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Weapon for shooting tank rounds. Tank rounds help!
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zerojett
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Location: Saskatchewan, Canada.

 PostPosted: Thu Mar 23, 2006 3:06 pm    Post subject: Reply with quote Back to top

with that said, would it be possible to make a gun fire random rounds in multi? note: i am a dreamer.
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kcghost
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 PostPosted: Thu Mar 23, 2006 4:45 pm    Post subject: Reply with quote Back to top

Hmmmm, it seems I only have this in stock:
Random Gun Fire: 800B6BE0 0020
This code makes your gun fire from time to time, without you losing bullets.
Note: Use in Facility

But I can change that for the Multi Levels:
800XXXE0 0020
Replace XXX with these for particular levels.
Replace --- with the following #'s
D37 - Dam
B6B - Facility
D9B - Runway, Surface, Depot
B43 - Bunker 1, Silo
C6F - Frigate
E63 - Surface 2
B43 - Bunker 2
C5B - Statue
CD3 - Archives, Caverns, Cradle, Egyptian
D73 - Streets
COB - Train, Jungle, Control
BO7 - Aztec

It took me a while to find that stage reference, I had thought I had it around, but I didnt. Now its in the Master List next update though. I think that code should work in Multi, but I didn't test it and it was originally for Facility, presumebly Solo.

Random Tank Rounds, heh heh. Just face each other and hope to god you shoot first!
 
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Wreck
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Location: Ontario, Canada

 PostPosted: Mon Mar 27, 2006 5:53 am    Post subject: Reply with quote Back to top

Thanks for that info, Zoink.
It's exactly what I need to help a "Special Project" along. Wink

Here are those suit / cuff values...

00 00 00 05 00 00 00 ?? (0x0-0x7 sets the style, 0x8-0xF chooses style)
Styles (??):
00 Blue Dress Suit
01 Tuxedo
02 Jungle Fatigues
03 Special Operations Uniform
04 Parka
05 Tuxedo w/ White Cuff
06 Tuxedo
07 Tuxedo
08 Tuxedo
09 Crash - Ends the list

Also, the "00000004" data could be for Bond's action...

00 00 00 04 00 00 00 ?? (0x0-0x7 sets the action, 0x8-0xF chooses action)
Actions (??):
00 None
01 Pulls gun out of leftside jacket, aims straight ahead
02 Draws gun out of leftside jacket, brings arm up and slowly looks around
03 Kneeling down, pulls out gun, arms it and stands up
04 Aims back and forth with both hands on weapon
05 Spins around arming pistol, then aims forward
06 Kneeling down, pulls out gun while spinning around, arms it and lowers
07 Spins around, pulling out gun from leftside, aiming pistol ahead
08 Walking forward, draws weapon and turns left to aim (Barrel Walk)
09 Crash - Ends the list

I can't say it is for certain, because it doesn't look as though that tag is used for all stages. Maybe you could takes a glance over it and make something of it?
 
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zerojett
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 PostPosted: Wed Mar 29, 2006 8:37 pm    Post subject: Reply with quote Back to top

sadly, i meant that if a gun could fire a laser one round, and a shotgun shell the next for example. i wasnt specific. i appreciate you giving something, though.
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zoinkity
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Joined: 24 Nov 2005
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 PostPosted: Thu Mar 30, 2006 9:44 am    Post subject: Reply with quote Back to top

Well, that's just crazy talk. The code to do it would be just ...ow - hurts to fathom it.

However...

This reassigns the tank to ammo type 0E, which are darts. You get four on the item pickup and can hold up to 50, all of which is balanced by the abysmal fire rate.

tank ammo type
800332B3 000E

Just don't assign ammo boxes to tank.


As for watch laser... It would be vastly easier to completely change the ammo recall routine than give the watch a default ammo assignment. However, a short term fix is to also give it ammo of a different type. To shrug responsibility, here's just a list of types you can make it so you can assign ammo boxes.

watch laser ammo type
80032EC3 00xx

01 9mm ammo
03 rifle ammo
04 shotgun cartridges
0C magnum rounds
0D golden bullets
The other types can't be assigned without adding a weapon to your inventory or hold small amounts of ammo.
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