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Adding Weapon to GTA IV Without Bugs

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Nima_1i
  • Nima_1i

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#1

Posted 12 March 2010 - 09:42 PM Edited by Nima_1i, 07 July 2012 - 08:41 AM.

Hi Everyone

In this Tutorial I want to add a weapon that replaces M4 originally (Like I said I'm not replacing). The files are named "w_test.wdr & w_test.wft".

Well... Here are tools you need:

1. Open IV (not Spark IV coz you can’t create a new image with that)

2. Notepad...!!

Files you are going to edit:

in common\data\

1.default.dat

2.gta.dat

3.images.txt


Files you are going to create:

in common\data

1.newdef.ide (performs the rule of default.ide for newly added weapons)

2.epweaponinfo.xml (performs the rule of weaponinfo.xml for newly added weapons)

in pc\models\cdimages

3.newwep.img (model source of newly added weapons)

The file names you create are not important. You can choose whatever you want.

When You Are Ready, Follow these steps

1. Editing:

1.1. default.dat:

Add this line to default.dat before"HTML http:" line

CODE
WEAPONINFO common:/data/epweaponinfo.xml


Your default.dat should be like this:

CODE

#
# Object types
#
IDE common:/data/default.ide
IDE common:/data/vehicles.ide
IDE common:/data/peds.ide

ANIMGRP common:/data/animgrp.dat
HANDLING common:/data/handling.dat
VEHICLEEXTRAS common:/data/VehicleExtras.dat
PLAYER platform:/models/cdimages/playerped.rpf
PEDGRP common:/data/pedgrp.dat
CARGRP common:/data/cargrp.dat
RADIO common:/data/radiohud.dat
RADIOLOGOS independent:/textures/radio_hud.itd
WEAPONINFO common:/data/weaponinfo.xml
THROWNWEAPONINFO common:/data/thrownweaponinfo.xml
PEDPERSONALITY common:/data/pedpersonality.dat
MELEEANIMS common:/data/meleeanims.dat
ACTIONTABLE common:/data/action_table.csv
EXPLOSIONFX common:/data/effects/explosionFx.dat
VEHOFF common:/data/vehOff.csv
FMENUFILE common:/data/frontend_menus.xml
LBDATAFILE common:/data/leaderboards_data.xml
LBICONSFILE independent:/textures/Leaderboards.itd
WEAPONINFO common:/data/epweaponinfo.xml                                       <-------
HTML http:




1.2. gta.dat:

Put this line at the end of gta.dat :

CODE
IDE common:/data/newdef.ide


Your gta.dat should be like this:

CODE
#
# Load IDEs first, then the models and after that the IPLs
#

#IMG ASSETS.IMG
IMGLIST common:/data/images.txt

#
#  Water
#
WATER common:/DATA/WATER.DAT common:/DATA/WATERLOW.DAT


.
.
.
.
.
.
.
#
#  Lod Cullers
#
IPL platform:/DATA/MAPS/GENERIC/lodcull_j.IPL
IPL platform:/DATA/MAPS/GENERIC/lodcull_m.IPL
IPL platform:/DATA/MAPS/GENERIC/lodcull_e.IPL
IDE common:/data/newdef.ide                                                    <------------


1.3. images.txt

Add this line to image.txt before "#map xref" Line:

CODE
platformimg:/models/cdimages/newwep  1


Your images.txt should be like this:

CODE
# NOTE: The names and paths in this file are CASESENSITIVE on PS3 so don't f*ck 'em up.

#this has been ordered to reflect the order on the disk

commonimg:/data/cdimages/navgen_script
commonimg:/data/cdimages/script_network 1
platformimg:/anim/cutsprops  1
platformimg:/anim/cuts   1
platformimg:/data/maps/interiors/Int_Props/props_ss 1
platformimg:/data/maps/interiors/Int_Props/props_ab 1
platformimg:/data/maps/interiors/Int_Props/props_km 1
platformimg:/data/maps/interiors/Int_Props/props_mp 1
platformimg:/data/maps/interiors/Int_Props/props_ld 1
platformimg:/data/maps/interiors/Int_Props/props_ah 1
platformimg:/data/maps/interiors/Mission/level_2 1
platformimg:/data/maps/interiors/Mission/level_5 1
.
.
.
.
.
.
.
.
platformimg:/data/maps/east/bronx_e 0
platformimg:/data/maps/east/bronx_e2 0
platformimg:/data/maps/east/bronx_w 0
platformimg:/data/maps/east/bronx_w2 0
platformimg:/models/cdimages/newwep  1                                 <-----------


