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Weapon for shooting tank rounds. Tank rounds help!
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GE MASTER
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 PostPosted: Tue Mar 21, 2006 1:59 pm    Post subject: Weapon for shooting tank rounds. Tank rounds help! Reply with quote Back to top

Multiplayer X swears by tank rounds and honestly it's been years since using them last. We don't use the MCM, so here's the question.

How complicated is it to have tank rounds in a multiplayer level?

- I think a rocket launcher that shoots tank rounds would be swell.
- How does the ammo work? I seem to remember only have one round.

I think ammo issues are the main problem but I'm going way back to the last time we tried these. I'm going to be gaming in a month and drool is starting to form. Might be a blast to have a tank round battle in basement or temple. "center of mass" killing at its finest.
 
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clowns789
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 PostPosted: Tue Mar 21, 2006 4:12 pm    Post subject: Reply with quote Back to top

Personally, I prefer rocket launcher. The tank is too much like a grenade launcher.
 
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Wreck
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 PostPosted: Wed Mar 22, 2006 2:12 am    Post subject: Reply with quote Back to top

It'd probably be as simple as making a custom weapon set.
Here's the output I got from PaD's wonderful Weapon Set Editor...

"Tank Rounds - 1/3"
80048673 0020
80048677 00CA
81048678 3F80
8004867F 0000
80048683 0000
8004868B 0020
8004868F 00CA
81048690 3F80
80048697 0000
8004869B 0000
800486A3 0020
800486A7 00CA
810486A8 3F80
800486AF 0000
800486B3 0000
800486BB 0020
800486BF 00CA
810486C0 3F80
800486C7 0000
800486CB 0000
"Tank Rounds - 2/3"
800486D3 0020
800486D7 00CA
810486D8 3F80
800486DF 0000
800486E3 0000
800486EB 0020
800486EF 00CA
810486F0 3F80
800486F7 0000
800486FB 0000
80048703 0020
80048707 00CA
81048708 3F80
8004870F 0000
80048713 0000
8004871B 0020
8004871F 00CA
81048720 3F80
80048727 0000
8004872B 0000
"Tank Rounds - 3/3"
812AEA50 5461
812AEA52 6E6B
812AEA54 2052
812AEA56 6F75
812AEA58 6E64
812AEA5A 7300
812AEA5C 0000

I didn't get around to testing it, so I'm not sure how it works.
Let me know when you're able to try it! Smile
 
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GE MASTER
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 PostPosted: Wed Mar 22, 2006 8:29 am    Post subject: Reply with quote Back to top

Crazy! Here's the scoop.

They rock. Great sounds, and seems like a same size explosion as the rocket. Travel extremely fast as you might expect. So, pull the trigger and see an explosion basically.

Here's the problem. There are no ammo boxes. Only a single round show up on the ground. So, 1 shot per weapon placement on the map. Also. says "picked up new weapon".

A thought is modifying an existing weapon to look different if possible. I dunno. It could also be a alternate rocket launcher. It is nice to hear a new sound effect and flight pattern. Rate of fire I have no idea, just the default rocket launcher seems like a starting place. I'm trying to think of any codes that can modify the look of the rocket launcher be it colour or textures.
 
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zerojett
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 PostPosted: Wed Mar 22, 2006 3:36 pm    Post subject: Reply with quote Back to top

actually, the tazer, tank, and watch laser are picked up as "picked up new weapon" i could probably figure out how to pick up 10 rounds... if i could calculate artmoney code into hex.
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Wreck
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 PostPosted: Wed Mar 22, 2006 7:29 pm    Post subject: Reply with quote Back to top

Hmm, it appears as though the ammo boxes in multiplayer only go as high as the "0D" ammo type, where as the Tank Rounds are "1C" type. There's no helping that, unless you could switch one of the working types with the tank. That being said, the only way to use them in multi is the way PaD's editor sets it up. Either that or a pick-up modifier, which wouldn't make much of a difference. You'd still only pick up one shell...
 
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zerojett
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 PostPosted: Wed Mar 22, 2006 7:49 pm    Post subject: Reply with quote Back to top

Wreck, would it not be possible to make the ammo boxes into the weapon pickup?
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 PostPosted: Wed Mar 22, 2006 8:13 pm    Post subject: Reply with quote Back to top

The ammo crates in multiplayer work differently from standard weapon pick-ups. They don't just hold the data for one type of ammunition, but for all types. It assigns the information corresponding to the selected weapon set to ammo crates. Whatever ammo type is used, it fills in the correct slot with the proper amount of bullets / knives / mines / grenades / rockets. Since there is no slot for the tank rounds in multi, you are unable to acquire them in that fashion. Changing the format to that of a normal weapon pick-up does work, but it'd have to be hacked for every ammo box in every stage. Also, you'll still procure only one shell per crate. So, by modifying all of the weapon sets, you could get up to three shells each. It's probably more work than it's worth, really.
 
