View Full Version : Globals- grenades
Echo Ranger 449
January 4th, 2008, 01:42 PM
Is it possible to have more than three grenade types present? Guerilla won't let you add more, but it would make sense if it were possible...
t3h m00kz
January 4th, 2008, 01:50 PM
Is it possible to have more than three grenade types present? Guerilla won't let you add more, but it would make sense if it were possible...
Don't think so.. You could modify a gun to have an alternate firing mode and make it /look/ like it's throwing a third grenade type, but more than two grenade types is most likely impossible tmk
Echo Ranger 449
January 4th, 2008, 02:21 PM
So there is no version of Guerilla that will allow me to do this?
PenGuin1362
January 4th, 2008, 03:17 PM
there can be multiple grenades on the map and when you run out of one you can pick it up but have the player hold more then 2 types is impossible
p0lar_bear
January 4th, 2008, 06:02 PM
Actually, Guerilla is locked in to only two grenade types. If you go to create an equipment tag to be placed on the map, you'll notice that the only grenade options there are "human fragmentation" and "covenant plasma."
While you could add in more types in the globals, you simply can't spawn them.
Masterz1337
January 4th, 2008, 06:05 PM
2 nades is the rule in CE. You can add more "grenades" by making hte weapons have secondary triggers. That's how the BRG and the SPiker nade work in the CMT mod.
PenGuin1362
January 4th, 2008, 07:17 PM
Actually, Guerilla is locked in to only two grenade types. If you go to create an equipment tag to be placed on the map, you'll notice that the only grenade options there are "human fragmentation" and "covenant plasma."
While you could add in more types in the globals, you simply can't spawn them.
i've put a third grenade on a map >_>...or maybe i did something different. i honestly can't remember -_-
TeeKup
January 4th, 2008, 07:43 PM
I thought the grenade types were hardcoded into the engine?
p0lar_bear
January 4th, 2008, 09:07 PM
i've put a third grenade on a map >_>...or maybe i did something different. i honestly can't remember -_-
I thought the grenade types were hardcoded into the engine?
You know, I have a theory to it, but I'd rather not present it until I test it out first.
BBL.
Con
January 4th, 2008, 09:19 PM
edit the equipment tag in notepad to use the new nade? would that work?
Kornman00
January 4th, 2008, 10:05 PM
I thought the grenade types were hardcoded into the engine?
. (yes)
Kalub
January 4th, 2008, 10:08 PM
You can edit the models, and effects that go with the grenades, you just cant add any more "types".
e:FUCKING KORNMAN <:mad:>
Con
January 4th, 2008, 10:24 PM
meh, the other nades are lame anyway :D
ICEE
January 5th, 2008, 02:50 AM
meh, the other nades are lame anyway :D
Sad and true. plasma grenades are the only ones I care for in halo 3. I have tried to find ways around it, but i'm pretty certain only the two types are allowed, which is a bummer because I would enjoy playing with custom grenades.
Patrickssj6
January 5th, 2008, 02:58 AM
If anyone else gets a third grenade ingame it will not be like the first 2 since the memory space doesn't exist in the executable because it's hardcoded like Kornmann said. :D
p0lar_bear
January 5th, 2008, 05:06 AM
If anyone else gets a third grenade ingame it will not be like the first 2 since the memory space doesn't exist in the executable because it's hardcoded like Kornmann said. :D
Then in that case...
I was going to edit the globals and add a grenade type. Then I was going to make a new grenade using the rocket's projectile and model and all that.
In the equipment tag, I was going to figure out exactly where the value for grenade type was, and then edit it in hex to fall outside of the bounds of what Guerilla provides.
But, since you two claim that there is no space in memory for tertiary and quaternary grenade types, I'll just roll with that.
Kornman00
January 6th, 2008, 11:21 PM
also, tool would have fixed you're tag when it loaded it as it doesn't like the bounds that it breaks.
in all actuality, a third\forth grenade could be done and added just like the regular first two. Just you're going to break something in the process that will more or less probably exception you in the long run.
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