#map xref

#map instance



2. Creating files:

2.1. newdef.ide

Open Notepad & type these lines on it:

CODE
weap
###############################################################################

w_test,   w_test,   gun@ak47,   1,  50,  0           <----------

end


###############################################################################
amat
###############################################################################

w_test,  0, CM_WEAPONS_M4                <---------------

end



Save the file & name it newdef.ide
Note that you must copy the lines from the weapon that, according to what your mod author said, your weapon is replaced with, in default.ide

2.2. epweaponinfo.xml:

Open Notepad Again & copy the lines of weaponinfo.xml on it according to your weapon. For example if your weapon author stated that it is a replacement for "M4", You should copy the M4 lines. Or if the author had provided a weaponinfo.xml look for the lines in it.

so your file should be like this:

CODE
<weaponinfo version="1">                                               <----------------------

<weapon type="EPISODIC_1">                                                                                                <---------
 <data slot="RIFLE" firetype="INSTANT_HIT" damagetype="BULLET" group="RIFLE_ASSAULT" targetrange="65.0" weaponrange="70.0" clipsize="30" ammomax="600" timebetweenshots="133">
  <damage base="30" networkplayermod="2.5" networkpedmod="1.25"/>
  <physics force="75.0"/>
  <reload time="2066" fasttime="1166" crouchtime="2066"/>

  <aiming accuracy="0.5">
   <offset         x="0.14" y="1.0" z="0.55"/>
   <crouchedoffset x="0.08"  y="1.0" z="0.12"/>
   <reticule standing="0.6" ducked="0.5" scale="0.3"/>
  </aiming>

  <pickup regentime="600000" ammoonstreet="80"/>

  <controller>
       <rumble duration="90" intensity="0.1"/>
  </controller>

  <flags>
   <flag>GUN</flag>
   <flag>CAN_AIM</flag>
   <flag>CAN_FREE_AIM</flag>
   <flag>ANIM_RELOAD</flag>
   <flag>ANIM_CROUCH_FIRE</flag>
   <flag>2HANDED</flag>
  </flags>
 </data>

 <assets model="w_test">                                                                                    <------------
  <anim group="gun@ak47">
   <rates firerate="1.2" blindfirerate="1.2"/>
  </anim>

  <effects>
   <muzzle fx="muz_machine"/>
   <shell fx="weap_ejected_rifle"/>
  </effects>
 </assets>
</weapon>

</weaponinfo>                                                                      <---------------


Note that as I highlighted above you should add "<weaponinfo version="1">" at first, " </weaponinfo>" at the end, "EPISODIC_#" (#=1,2,3,...,24) as weapon type & "w_test" (the model file name) as assets model.

Save the file & name it epweaponinfo.xml

2.3. newwep.img

Run Open IV & create a new img file named newwep.img & put the model & texture file in it (w_test.wft & w_test.wtd)

3.

Put the created files to locations I stated at first.

4. Spawning weapons

For spawning the weapons you will need a trainer. I suggest you The simple Native Trainer:

http://www.gtaforums...pic=392973&st=0

The weapons you add have no sound. But this trainer has an option to add sound to your newly added weapons (I am not sure if other trainers have this option or not)
Note that as sjaak said, you can only use in game weapon sounds.

Edit: According to what Jakemeow said, if you add e.g. a shotgun, the cops will use it to catch you. so you can obtain your newly added weapons from cops.

5. Enjoying!!!!

Notes:
1. I haven’t tested if epweaponinfo.xml & newwep.img is actually needed or we can use the original ones.
2. I only added two weapons so far & had no problem. Not sure of the Maximum number or whether it is connected with adding cars or not.(Jakemeow has added 4 with no problem)
3. I figured this out myself but you are free to post it wherever you want with credits.
4. I am not a native English speaker. Hope this is understandable.

