Forums | Hello Guest, Login or Register | > > L4Y Files: No longer here! < <
  Max Payne 2 : Max Payne 2 Modding : Quick question: infinite ammo [Forum Rules]  
Page 1
Multiple Page Topic : 2 
Back to Forum Thread List

the silver   Posted 12th Nov 2009 11:38pm
L4Y Member
Post 152 / 1603

Quick question: it's possible to toggle infinite ammo without using the console?
I want to toggle it in the StartMessages of the bullettime code, or better, in the animation properties of a Camera.
Payne Effects 3 v1.4 RELEASED HERE!!!
Official ModDB Page: http://www.moddb.com/mods/payne-effects-3  
 
Andersen   Posted 13th Nov 2009 5:41am
L4Y Member
Post 1656 / 3089

i dont know if such code is able to start out in bullettime, but its

[Message] Frame     = 0; String = "this->C_SetInfiniteAmmo(beretta,true);";

You have to write the code for all weapons, to start with true in the start of bullet time, and when u end thebullet time they all have to go false.

as i said, i dont know if its possible to add this kind of code into the bullettime text.
Power.. Give me, More Power...
Kung Fu Evolution at Moddb  
 
the silver   Posted 13th Nov 2009 9:46am
L4Y Member
Post 154 / 1603

I've alredy tried this code, but if I use it in the bullettime messages zone or in the camera properties I recieve the errors "Receiver name 'this' couldn't be found" or "Receiver 'this' doesn't handle this type of message"
Payne Effects 3 v1.4 RELEASED HERE!!!
Official ModDB Page: http://www.moddb.com/mods/payne-effects-3  
 Modified Nov 13th, 09:47am by the silver
the silver   Posted 13th Nov 2009 1:00pm
L4Y Member
Post 156 / 1603

Quoting ButcherBob
How about this:
[Message] String = "player->C_SetInfiniteAmmo(beretta,true);";

And try this for camera properties (or Andersen code).

Good luck.

I've tried but I got the same errors...

evolvercobra: Sorry but I can't understand your code.
Payne Effects 3 v1.4 RELEASED HERE!!!
Official ModDB Page: http://www.moddb.com/mods/payne-effects-3  
 
the silver   Posted 13th Nov 2009 1:04pm
L4Y Member
Post 157 / 1603

But i have also to set infinite ammo off when exiting BT, how to do that?
Payne Effects 3 v1.4 RELEASED HERE!!!
Official ModDB Page: http://www.moddb.com/mods/payne-effects-3  
 
the silver   Posted 13th Nov 2009 1:18pm
L4Y Member
Post 158 / 1603

Of course, but with "this" and also with "player" I got the same error.
Payne Effects 3 v1.4 RELEASED HERE!!!
Official ModDB Page: http://www.moddb.com/mods/payne-effects-3  
 
the silver   Posted 13th Nov 2009 2:01pm
L4Y Member
Post 159 / 1603

Yes, I want something like in Stranglehold but only in Deep BT (or that can be activated only in deep bt and works only for a short period...). But the only way that I've found to make something only when in deep bt is the camera code BTPeakOnly=TRUE; so I need a code that works in the animation properties of a camera.
Payne Effects 3 v1.4 RELEASED HERE!!!
Official ModDB Page: http://www.moddb.com/mods/payne-effects-3  
 Modified Nov 13th, 02:04pm by the silver



the silver   Posted 14th Nov 2009 1:57pm
L4Y Member
Post 161 / 1603

evolvercobra: Can you explain me how the storeplayerinventory code works? Becouse if it's the only way I will try to use it anyway...
Payne Effects 3 v1.4 RELEASED HERE!!!
Official ModDB Page: http://www.moddb.com/mods/payne-effects-3  
 
the silver   Posted 15th Nov 2009 1:39am
L4Y Member
Post 162 / 1603

Quoting Skilz
and why cant you just open a new thread and not spamming this one?



However, any new idea about MY question?
Payne Effects 3 v1.4 RELEASED HERE!!!
Official ModDB Page: http://www.moddb.com/mods/payne-effects-3  
 Modified Nov 15th, 01:40am by the silver
the silver   Posted 15th Nov 2009 2:20pm
L4Y Member
Post 163 / 1603

Quoting evolvercobra
THere is 0,1,2 store slots for weapon.
Also every slot save info about turned or unturned combat mode.

To store
(this msg could be used with frame set)

[Message] String = "maxpayne_gamemode->gm_storeplayerinventory(1);";


[Message] Frame = 66; String = "maxpayne_gamemode->gm_storeplayerinventory(1);";





To restore it you could use messagebatch way, like this config in messagebatch.h -
(this msg couldn`t be used with frame set)

[Restore]
{
[Message] String = "maxpayne_gamemode->gm_restoreplayerinventory(1);";
}

and for player settings line like this


[Message] Frame = 66; String = "MaxPayne_GameMode->GM_SendMessageBatch(restore);";

Ok thank you very much! I will try this way. (it seems a bit hard but... )
Payne Effects 3 v1.4 RELEASED HERE!!!
Official ModDB Page: http://www.moddb.com/mods/payne-effects-3  
 
the silver   Posted 15th Nov 2009 2:39pm
L4Y Member
Post 164 / 1603

No problem, I have no hurry. And thanks in advance!
Payne Effects 3 v1.4 RELEASED HERE!!!
Official ModDB Page: http://www.moddb.com/mods/payne-effects-3  
 
Page 1
Multiple Page Topic : 2 


Copyright © 2000-2025 Levels-4-You
Your request was handled in 0.09 seconds.