u want instagib? i found the offset for # of bullets fired.... i had an AR shooting 255 rockets per shot, anything it hits is blown out of the level instantly.... oh and yeah theres severe fps drain if u hold the trigger

# shots fired 0x027a3be2
(this is for AR on bloodgulch, i dunno if it accepts 2 byte values, i jsut used FF (255) and 32 (50). 255 rockets lag for a sec or three when it hits something and has to calculate physics and dont think of holding it down (maybe AR isnt best suited for it.... if u want u can change it to shoot normal AR bullets and have a super machine gun, *shrug*) 50 rockets works fine till u hold it for about 3-5 secs then it lags up a bit.... with 255 rockets whenever u hit ground it turns pink/white, like what i heard the flamethrower does, heat/damage to ground changes color, etc.... if i wasnt on dialup i would make a movie to show off, something along the lines of "a halo physic's experiment, part2: no pansy 'nades needed" if someone else wants to make one and put my name on the credit's that'd be great
and thanks cexe, thats the kind of feed back im looking for, angered me when i only had 2 replies and like 200 views

ill be looking into weapon firing rate and damages next, then move onto vehicle structure if there arent any other things people will need.... if i get around to it ill have a nice layout made for weapon structures soon (list the references in the structures, anything associated with a gun is in it)
Edit: more values...
shotgun clip 0x028a266e (+a5a)
shotgun shots fired 0x028a2a6c (+e58)
shotgun max ammo 0x028a266c (+a58)
the values in parentheses(sp?) are the values to add to the base offset if u want to try applying these to other maps, which would be good for testing.... finding the base offset is described in the first post