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chris330

Weapon Slot Defines

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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?

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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.

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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 smile_o.gif

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