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[DMA]Blunted
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#181

Posted 18 April 2005 - 10:28 PM Edited by [DMA]Blunted, 18 April 2005 - 10:56 PM.

yes the gray thing's are the particles I'm speaking of.

Y-Less my id codes weren't wrong, I was using those exact lines in my weapon.dat so I had a stubbie shotgun with the gta3 model with 100 for the damage value, which transforms the stubbie into a perfect GTA3 shotgun, don't believe me? I provided the values hoping space would try them ingame realize like I have that it's PERFECT and should be adapted into his weapon.dat releases as offcial , there is nothing different about my lines and spaces, the only thing I did was switch model number's and their corresponding weapon catagory's so I could play using the gta3 shotgun model replacing the stubbies model ingame.

as for the AK, it's impossible to control running through status flags, it must be hardcoded. so the only way make it gta3 authentic is to replace a medium weight weapon (chrome shotgun,spas12,stubbie,flamethrower,chainsaw) this is where the problem happens since we can't have two of the same catagory in your inventory.

I believe that these status's not definied in the weapon.dat are hardcoded into the exe.
as the only weight class defined in the status flag's is HEAVY. so that does leave a window of hope, if someone can find where these properties are defined we can edit the MP5 so it can't be ran with.

spaceeinstein
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#182

Posted 19 April 2005 - 12:59 AM

The "Heavy" flag makes it so you can't jump (like the Rocket Launcher). I really think the MP5 being able to sprint is hardcoded. You can replace the entire MP5 line with the Ruger and it's still sprintable.

[DMA]Blunted
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#183

Posted 19 April 2005 - 02:01 AM

yeah like I was saying, and the heavy flag would rob the ability to jump so that's no solution.

{DBC}Lance
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#184

Posted 19 April 2005 - 06:11 AM Edited by {DBC}Lance, 19 April 2005 - 12:10 PM.

QUOTE
Y-Less my id codes weren't wrong, I was using those exact lines in my weapon.dat so I had a stubbie shotgun with the gta3 model with 100 for the damage value, which transforms the stubbie into a perfect GTA3 shotgun, don't believe me? I provided the values hoping space would try them ingame realize like I have that it's PERFECT and should be adapted into his weapon.dat releases as offcial , there is nothing different about my lines and spaces, the only thing I did was switch model number's and their corresponding weapon catagory's so I could play using the gta3 shotgun model replacing the stubbies model ingame.

hmm i'll try your code again then, but the last time i tried, i couldn't find the shotgun( couldn't select it).

QUOTE
as for the AK, it's impossible to control running through status flags, it must be hardcoded.

damn, so that means "slowdown" doesn't work either?

EDIT: no it doesn't, damn...

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#185

Posted 19 April 2005 - 05:51 PM Edited by [DMA]Blunted, 19 April 2005 - 06:30 PM.

ah I forgot to add to test using my codes, you must do the code professionaltools to spawn the stubby in your inventory, I was just ingame and came up for another reason to use the stubbie

with the shotgun as it is now it takes 4 shots at point blank to make it explode where as in GTA3 with the five particle shotgun it takes 2 shots and on the second shot the car explodes, my stubbie will blow up a car in two shots at point blank. ;]

{DBC}Lance
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#186

Posted 19 April 2005 - 06:21 PM

QUOTE
you must do the code professionaltools to spawn the stubby in your inventory

i did that, but it wasn't there, i guess an id number was messed up, anyway, its great to hear that you found another reason for using the stubby, but what if you enter a copcar?

