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 Jamstubb's Advanced Weapon Guide 2

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KWG
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KWG


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Join date : 2019-12-18

Jamstubb's Advanced Weapon Guide 2 Empty
PostSubject: Jamstubb's Advanced Weapon Guide 2   Jamstubb's Advanced Weapon Guide 2 I_icon_minitimeWed Dec 18, 2019 11:16 pm

I began writing a guide and i ended up just going thru a few codes line by line but i still think it should help some people.

Yes, i have already made a weapons guide but alot of people told me it was too complicated so i`ll try again. This guide will be ADVANCED weapons only, not placement and all the other stuff. It presumes you already know how to make basic weapons and how to use activators.

Part 1: The Addys & Values
Part 2: Weapons that change with a button press
Part 3: Weapons that change when dropped
Part 4: Weapons that change on impact
Part 5: Weapons that are in the ring when the match starts
Part 6: Starting a match with a weapon in your hands
Part 7: ther useful stuff



Part 1: Addys & Values
=================
Weapon 1:

8116C330 0000 - activates weapon(FFFF=no weapon present)

8116C332 XXXX - value of weapon

8116C334 0000 - activates weapon(FFFF=no weapon present)

8116C336 XXXX - value of weapon

8116C33A YYYY - who is holding the weapon

8116C378 - weapon height (0000=ground | 42B4=ring height)

8116C350 WWWW - Weapon Status

8115AF9F VVVV - How the weapon is held

|||||||||||||||||||||||||||||||||||||||||||||||||||

XXXX values:

0000 - Baseball Bat
0001 - Sledgehammer
0002 - Nightstick
0003 - Barbed Wire 2X4
0004 - 2X4
0005 - Kindo Stick
0006 - Pool Cue
0007 - Microphone
0008 - Head
0009 - Water Bottle
000A - Roses
000B - Chair
000C - Table Piece
000D - Headcheese
000E - Briefcase
000F - Foam Finger
0010 - Foam Bull
0011 - Stop Sign
0012 - Trash Can
0013 - Ring Steps
0014 - Steveweiser Beer Can
0015 - The Rock Says Book
0016 - Championship Belt
0017 - Ring Bell
0018 - Fire Extinguiser
0019 - Ladder
001F - Flame*causes glitching


|||||||||||||||||||||||||||||||||||||||||||||||||||
YYYY Values:

0000 p1
0001 p2
0002 p3
0003 p4
FFFF none

|||||||||||||||||||||||||||||||||||||||||||||||||||
WWWW values:
0004 = on floor,ready to be lifted
0008 = falling out of players hands
0088 = being thrown
8104 = ladder, on floor, readdy to be lifted
|||||||||||||||||||||||||||||||||||||||||||||||||||
VVVV Values:

03 - Chair, Table Piece, Cheese, Foam Finger, Foam Bull Head, & Stop Sign

05 - Bat, Sledgehammer, Night Stick, Barbed Wire 2x4, 2x4, Kendo Stick, Pool Stick, Microphone, Head, Water Bottle, & Roses

09 - Briefcase, Belt, Ring Bell, & Fire Exstinguisher

11 - Trash Can, Ring Steps, Steveweiser Can, & "The Rock Says" (Book)

21 - Ladder

00 - nothing




Part 2: Weapons that change with a button press
=====================================

D1064880 ZZZZ = what button player1 is pressing
D1064886 ZZZZ = What button player2 is pressing

ZZZZ Values:

0000 - No Buttons
0001 - C Right Button
0002 - C Left Button
0004 - C Down Button
0008 - C Up Button
0010 - R Button
0020 - L Button
0100 - Right Directional Pad
0200 - Left Directional Pad
0400 - Down Directional Pad
0800 - Up Directional Pad
1000 - Start Button
2000 - Z Button
4000 - B Button
8000 - A Button

For more then 1 button add them together

e.g Z and D Pad^

D1064880 2800


So, to make a weapon that changes with a button press use the following code.

Make a start weapon (eg a sheet of metal)

Make a end weapon (after the button has been pressed) (eg a bent sheet of metal)

D116C332 XXXX=when weapon 1 is xxxx(value of start weapon)

D116C33A 0000 and when p1 holds weapon 1

D1064880 ZZZZ and when player 1 presses zzzz button

8116C332 XXXX Weapon 1 becomes xxxx(value of end weapon)

D116C336 XXXX=when weapon 1 is xxxx(value of start weapon)

D116C33A YYYY and when p1 holds weapon 1

D1064880 ZZZZ and when player 1 presses zzzz button

8116C336 XXXX Weapon 1 becomes xxxx(value of end weapon)


Part 3: Weapons that change when dropped
=================================

For this, i`ll give a line by line explanation of my tacks code.

