Avenger Posted April 25, 2009 Share Posted April 25, 2009 I could clarify the 2nd dword is actually 2 words (size/missile id) And i found that the last dword contains a reference to the PC who created the trap. Sadly, after reloading the game and saving it again, the reference changes to 0xff. I suspect this is a bug: i think the PC index is saved so the engine could determine if the PC killed someone with that trap. But after a reload the trap 'forgets' its creator, despite it was saved. Here is a snippet as ielister sees a saved .are file (the offset is the original position in the file) 000f3eh Trapname TRAPSNAR //.pro filename 000f46h Offset 00000b1e //absolute position to the effects block (payload of trap) 000f4ah Size 0210 //bytesize of the block (divide by 0x108 to get the effect #) 000f4ch Missile 00d6 //the missile.ids index of the trap (off by one in projectl.ids) 000f4eh Unknown 0000 000f50h Unknown 0001 000f52h Position [0d98.0bbe] //the trap position in the area 000f56h Unknown 0000 000f58h Unknown c8 //200, i don't know what is it. 000f59h Creator ID 00 //the player slot who created the trap (created by the 1st) 000f5ah Trapname TRAPSNAR 000f62h Offset 00000d2e 000f66h Size 0210 000f68h Missile 00d6 000f6ah Unknown 0001 000f6ch Unknown 0001 000f6eh Position [0e95.0b61] 000f72h Unknown 0000 000f74h Unknown c8 000f75h Creator ID 02 //this was the 3rd player in my team I would welcome any insights on the remaining 7 bytes of unknowns. Link to comment
igi Posted July 26, 2009 Share Posted July 26, 2009 Local copy updated. Any progress on the remaining bytes? Link to comment
Recommended Posts
Archived
This topic is now archived and is closed to further replies.