CSS Projectiles

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Yummy
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Post by Yummy » Sun Dec 03, 2006 2:36 pm

The gravity gun has a bitmask for wow i forget.....if you go to this same bitmask on any other weapon you will see it has 00200000 or something instead of all 0's. So, change the bitmask to all 0's and you have CSS projectiles. There we go :)
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Trinity.
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Post by Trinity. » Sun Dec 03, 2006 2:41 pm

Post an image of it.

I have no idea what your talking about.
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Yummy
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Post by Yummy » Mon Dec 04, 2006 1:37 pm

Ok fine fine.

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>

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.
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D.T.
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Post by D.T. » Tue Dec 19, 2006 2:10 pm

I got it to work! Yay me! But, there is one problem. It won't show explosions on the end of a shell's flight. Like a rocket will just disappear instead of exploding. Any ideas?

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Post by Yummy » Tue Dec 19, 2006 3:27 pm

Same happens with me. Because why? effects aren't CSS, but the projectile is.
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D.T.
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Post by D.T. » Tue Dec 19, 2006 5:07 pm

yeah, seems to be so. I wonder if there is a way to make effe tags CSS like proj tags.

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Post by Yummy » Tue Dec 19, 2006 5:26 pm

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.
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Pool
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Post by Pool » Thu Jan 04, 2007 5:23 am

lol, i just made 2 css proj swaps for my new mod.

i figured the offset for css weapons myself and i do know the bit thing :) im so happy

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spida
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Post by spida » Thu Jan 04, 2007 12:38 pm

Yesterday, I exported the projectile for the wraith and I put it into the pistol but once i fired pistol it crashed. Any help or advice of what I did wrong?

>Shadow<
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Post by >Shadow< » Thu Jan 04, 2007 1:33 pm

Did you perfect the model?
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spida
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Post by spida » Thu Jan 04, 2007 4:22 pm

There is a model for projectiles? And also I have been trying everything, I can't get the stupid AI in BG? And advice or helpers nice enough out there?

>Shadow<
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Post by >Shadow< » Thu Jan 04, 2007 5:53 pm

Did you recursively export/import the AI? Did you rebuild the map? Did you correct the model? Did you export the right thing? I posted a tut on Team Wraith.
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spida
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Post by spida » Thu Jan 04, 2007 6:00 pm

Yes, well seeing as no one has added me yet to it I can't read it.

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Post by >Shadow< » Thu Jan 04, 2007 6:01 pm

I've run the poll. You should have the decision in a couple days. :)
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Pool
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Post by Pool » Fri Jan 05, 2007 5:41 am

>Shadow< wrote:Did you recursively export/import the AI? Did you rebuild the map? Did you correct the model? Did you export the right thing? I posted a tut on Team Wraith.
lemme in the team plz

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