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View Full Version : DOD 1.3 MG42 overheating elimination or lowering


izaak
01-01-2008, 09:32 AM
Is there a plugin that eliminates MG42 overheating or lowers the overheating rate?
Thanks =D

=|[76AD]|= TatsuSaisei
01-01-2008, 10:50 AM
No, at this time there is not, but there are plans to find what causes this to happen (code-wise) and implement the ability to control in future versions of AMXX.... I've asked before... lol

Zor
01-01-2008, 07:20 PM
And now that I know where that is in the private data I should be able to do it...or at least I think I know where it is!

Cheers!

izaak
01-01-2008, 08:45 PM
That sounds great! xD
I really hope for it ;)
Thanks.

{DwP} 325th ABN
01-01-2008, 09:41 PM
that would be killer if we could at least cut down the time on it

Wilson [29th ID]
01-02-2008, 04:11 AM
Set the weapon entity's pdata offset 116 to whatever percentage you want to have control over overheating.

Zor
01-02-2008, 12:20 PM
Or I can make a forward for the MG Heating like I wanted to, as well as the setting up and dropping now that you have given me the pdata offsets.

Cheers!

=|[76AD]|= TatsuSaisei
01-02-2008, 12:38 PM
Or I can make a forward for the MG Heating like I wanted to, as well as the setting up and dropping now that you have given me the pdata offsets.

Cheers!

nice !! looking forward to this one !!

Wilson [29th ID]
01-02-2008, 02:58 PM
It seems that 116 is immediately overwritten to its actual value with the MG, just like a player's sequence is. Things that cause this are the real value being an EntityState value which updates constantly, for example. We'll have to find another way to set it.

Zor
01-03-2008, 10:41 AM
I think that the MG itself is an entity and that would have its own pdata. Will have to check that out as well. There has to be something somewhere. Lets keep loooking!!!!

Heheheh
Cheers!

Zor
01-04-2008, 12:11 PM
No luck whatsoever with even getting data outa it using the module. Don't know what I have done incorrectly. PS, now have a rocket fired forward.

Cheers!