Have Good Time With Your Newly Added Weapons...!!! sly.gif sly.gif

Credits to
  • mataanjin for the adding ide idea by his useful topic (& Others who helped him)
    http://www.gtaforums...opic=420911&hl=
  • r.schuindt for teaching me which files are affected by his topic
  • sjaak327 for the great simple native trainer to provide weapon sounds (the link above in spawning section)
  • all admins & moderators of GTAFORUMS for such a great & famous forum
  • Jakemeow for his tips.
EDIT: more credits.

r.schuindt
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#2

Posted 31 March 2010 - 08:28 PM Edited by r.schuindt, 31 March 2010 - 08:41 PM.

you are precipitating posting this tutorial ...

version 2.0 of my mod is already available in time, that my version 2.0 has no bug!

and that his scheme does not support mult-player ...

after the release of EFLC I'll post a version 3.0 with support for online matches ...


after all, thanks for your patience in trying to resolve some bugs from version 1.0 ...
YOU SHOULD AT LEAST HAVE ME COMMUNICATION, ABOUT THIS TOPIC!

EDIT: you did not give credits to sjaak327 unresolved the problem with me, to add the sounds, the additional weapons ...
this command line is the Sjaak327, no other trainer has that option exclusive SIMPLE NATIVE TRAINER!

Nima_1i
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#3

Posted 04 April 2010 - 10:04 AM Edited by Nima_1i, 04 April 2010 - 10:14 AM.

Sorry..... I didn't ask for permission... my bad... blush.gif ... just wanted to give people a complete tutarial...

but I gave credits .... & added credit of sjaak who helped me alot by his trainer... I dont know how did i forget him ... sorry blush.gif



about the weapon sound I would like to mention that as sjaak said we can only use in game weapon sounds... for those wanted to know.

OutOfTimer
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#4

Posted 08 May 2010 - 05:06 PM

Your tutorial has been very useful. I can now transfer any weapon I want back and forth. Thank you. cookie.gif cookie.gif cookie.gif

@ r.schuindt: Why don't you stick to your own business instead of posting s*hit that contributes absolutely nothing to this topic?

MadcapSmoky22
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#5

Posted 08 May 2010 - 05:25 PM

QUOTE (OutOfTimer @ May 8 2010, 17:06)
Your tutorial has been very useful. I can now transfer any weapon I want back and forth. Thank you. cookie.gif cookie.gif cookie.gif

@ r.schuindt: Why don't you stick to your own business instead of posting s*hit that contributes absolutely nothing to this topic?

Because, without Schuindt this would be never made, genius.

OutOfTimer
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#6

Posted 08 May 2010 - 09:08 PM

QUOTE (MadcapSmoky22 @ May 8 2010, 17:25)
Because, without Schuindt this would be never made, genius.

I have read r.schuindt's thread and it's not worth s*hit to me. What I needed was a clear list of all file linkage in vanilla so I could make new weapons work properly. I came to this thread and got what I wanted. Then I read r.schuindt's spam and wasn't happy about it. I couldn't care less who made this tutorial possible. You know why? Because it's just a f*ucking tutorial. Nobody cares how you obtain information. Facts are free.

And for f*uck's sake, you and r.schuindt should learn English because my eyes hurt from reading your posts.

r.schuindt
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#7

Posted 14 May 2010 - 03:22 PM

QUOTE (OutOfTimer @ May 8 2010, 21:08)
QUOTE (MadcapSmoky22 @ May 8 2010, 17:25)
Because, without Schuindt this would be never made, genius.

I have read r.schuindt's thread and it's not worth s*hit to me. What I needed was a clear list of all file linkage in vanilla so I could make new weapons work properly. I came to this thread and got what I wanted. Then I read r.schuindt's spam and wasn't happy about it. I couldn't care less who made this tutorial possible. You know why? Because it's just a f*ucking tutorial. Nobody cares how you obtain information. Facts are free.

And for f*uck's sake, you and r.schuindt should learn English because my eyes hurt from reading your posts.

