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larosco
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#211

Posted 26 January 2007 - 05:19 AM

so wtf is the m16 weapon stats?

AK-73
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#212

Posted 26 January 2007 - 11:02 AM

QUOTE (Ben @ Jun 27 2006, 06:36)
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.


Just stumbled across that post... don't know if it's relevant still but... animation is configured in the weapons.dat. If you want the AK to use rifle animations just change the animation name in the anim column to rifle. Has probably been fixed in the meantime, can't remember. Just thought I'd mention in case it wasn't. Otherwise, I think the AK-47 needs a quick fix - the pivot point/origin doesn't appear to be right, so the AK doesn't seem to fit right into Claude's hands... if I remember it correctly it is also smaller (whimpier) than the M-16 model.

@larosco: Please be more specific with your question.

Alex

Konstantinos
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#213

Posted 26 January 2007 - 12:06 PM

QUOTE (AK-73 @ Jan 26 2007, 12:02)
Just stumbled across that post... don't know if it's relevant still but... animation is configured in the weapons.dat. If you want the AK to use rifle animations just change the animation name in the anim column to rifle. Has probably been fixed in the meantime, can't remember. Just thought I'd mention in case it wasn't.

We had a discussion about this, remember? And it was stated that weapon.dat will NOT solve this. The 'animation' column only controls the shooting animation, which is indeed two-handed. The value is set to 'rifle' by default, just like the entry in default.ide - but Claude still carries it with one hand. So the holding stance, as well as the ability to sprint with the gun must be hardcoded somehow.

larosco
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#214

Posted 26 January 2007 - 12:56 PM Edited by larosco, 26 January 2007 - 12:58 PM.

well i dont know it

1. it is in weapons.dat for GTA3(M16)
2. it's has stats(notepad) -like you have been talkin about- like so:

CODE
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

okay thank you devil.gif devil.gif devil.gif devil.gif devil.gif suicidal.gif mad.gif anuj_cop.gif

AK-73
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#215

Posted 29 January 2007 - 02:28 PM

QUOTE (Konstantinos @ Jan 26 2007, 12:06)

We had a discussion about this, remember? And it was stated that weapon.dat will NOT solve this. The 'animation' column only controls the shooting animation, which is indeed two-handed. The value is set to 'rifle' by default, just like the entry in default.ide - but Claude still carries it with one hand. So the holding stance, as well as the ability to sprint with the gun must be hardcoded somehow.


Yeah I do remember now! smile.gif Well, I'll have a look at it, this cannot be too complicated.

Alex


AK-73
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#216

Posted 31 January 2007 - 02:04 PM

I don't remember the exact address of the proc doing it but the variable for the movement style is the dword at +1F4 into the player object. That information should be sufficient for mm or some other hacker to find where the value gets set upon weapon change and adapt the working of the exe accordingly.

Alex




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