81052C24 2CBE
81052C26 2CBE
81052C2C 24FF = bat becomes a black bag
81052C2E 24FF

81052CB0 2CC1
81052CB2 2CC8
81052CB4 2CFB = table piece becomes spread tacks
81052CB6 2CFB

D116C332 0000 = when weapon 1 is bat (now a bag)

D116C378 42B4 and weapon 1 reaches ring/table height....

8116C332 000C ....weapon 1 becomes table piece(edited to tacks)

D116C332 0000 = when weapon 1 is bat (now a bag)

D116C378 42B4 When weapon 1 reaches ring/table height....

8116C336 000C ....weapon 1 becomes table piece(edited to tacks)


Part 4: Weapons that change on impact
==============================

Again, i think a line by line breakdown of a code would be the easiest way to show how its done

Bending oil drum/trash can

Works for players 1 and 2 only.

The first weapon either player picks from the crowd will always be an oil drum/trash can. When either player does their strong standing attack with the oil drum/trash can it will bend in the exact spot it hit their head. The weapon has the right sound and does slightly more damage. It also has a high probablility of making the opponent bleed. The attack the player does for strong B is random every match.

"Bending Weapon"
81052CF4 2D2B = creates oild drum
81052CE4 2D2B = creates dinted oil drum
D115AEC6 0027 = when p1 does strong B attack
D115B21E 0035 = and p2 reacts
D116C33A 0000 = and weapon 1 was held by p1
8116C336 0012 = weapon 1 becomes dinted oil drum
D115B21E 0027 = when p2 does strong B attack
D115AEC6 0035 = and p1 reacts
D116C33A 0001 = and weapon 1 was held by p2
8116C336 0012 = weapon 1 becomes dinted oil drum
D115AEC6 008A = when p1 reaches into the crowd for weapon
D116C33A 0000 = and he gets weapon 1
8116C336 0014 = weapon 1 becomes normal oil drum
D116C336 0014 = when weapon 1 becomes normal oil drum
8116C332 0014 = weapon 1 becomes normal oil drum
D115B21E 008A = when p2 reaches into the crowd for weapon
D116C33A 0001 = and he gets weapon 1
8116C336 0014 = weapon 1 becomes normal oil drum
D116C336 0014 = when weapon 1 becomes normal oil drum
8116C332 0014 = weapon 1 becomes normal oil drum

Credit: JamStubbs


Part 5: Weapons that are in the ring when the match starts
============================================
For these, all you need is the weapon status addys + value addys

This places a barbedwire 2x4 in the middle of the ring that you can pick up.

8116C330 0000 activates weapon 1
8116C332 0003 weapon 1 is Barbed Wire 2X4
8116C334 0000 activates weapon 1
8116C336 0003 weapon 1 is Barbed Wire 2X4
D115A71E 0001 when a match begins....
8116C378 42B4 ...weapon 1 height is 42b4 (ring height)
D116C378 42B4 when weapon 1 height is 42b4....
8116C350 0004 weapon 1 can be lifted (status addy)

Simple really



Part 6: Starting a match with a weapon in your hands
========================================

Start match with anything

D115AB1A 0000 = when minutes are at 0
D115AB1E 0000 = when seconds are at 0
8116C330 0000 = weapon 1 is activated
D115AB1A 0000 = when minutes are at 0
D115AB1E 0000 = when seconds are at 0
8116C332 XXXX = XXXX weapon is present
D115AB1A 0000 = when minutes are at 0
D115AB1E 0000 = when seconds are at 0
8116C334 0000 = weapon 1 is activated
D115AB1A 0000 = when minutes are at 0
D115AB1E 0000 = when seconds are at 0
8116C336 XXXX = XXXX weapon is present
D115AB1A 0000 = when minutes are at 0
D115AB1E 0000 = when seconds are at 0
8116C33A 0000 = weapon 1 is held by p1
D115A71E 0001 = whenmatch starts
8115AF9E VVVV = p1 holds weapon 1 like its a VVVV


Part 7: Other useful stuff
=================

How to set the weapon a player gets from the crowd:

D115AEC6 008A = when p1 reaches into the crowd for weapon
D116C33A 0000 = and he gets weapon 1
8116C336 XXXX = weapon 1 becomes XXXX
D116C336 XXXX = when weapon 1 becomes XXXX
8116C332 XXXX = weapon 1 becomes XXXX
D115B21E 008A = when p2 reaches into the crowd for weapon
D116C33A 0001 = and he gets weapon 1
8116C336 XXXX = weapon 1 becomes XXXX
D116C336 XXXX = when weapon 1 XXXX
8116C332 XXXX = weapon 1 becomes XXXX

Credit: JamStubbs: Guide, Addys + Codes
JHR: addys
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