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 PostPosted: Thu Mar 23, 2006 8:01 am    Post subject: Reply with quote Back to top

Method 1 (stupid method):
hack the ammo crates into ammo clips.

Method 2 (cool one):
change the default ammo type to tank so everyone starts with 360000 rounds. This is stored in the respawn block on multiplayers. I'll make a copy routine that automates this later (it won't be *too* large)

Starting ammo is assigned on spawn and follows this format:
00000002 000000aa 0000#### 000000ss

2 is the type (ammo assignment)
a is ammo type. for tank that's 1C
# is ammount of ammo
s is the set it belongs to, which will be 0 for everything you're doing.

-------------------

I've mentioned these before, and here's an incomplete list of them. I can't remember exactly how a couple worked, so bear with me.
Set numbers are always 0, unless this is a solo stage with an intro movie.

spawn point
00000000 00000xxx 0000000s
[0xxx] preset type to start at
[s]et number

weapon on spawn (first spawn in multi automatically gives you unarmed, but later don't!)
00000001 000000rr LLLLLLLL 0000000s
[R]ight handed weapon
[L]eft handed double, or FFFFFFFF for none
note: multiplayer must use ONLY right handed weapons
[s]et number

ammo on spawn
00000002 000000aa ######## 0000000s
[a]mmo type
[#] of ammo
[s]et number

camera at stage start (overridden in multiplayer)
note: this follows the initial camera format, and since I can't read all the annotations, I'm not explaining it at the moment
00000003 00000002 FFD50000 FF8A0000 02810000 0000B333 001FB52E FFFFFFFF
This has to do with presets, x,y,z offsets from position, rotation factor in two axis, and it ends when the second value = 1 and drops into your head.
I'll try to find the doc on it and amend this later

can't remember 00000004 type at the moment, but it takes one argument

bond suit/cuffs (only cuffs in multi)
00000005 0000000c
[C]uff value (ask wreck for list, I'm running out of time on here)

intro camera positions
00000006 FFF822FB 0000F321 FFFB103D 00023BE8 00000000 00000079 00002422 00000000 00000000
again, just giving example to show format. Takes a 2xxx position, does a x,y,z offset, does a z,x (i think) rotation.

never figured this one out, or if did never wrote it down
solo only (I think...)
00000007 0000000x 000000yy

end credits
00000008 00ffffff
o[ff]set to the end credit text block which I can elaborate on some other time

end this list
00000009

All multiplayers can be amended with initial weapons and ammo. Neat, eh?
 
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GE MASTER
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 PostPosted: Thu Mar 23, 2006 8:10 am    Post subject: Reply with quote Back to top

Hang on, are you saying that you can start a player in multiplayer with a certain weapon?

Tank wise, I'm a newbie with what you listed Zoink. Is a legit tank round weapon possible? I was initially thinking of how in PD you can modify ammo type used and all other weapon characteristics. I'm just saying that having the tank round shoot from a weapon would be sweet. This seems like a fantasy I dunno. I found it interesting that all rocket launchers even in 4 player games seems to have the best framerate. I don't know if all tank rounds would be similar though. It's just such a cool sounding weapon and unique in the speed it travels. I could see some very cool cinema as you blast opponents in the chest!

Again, thanks to you guys for sharing your expertise about this tank stuff.
 
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zoinkity
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 PostPosted: Thu Mar 23, 2006 8:21 am    Post subject: Reply with quote Back to top

Tank round is rather simple. You can model-swap. I've been doing it with the motorcycle launcher for a while.

Next time I'm on I'll post a doc for it.

There is another method for getting tank rounds. Hack the tank ammo type and use something that isn't a mine or grenade, like golden gun ammo or something. It will look stupid but you will have rockets.

I'll look the codes up later.
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GE MASTER
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 PostPosted: Thu Mar 23, 2006 8:24 am    Post subject: Reply with quote Back to top

Motorcycle launcher? Wat the?
 
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 PostPosted: Thu Mar 23, 2006 8:30 am    Post subject: Reply with quote Back to top

this is getting interesting... wow zoinkity, when you mention a motorcycle launcher, everyone is gonna want to know
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GE MASTER
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 PostPosted: Thu Mar 23, 2006 8:36 am    Post subject: Reply with quote Back to top

A taser that shoots tanks rounds.. hmm. It would be nice to have something unique looking heh. I hated the dipping of the taser before it shot though.
 
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 PostPosted: Thu Mar 23, 2006 11:53 am    Post subject: Reply with quote Back to top

Model Replacement code, im drooling. When I saw this thread, I thought about that, but the closest I have in my hoarde of GS codes is that stupid method to replace the weapon with an N64 controller, which isnt for MP and you have to press start and everything. I cant wait! Smile
 
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