[DMA]Blunted
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#187

Posted 19 April 2005 - 06:45 PM

when you get in a cop car it add's 5 ammo to it, all shotgun ammo is the same class ;]

alright I figured out why it didn't appear for you, first do thugstools to load the chrome shotgun, then do professionaltools using the below weapon.dat and presto their you go, have fun blowing cars up in two shots instead of four ;]

# File edited by spaceeinstein and mabuchi and [DMA]Blunted
# Weapons data
# A: Weapon name
# B: Fire type
# C: Range
# D: Firing Rate
# E: Reload
# F: Amount of Ammunition
# G: Damage
# H: Speed
# I: Radius
# J: Life span
# K: Spread
# L,M,N: Fire offset vector
# P: animation to play
# Q: animation to play
# R: animation loop start
# S: animation loop end
# T: point in animation where weapon is fired
# U: animation2 loop start
# V: animation2 loop end
# W: point in animation2 where weapon is fired
# X: point in anim where we can breakout of anim/attack and run away
# Y: model id
# Z: model2 id
# a: Flags -> Stored in HEX... so (from right to left)
# 1st digit 1:USE_GRAVITY 2:SLOWS_DOWN 4:DISSIPATES 8:RAND_SPEED
# 2nd digit 1:EXPANDS 2:EXPLODES 4:CANAIM 8:CANAIM_WITHARM
# 3rd digit 1:1ST_PERSON 2:HEAVY 4:THROW 8:RELOAD_LOOP2START
# 4th digit 1:USE_2ND 2:GROUND_2ND 4:FINISH_3RD 8:RELOAD
# 5th digit 1:FIGHTMODE 2:CROUCHFIRE 4:COP3_RD 8:GROUND_3RD
# 6th digit 1:PARTIALATTACK 2:ANIMDETONATE
#
# b: Weapon Slot (Group to which this weapon belongs to, different from Fire type)
#
###### NOT USED IN THIS VERSION ##############
# a: 1st person version of anim (using orig HGUN & PUMP cause they work better at mo')
# b: 1st person vers of 2nd anim
#
# FPS anims loaded (ie available): FPS_PUNCH, FPS_BAT, FPS_UZI, FPS_PUMP, FPS_AK, FPS_M16, FPS_ROCKET
##############################################
#
# A B C D E F G H I J K L M N P R S T U V W X Y Y a b
Unarmed MELEE 2.8 750 300 1000 8 -1.0 0.5 -1.0 -1.0 0.1 0.65 0.2 unarmed 0 99 12 0 99 12 99 -1 -1 102000 0
BrassKnuckle MELEE 2.8 750 300 1000 8 -1.0 0.5 -1.0 -1.0 0.1 0.65 0.2 unarmed 0 99 6 0 99 12 99 274 -1 102000 1
ScrewDriver MELEE 1.8 250 100 1000 45 -1.0 0.5 -1.0 -1.0 0.0 0.7 0.20 screwdrv 5 99 14 3 17 11 99 260 -1 115000 1
GolfClub MELEE 1.5 250 100 1000 21 -1.0 0.8 -1.0 -1.0 0.1 0.8 0.30 golfclub 5 20 16 3 15 12 99 261 -1 102000 1
NightStick MELEE 2.8 750 300 1000 8 -1.0 0.5 -1.0 -1.0 0.1 0.65 0.2 unarmed 0 99 6 0 99 12 99 274 -1 102000 1
Knife MELEE 1.8 250 100 1000 21 -1.0 0.5 -1.0 -1.0 0.0 0.8 0.20 knife 5 99 14 3 17 11 99 263 -1 115000 1
BaseballBat MELEE 1.5 750 300 1000 21 -1.0 0.8 -1.0 -1.0 0.1 0.8 0.30 baseball 5 20 14 3 17 11 99 264 -1 102000 1
Hammer MELEE 1.5 250 100 1000 21 -1.0 0.8 -1.0 -1.0 0.1 0.8 0.30 baseball 5 20 14 3 17 11 99 265 -1 102000 1
Cleaver MELEE 1.9 250 100 1000 24 -1.0 0.6 -1.0 -1.0 0.0 0.9 0.20 knife 5 99 14 3 17 11 99 266 -1 115000 1
Machete MELEE 2.0 250 100 1000 24 -1.0 0.6 -1.0 -1.0 0.0 1.0 0.20 knife 5 99 14 3 17 11 99 267 -1 115000 1
Katana MELEE 2.1 250 100 1000 30 -1.0 0.7 -1.0 -1.0 0.0 1.2 0.30 knife 5 99 14 3 17 11 99 268 -1 115000 9
Chainsaw MELEE 1.7 250 100 1000 350 -1.0 0.55 -1.0 -1.0 0.0 1.3 0.10 chainsaw 5 35 30 3 99 48 99 269 -1 102000 9

