope y’all have a wonderful weekend! [b]PLEASE NOTE.[/b] This is not on the ‘normal’ Alpha branch. There is a new branch called TakeAndHoldAlpha. [h3]TO PLAY THE NEW ALPHA:[/h3] [list] [*] Right click H3 in Steam [*] Go to Properties [*] Click Betas [*] Click The Dropdown [*] Select TakeAndHoldAlpha! [/list] Hope y’all enjoy and have a WONDERFUL weekend. Peace, Anton [h3]Full Changelog - Update 99 - Alpha 5[/h3] [h3]Additions:[/h3] [list] [*] Added New Firearm Set: Dardick Revolver & Carbine (.38 Tround) [*] Added New Firearm: OTS-38 (7.62 x 42mm) [*] Added New Firearm: Webley Fosbery (.455 Webley) [*] Added New Ammunition: .38 Tround [*] Added New Gadget: Rangefinder (7x25) [*] Added New Gadget: Telescopescope [/list] [h3]Changes:[/h3] [list] [*] [Take&Hold] Ammo Station now produces free Speedloaders and Clips for compatible guns [*] [Take&Hold] Mag Duplication Station Duplication Cost changed to 1 credit [*] [Take&Hold] Mag Duplication Station now has Magazine Upgrade button (for 2 credits) [*] [Take&Hold] Mag Duplication Station now appears in Spawnlocked Equipment mode [*] Lengthened Initial sosig aiming time at range. Note further changes in this area are still needed. [*] Rebuilt Double Action Revolver trigger system [*] Rebuilt Double Action Revolver cylinder arm locking logic [*] Unica6 now visually reciprocates [/list] [h3]Fixes:[/h3] [list] [*] [Take&Hold] Fixed some token display oddities in Item Shop Station [*] EM2 Now properly drops bolt when new magazine is inserted [/list] [h3]API Changes:[/h3] [list] [*] FirearmMagazineType Magazine field added to FVRObject. ALL CUSTOM MAGAZINES must have this field correctly populated to function with game modes which spawn magazines. [*] CompatMags static Dictionary added which is populated at startup. Any custom guns being added to the game need to populate this dictionary with their magazines using the MagazineType field on FVRObject [*] FVR.GetRandomAmmoObject(....) now does a check into CompatMags if no predefined CompatibleMags are found populated in referenced FVRObject. This should allow custom guns which reference pre-existing FirearmMagazineTypes to load magazines in game modes which spawn magazines. [/list]