I wonder why the arrogance ...
you should know before having this tutorial, I had already done one!

http://www.gtaforums...8&hl=r.schuindt

is more mature, not understated the ability of Moders here in the forum ...

about learning English:
voce sabe portugues? hahaha...
logico que não deve saber, intão para de encher o meu saco precioso, e toma conta da sua vida!!!

idiot...
suicidal.gif

MadcapSmoky22
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#8

Posted 14 May 2010 - 04:44 PM

QUOTE (r.schuindt @ May 14 2010, 15:22)
QUOTE (OutOfTimer @ May 8 2010, 21:08)
QUOTE (MadcapSmoky22 @ May 8 2010, 17:25)
Because, without Schuindt this would be never made, genius.

I have read r.schuindt's thread and it's not worth s*hit to me. What I needed was a clear list of all file linkage in vanilla so I could make new weapons work properly. I came to this thread and got what I wanted. Then I read r.schuindt's spam and wasn't happy about it. I couldn't care less who made this tutorial possible. You know why? Because it's just a f*ucking tutorial. Nobody cares how you obtain information. Facts are free.

And for f*uck's sake, you and r.schuindt should learn English because my eyes hurt from reading your posts.

I wonder why the arrogance ...
you should know before having this tutorial, I had already done one!

http://www.gtaforums...8&hl=r.schuindt

is more mature, not understated the ability of Moders here in the forum ...

about learning English:
voce sabe portugues? hahaha...
logico que não deve saber, intão para de encher o meu saco precioso, e toma conta da sua vida!!!

idiot...
suicidal.gif

Polish:
A chuj mu w dupę biggrin.gif
Portugal:
(not sure if it's right lol) Foda-se biggrin.gif
German: Bumsem Ihm biggrin.gif
Japanese: 性交神 biggrin.gif
English: f*ck him biggrin.gif

Schuindt, let's stop wasting our time on this stupid haters that can't accept anyone's job.

OutOfTimer
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#9

Posted 14 May 2010 - 06:12 PM

QUOTE (r.schuindt @ May 14 2010, 15:22)
about learning English:
voce sabe portugues? hahaha...
logico que não deve saber, intão para de encher o meu saco precioso, e toma conta da sua vida!!!
idiot...

LOL This is an English forum. You are free to go to a Portuguese one. If you decide to stay, however, get used to the thought you can't properly communicate.

r.schuindt
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#10

Posted 14 May 2010 - 07:21 PM

QUOTE (OutOfTimer @ May 14 2010, 18:12)
QUOTE (r.schuindt @ May 14 2010, 15:22)
about learning English:
voce sabe portugues? hahaha...
logico que não deve saber, intão para de encher o meu saco precioso, e toma conta da sua vida!!!
idiot...

LOL This is an English forum. You are free to go to a Portuguese one. If you decide to stay, however, get used to the thought you can't properly communicate.

I'm not forced to speak in English, however, I communicate here with that my bad English ... and I have reached my goals ... I am only sorry for you ...
from now on, all your comments, are ignored by me ...
I will not take that to chat on ...
just ignore them! hahaha ...
bye!

Mr. Violence
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#11

Posted 14 August 2010 - 10:50 PM

@Nima_1i
nice and clear tutorial
thanks.This actually confirmed what i thought is needed to be done in order to add weapons.Thanks man.
Btw can .ivaud or .rpf archives be created by openiv because then maybe new weapons could be linked with those new sounds??

D5 Driver
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#12

Posted 22 December 2010 - 12:13 PM

Nice tutorial, helped me a lot, and now I can finally change my eflc weapons (added) sounds by this tutorial. xmas.gif So thanks for this! biggrin.gif
~D5 Driver... Merry christmas for everybody! xmas.gif

D5 Driver
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#13

Posted 23 December 2010 - 09:08 AM

I got one question, and here it is; How do I add the new weaponds into trainer, so I could spawn them? xmas.gif Please answer for this question, so I can keep going on my GTA IV, with most realistic things! biggrin.gif
-D5 Driver. Merry christmas for everybody... !! Again. xmas.gif

gtabttffan
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#14

Posted 23 December 2010 - 08:27 PM

You would probably have to reprogram the trainer to add your new weapon confused.gif

D5 Driver
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#15

Posted 25 December 2010 - 08:41 AM

^ Oh.. Well, I try something, but I already got that working smile.gif Somehow... =_=
-D5 Driver xmas.gif

Jakemeow
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#16

Posted 24 September 2011 - 04:25 PM Edited by Jakemeow, 01 January 2012 - 05:34 PM.