Grenade PROJECTILE 30.0 100 1 1 75 0.25 -1.0 800.0 1.0 0.0 0.0 0.0 grenade 0 99 10 0 99 6 99 270 -1 2424 2
DetonateGrenade PROJECTILE 30.0 100 1 1 75 0.25 -1.0 800.0 1.0 0.0 0.0 0.0 grenade 0 99 10 0 99 6 99 270 291 2424 9
TearGas PROJECTILE 30.0 100 1 1 75 0.25 -1.0 800.0 1.0 0.0 0.0 0.0 grenade 0 99 10 0 99 6 99 271 -1 2424 2
Molotov PROJECTILE 25.0 100 1 1 75 0.25 -1.0 2000.0 5.0 0.0 0.0 0.0 grenade 0 99 10 0 99 6 99 272 -1 2424 2
Rocket PROJECTILE 30.0 100 1 1 75 0.25 -1.0 800.0 1.0 0.0 0.0 0.0 unarmed 0 99 10 0 99 6 99 273 -1 2424 2

Colt45 INSTANT_HIT 30.0 250 350 12 25 -1.0 -1.0 -1.0 -1.0 0.30 0.0 0.09 colt45 8 15 9 11 18 12 99 274 -1 200C0 3
Python INSTANT_HIT 30.0 250 1000 6 135 -1.0 -1.0 -1.0 -1.0 0.41 0.03 0.12 python 10 31 14 14 37 16 40 275 -1 28040 9

Shotgun INSTANT_HIT 15.0 250 750 1 100 -1.0 -1.0 -1.0 -2.0 0.55 -0.02 0.13 buddy 14 50 15 14 56 15 25 279 -1 20040 9
Spas12Shotgun INSTANT_HIT 30.0 250 750 7 100 -1.0 -1.0 -1.0 -1.0 0.85 -0.06 0.19 buddy 14 20 15 14 20 14 25 278 -1 20040 9
StubbyShotgun INSTANT_HIT 15.0 250 750 1 100 -1.0 -1.0 -1.0 -1.0 0.55 -0.02 0.13 buddy 14 50 15 14 56 15 25 277 -1 20040 4

Tec9 INSTANT_HIT 30.0 250 500 50 20 -1.0 -1.0 -1.0 -1.0 0.45 -0.05 0.11 colt45 11 15 14 11 15 12 99 281 -1 280C0 9
Uzi INSTANT_HIT 30.0 250 500 25 20 -1.0 -1.0 -1.0 -1.0 0.30 -0.05 0.11 colt45 8 11 9 11 13 11 99 282 -1 200C0 5
SilencedIngram INSTANT_HIT 30.0 250 500 30 15 -1.0 -1.0 -1.0 -1.0 0.36 0.02 0.11 colt45 11 13 13 11 13 11 99 283 -1 280C0 9
Mp5 INSTANT_HIT 75.0 1 1000 30 19 -1.0 -1.0 -1.0 -1.0 0.63 -0.04 0.10 rifle 12 14 12 12 14 12 99 284 -1 28050 6

m4 INSTANT_HIT 75.0 1 1000 60 52 -1.0 -1.0 -1.0 -1.0 0.83 -0.06 0.14 rifle 12 13 12 12 13 12 99 280 -1 28050 7
Ruger INSTANT_HIT 75.0 1 1000 30 19 -1.0 -1.0 -1.0 -1.0 0.63 -0.04 0.10 rifle 12 14 12 11 16 13 99 276 -1 28040 9
SniperRifle INSTANT_HIT 100.0 500 1401 1 125 -1.0 -1.0 -1.0 -1.0 0.0 0.66 0.05 unarmed 0 10 3 0 10 3 99 285 -1 100 9
LaserScope INSTANT_HIT 100.0 150 1401 7 125 -1.0 -1.0 -1.0 -1.0 0.0 0.66 0.05 unarmed 2 8 3 0 10 3 99 286 -1 100 9

