| closedDOD 1.3 MG42 overheating elimination or lowering |
| Started by izaak on 01-01-2008, 09:32 AM |
Threads: 2
Joined: Oct 2006
Is there a plugin that eliminates MG42 overheating or lowers the overheating rate?rnThanks =D
Threads: 54
Joined: May 2005
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
Threads: 75
Joined: Jun 2006
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!rnrnCheers!
Threads: 2
Joined: Oct 2006
That sounds great! xDrnI really hope for it ;)rnThanks.
Threads: 12
Joined: Aug 2006
that would be killer if we could at least cut down the time on it
Threads: 57
Joined: Oct 2005
Set the weapon entity's pdata offset 116 to whatever percentage you want to have control over overheating.
Threads: 75
Joined: Jun 2006
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.rnrnCheers!
Threads: 54
Joined: May 2005
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.n nCheers!n nnice !! looking forward to this one !!
Threads: 57
Joined: Oct 2005
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.
Threads: 75
Joined: Jun 2006
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!!!!rnrnHehehehrnCheers!
Threads: 75
Joined: Jun 2006
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.rnrnCheers!

