CSS Projectiles
Moderator: Altimit01
Ok fine fine.
That bitmask is all 0's for the gravity rifle, as for all other weapons, it's not
I haven't modded in a long time, so i could be wrong.
Code: Select all
<value>
<type>bitmask32</type>
<offset>0x00</offset>
<name>Flags</name>
<bitmask>
<bit>26</bit>
<name>Drop Trigger Lock</name>
<info>Weapon will continue firing when dropped</info>
</bitmask>
<bitmask>
<bit>28</bit>
<name>Trigger Lock</name>
<info>Trigger is pressed once to start firing, and pressed again to stop</info>
</bitmask>
<bitmask>
<bit>29</bit>
<name>Single Fire</name>
<info>Trigger needs to be pressed again for each shot</info>
</bitmask>
</value>
I haven't modded in a long time, so i could be wrong.
I don't think you can.
Because, as I think A Bunny posted a while ago, the whole reason that things are CSS are because of the fact you can have different gametypes. So, in A gametype with all heavy weapons, the pistol would be swapped with RL on the host computer, but because weapon (16 byte) changes are CSS, the joiners see it. So, the point is there is no place where effects would be used in gametypes.
This COULD be changed if someone would decompile the HD application...but that's not going to happen unless someone gets really smart.
Because, as I think A Bunny posted a while ago, the whole reason that things are CSS are because of the fact you can have different gametypes. So, in A gametype with all heavy weapons, the pistol would be swapped with RL on the host computer, but because weapon (16 byte) changes are CSS, the joiners see it. So, the point is there is no place where effects would be used in gametypes.
This COULD be changed if someone would decompile the HD application...but that's not going to happen unless someone gets really smart.
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