RocketLauncher PROJECTILE 15.0 100 1200 1 75 2.0 -1.0 1000.0 1.0 0.42 0.0 0.05 unarmed 0 99 14 0 99 14 99 287 -1 324 8
FlameThrower AREA_EFFECT 5.1 100 100 500 25 0.65 0.075 1000.0 3.0 0.82 0.0 0.13 flame 6 7 7 6 7 7 25 288 -1 1C 8

M60 INSTANT_HIT 75.0 1 500 100 130 -1.0 -1.0 -1.0 -1.0 1.0 0.00 0.23 m60 12 16 13 10 12 10 30 289 -1 8040 8
Minigun INSTANT_HIT 75.0 1 350 500 140 -1.0 -1.0 -1.0 -1.0 1.28 0.00 0.50 flame 11 12 11 11 12 11 35 290 294 200 9

Detonator PROJECTILE 25.0 100 1 1 0 2.0 -1.0 2000.0 5.0 0.0 0.0 0.13 man 0 10 3 0 10 3 99 291 -1 200024 9
HeliCannon INSTANT_HIT 100.0 1 100 150 100 -1.0 -1.0 -1.0 -1.0 1.00 0.00 0.23 m60 12 16 13 10 14 12 30 289 -1 8040 7

Camera CAMERA 100.0 500 1401 36 0 -1.0 -1.0 -1.0 -1.0 0.0 0.66 0.05 unarmed 0 10 3 0 10 3 25 292 -1 100 9

ENDWEAPONDATA

spaceeinstein
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#188

Posted 19 April 2005 - 08:58 PM

Try not using cheats and enter the Poilce car. What do you get? I get Chrome...

[DMA]Blunted
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#189

Posted 19 April 2005 - 10:50 PM Edited by [DMA]Blunted, 20 April 2005 - 01:35 AM.

of course you get a chrome space, the scm says you get a chrome when entering a police car in VC, that involves nothing more then finding where it's referranced in the scm and changing it to the stubbie, it's the same with curly bob in "cutting the grass" & the pimp in "pump action pimp".

the fact remains that in GTA3 when you enter a police car you exit with a 5 particle shotgun, not a 3. plus as far as being authentic using the chrome is crap for the simple reason that in GTA3 it takes 2 blasts from the shotgun to instantly blow a car up, whereas how you're doing it right now it takes 4 shots with the chrome when if you instead used the stubbie at 100 damage it takes 2 blasts aka perfect.

the stubbie is without a doubt the only way to be authentic period.

=) have a very nice day

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#190

Posted 20 April 2005 - 12:03 AM

You mean EXE? I know changing weapon IDs would work but that damn Police car is in my way.

[DMA]Blunted
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#191

Posted 20 April 2005 - 01:33 AM

Yeah I looked through the main.scm and it didn't mention anything about the police cars spawning, so it must be hardcoded into the EXE, you're right about that, I see why the cop car is an issue, so can we agree we'll keep it the chrome in the offcial releases *until* we have a way to modify the police cars to make them spawn the stubbie and then we will offcially switch it to the stubbie in the offcial releases, sound fair to you space?

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#192

Posted 20 April 2005 - 03:47 AM

I don't think it'll be difficult to change the shotgun given out in the exe. Next time I talk to Hammer, I'll see if he can find and switch it.

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#193

Posted 20 April 2005 - 02:07 PM

This interests y'all?

Craig Kostelecky
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#194

Posted 20 April 2005 - 03:49 PM

I had a feeling those addresses were already found. I don't know when Hammer will get around to it (he's in the middle of finals right now) but I'm sure he can add that really soon. Then we can have an acurate shotgun.

