chris330 0 Posted March 10, 2006 Dear All, I noticed the numbers after the defines part of the config file has hex code after it: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #define WeaponNoSlot0 // dummy weapons #define WeaponSlotPrimary1 // primary weapons #define WeaponSlotSecondary16 // secondary weapons #define WeaponSlotHandGun2 // HandGun #define WeaponSlotHandGunItem32 // HandGun magazines #define WeaponSlotItem256 // items #define WeaponSlotBinocular4096 // binocular #define WeaponHardMounted65536 Which I think *roughly* equates to: WeaponNoSlot [0,x...] WeaponSlotPrimary [1,x...] WeaponSlotHandGun [2,x...] WeaponSlotSecondary [x,1,...] WeaponSlotHandGunItem [x,2,...] WeaponSlotItem [x,x,1,...] WeaponSlotBinocular [x,x,x,1,...] WeaponHardMounted [x,x,x,x,1,...] Would this ever be of any use to an addon maker or config modifier/refiner? I'm just curious, would setting something like: WeaponHardMounted65536 to WeaponHardMounted131072 Mean you could have two hard mounted weapons on a vehicle or something? I'm just curious as to what the hell it means? Share this post Link to post Share on other sites
Footmunch 0 Posted March 10, 2006 They're just identifying integers that are read by the game engine - there's (probably) no significance to the binary values. You can already have two hard-mounted weapons on a vehicle: eg AT3 + cannon on BMP. It's just that proxies are restricted to one type, and different ammo classes are spawned at different memlod defined points. You can change _any_ weapon to hard-mounted: eg you can put a grenade-shooting mortar on a tank. However there are recoil issues in that case. Share this post Link to post Share on other sites
chris330 0 Posted March 10, 2006 You can change _any_ weapon to hard-mounted: eg you can put a grenade-shooting mortar on a tank. However there are recoil issues in that case. Thanks for the reply Share this post Link to post Share on other sites