Quote: --- Original message by: sparky
I remember Halo having problems with more than 7 of a grenade type. I don't think it is an issue specific to CSS, which is making a change and expecting it to be OK with players who have a different map. I think it is an issue with the network code, which probably means something involving memory tables. I don't recall any limitations with the players or teams memory tables, so I'm not sure why, but if Open Sauce dealt with this issue, then those people can probably clarify why there is a problem with more than 4, or more than 7, of a kind of grenade.
There is a creative way around this: you can chain-spawn the grenade throwing effect to also spawn a grenade equipment, either of the same type of grenade, or the other type of grenade. This means that you could also use a Function to make it variable or something along those lines...
Or you can do infinite grenades with a gametype.
Edited by sparky on Jan 24, 2016 at 07:17 AM
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If you're talking about having more than 2 kinds of grenades, as in, "types of grenades", then I don't know about this. You could makeshift your own grenades using custom weapons, using the option to override secondary fire in the weapon tag's triggers section. You could use the "must be picked up" or "cannot be dropped" (whatever it's called) bitmask flag option to make it so the weapon, which would fill the third weapon slot (or fourth, if you want to prohibit the ability to carry the flag or oddball), would be picked up automatically like grenades are picked up automatically.
So there are some creative ways to do it without using scripting or Open Sauce (a.k.a. memory hacks).
Edited by sparky on Jan 24, 2016 at 07:26 AM
Nice but the problem is I want some certain units to have some of these special grenades
But I kind of have a idea Its there away I can make my own global tags?