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#195

Posted 20 April 2005 - 07:08 PM

from that thread space linked to

"Police Car
Shoot this car ID, to get a star - 0x5b9675 (i know this was posted before, but it goes with the next line)
Number of stars you get - 0x5b9685
Get shotgun when enter Policecar - ID numbers
Weapon.dat ID1 - 0x5b8964
Weapon.dat ID2 - 0x5b8979
Weapon.dat ID3 - 0x5b898a
Default.ide model reference (ALL must be changed to work properly!!) - 5b899f
Ammo for shotgun (5 is default) - 0x5b8977, 0x5b8988"

it's as simple as changing those weapon id numbers.

another thought I had for a workaround, are the particles the weapons fire in some type of file? if so we could simply replace the chrome's three particle file with the stubbies five particle file, that would make it perfect while avoiding more mem hacking.

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#196

Posted 20 April 2005 - 10:38 PM

QUOTE ([DMA]Blunted @ Apr 20 2005, 19:08)
from that thread space linked to

"Police Car
Shoot this car ID, to get a star - 0x5b9675 (i know this was posted before, but it goes with the next line)
Number of stars you get - 0x5b9685
Get shotgun when enter Policecar - ID numbers
Weapon.dat ID1 - 0x5b8964
Weapon.dat ID2 - 0x5b8979
Weapon.dat ID3 - 0x5b898a
Default.ide model reference (ALL must be changed to work properly!!) - 5b899f
Ammo for shotgun (5 is default) - 0x5b8977, 0x5b8988"

it's as simple as changing those weapon id numbers.

another thought I had for a workaround, are the particles the weapons fire in some type of file? if so we could simply replace the chrome's three particle file with the stubbies five particle file, that would make it perfect while avoiding more mem hacking.


Particle file? wtf are you talking about?

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#197

Posted 21 April 2005 - 12:08 AM

the things that come out of the guns that are straight lines aka particles aka ray's. jesus christ , the chrome shotgun has three and stubbie has five, are they in a file if so what file.

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#198

Posted 21 April 2005 - 01:22 AM


The "particles" that come out of the shotgun are controlled by the exe.

[DMA]Blunted
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#199

Posted 21 April 2005 - 01:38 AM

well then... nvm, was just seeing if there was a way around memory hacking, guess not.

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#200

Posted 21 April 2005 - 02:06 AM


The chrome is gonna take the place of the stubbie, the only thing left is to change the shotgun you get when you enter the cop car hacking the exe. There isnt any need to keep discuting this.

spaceeinstein
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#201

Posted 02 June 2005 - 07:24 PM

GTA: LC Weapons.dat v7.3
-File nicely tabbed in Notepad
-Stubby Shotgun is used, still you need to change the cop's Chrome to that Stubby one.

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#202

Posted 08 December 2005 - 05:07 PM

I find it odd that the shotgun for LC is the buddyshot and not the chrome. Anytime I get into a cop car I get the chrome and not the LC shotgun.

And, I dont remember the GTAIII shotgun having a 5-point spray...in fact, I think it was a 3-point spray, like the chrome.

Since it is hardcoded, and nobody likes mem-hacking, why not just change the LC shotgun to replace the chrome. You could even make the chrome replace the buddyshot, if you miss it.

(Although technically, I think the III shotgun is supposed to be like the VC spaz12.)

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#203

Posted 01 June 2006 - 04:16 PM

Two points:

1. The 1st post table could use a column with the new LC slot numbers. smile.gif Then the second table would become obsolete. :-)

2. Why does LC include VC vehicles but not want to include VC weapons? It would only *make sense* if a cop car would give you a chromegun and not a GTA3 shotgun, I think NY cops would rather be equpped with a Remington-like shotgun rather than the more Franchi-SPAS-lookalike GTA3 shotgun. Maybe it's a question that goes beyond the scope of a weapons topic; I mentioned before that I don't consider myself technically part of the LC project (although I sympathize with it wink.gif ), so I would be curious to know what the philosphy behind LC is - a GTA3 with some VC vehicles and stuff as extension or something more of a true hybrid (trying to keep the setting but incorporating as many of vice's extending features as possible). I mean, putting the PCJ 600 onto Portland makes all unique jumps very easy. What's to say against leaving the chromegun in the cop cars? If that ain't authentic, the PCJ 600 in Portland ain't either? As mentioned, just curious to understand the reasoning behind the decision.

Alex



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#204

Posted 01 June 2006 - 04:42 PM

I made that case a long time ago. I said (in an infamous topic which has since been deleted) that we should have all the LC cars and all the VC cars. And VC boats. But, they said if I wanted that, I should make an unofficial mod for it- which I did.

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#205

Posted 01 June 2006 - 05:43 PM

QUOTE (--Cole-- @ Jun 1 2006, 16:42)
I made that case a long time ago.  I said (in an infamous topic which has since been deleted) that we should have all the LC cars and all the VC cars.  And VC boats.  But, they said if I wanted that, I should make an unofficial mod for it- which I did.


Well, as I have said I would like to understand the reasoning behind it, but not because I want to influence the decision either way. I'm more interested in my own mod (which has a number of things in common) than in LC, to be honest. smile.gif

Alex

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#206

Posted 01 June 2006 - 08:25 PM

It's been a while since I said this stuff, so I don't mind repeating it here.

My goal since taking over this mod was to make the game that I think Rockstar would have made if they didn't have to worry about deadlines. It's a known fact that Rockstar tried to include bikes and helicopters in GTA3, but they couldn't figure out the physics in the time they had. It was during that extra year that they figured it out (and included them in Vice City).

That being said, the only VC vehicles that are included are the bikes and helicopters (plus the Packer, that was a minor decision that was made early that I never felt the need to change).

Now there's a lot of stuff that was in Vice that simply doesn't logically belong in Liberty City. The Vice Cheetah is a prime example of that. It was included in Vice City because it fit the late 80s atmosphere which is best seen in the Miami Vice TV series.

Every decision I've made regarding such issues goes back to the question of what I think Rockstar would have done. There's not really a downside to not including certain features in the official version as those features are very easy for the users to enable. But some people don't want those features. But if we provide a base game that's as close to R*s vision as possible, then it's like getting a new game from the source with the potential of the newer engine.

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#207

Posted 01 June 2006 - 10:08 PM

QUOTE (--Cole-- @ Jun 1 2006, 12:42)
I made that case a long time ago. I said (in an infamous topic which has since been deleted) that we should have all the LC cars and all the VC cars. And VC boats. But, they said if I wanted that, I should make an unofficial mod for it- which I did.

The engine doesn't support that many vehicle slots. Case Closed.

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#208

Posted 02 June 2006 - 12:53 AM Edited by Ben, 02 June 2006 - 12:55 AM.

QUOTE (AK-73 @ Jun 2 2006, 02:16)
The 1st post table could use a column with the new LC slot numbers. smile.gif Then the second table would become obsolete. :-)

The second post differs from the first - it shows only the LC weapons, but in the order they appear in terms of the GTA3 slot numbers. This is important/useful because we haven't been able to recreate this thus far, and will come in handy later.

And besides, the first table does include all the relevant details in terms of slot numbers, VC replacements, etc. wink.gif

Thanks to Craig for making those 2 (that's all I saw tounge.gif !) minor fixes icon14.gif .

And to address your second point - we held a poll of sorts to decide which VC features people wanted to have in LC prior to the release of the first v6test package. You can view the results here smile.gif .

@[4D]Outback - That's true, unless someone figures an EXE hack. And LC uses more vehicles than I thought it did (see the first post of the Vehicles topic), so there's not that many left over either.

EDIT - Actually, on re-reading your post Alex, I think I know what you mean now. Although I won't be changing the tables - if you knew how sh*tty BB code table source was, you wouldn't go there either tounge2.gif !

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#209

Posted 27 June 2006 - 06:15 AM

Is it possible to run around with the AK-47 like in GTAIII? Meaning holding the gun with 2 hands like running with the Shotgun. The current one-arm run with the Ak just irks me for some reason biggrin.gif

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#210

Posted 27 June 2006 - 06:36 AM

Not at the moment - an EXE hack will be required to fix that particular issue. But I don't know if that's going to fixable - fingers crossed those doing the mem hacking will find a way wink.gif .




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