SOLVED

Jakemeow
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#17

Posted 25 September 2011 - 07:32 AM

QUOTE (D5 Driver @ Thursday, Dec 23 2010, 09:08)
I got one question, and here it is; How do I add the new weaponds into trainer, so I could spawn them? xmas.gif Please answer for this question, so I can keep going on my GTA IV, with most realistic things! biggrin.gif
-D5 Driver. Merry christmas for everybody... !! Again. xmas.gif

Buddy, select episodic weapon on the trainer and spawn it.

jaspertrailor
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#18

Posted 20 December 2011 - 10:56 AM

I am looking for this kind of tricks to change weapon in the games. This Tutorial is really worked after following all the steps and tour weapon really get replaces with the M4 originally, Thanks for sharing such a good tricks.


Jakemeow
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#19

Posted 01 January 2012 - 05:33 PM Edited by Jakemeow, 02 January 2012 - 11:35 AM.

QUOTE (Nima_1i @ Friday, Mar 12 2010, 21:42)
Notes:
1. I haven’t tested if epweaponinfo.xml & newwep.img is actually needed or we can use the original ones.
2. I only added two weapons so far & had no problem. Not sure of the Maximum number or whether it is connected with adding cars or not.
3. I figured this out myself but you are free to post it wherever you want with credits.
4. I am not a native English speaker. Hope this is understandable.

These are the answers:
1. I tried to add weapons into original files (weaponinfo.xml and defauld.ide with weapons.img), well the epweaponinfo.xml and newdef.ide with newweap.img are not neccessary, because the trainer reads them as well. You just need to mark them as EPISODIC_(number) in weaponinfo.xml as the weapon group. Also, if you add e.g. a shotgun, the cops will use it to catch you, like it was for me. Works good, but there is no sound. So in this case, the trainer is only needed to add sound to the guns.
2. I have added 4 weapons, and I had no problems. And no, car adding is not linked to weapon adding.
3. I have examined your tutorial and tried out doing with the original ones, so this makes sense and solves your questions biggrin.gif
4. Your English is perfect.
There you go smile.gif

.Olbricht.
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#20

Posted 02 January 2012 - 03:28 PM

QUOTE (Jakemeow @ Sunday, Jan 1 2012, 17:33)
QUOTE (Nima_1i @ Friday, Mar 12 2010, 21:42)
Notes:
1. I haven’t tested if epweaponinfo.xml & newwep.img is actually needed or we can use the original ones.
2. I only added two weapons so far & had no problem. Not sure of the Maximum number or whether it is connected with adding cars or not.
3. I figured this out myself but you are free to post it wherever you want with credits.
4. I am not a native English speaker. Hope this is understandable.

These are the answers:
1. I tried to add weapons into original files (weaponinfo.xml and defauld.ide with weapons.img), well the epweaponinfo.xml and newdef.ide with newweap.img are not neccessary, because the trainer reads them as well. You just need to mark them as EPISODIC_(number) in weaponinfo.xml as the weapon group. Also, if you add e.g. a shotgun, the cops will use it to catch you, like it was for me. Works good, but there is no sound. So in this case, the trainer is only needed to add sound to the guns.
2. I have added 4 weapons, and I had no problems. And no, car adding is not linked to weapon adding.
3. I have examined your tutorial and tried out doing with the original ones, so this makes sense and solves your questions biggrin.gif
4. Your English is perfect.
There you go smile.gif

Thanks for the tip. Will definitely try that out. lol.gif

Nima_1i
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#21

Posted 04 January 2012 - 08:40 AM

QUOTE (Jakemeow @ Sunday, Jan 1 2012, 17:33)
1. I tried to add weapons into original files (weaponinfo.xml and defauld.ide with weapons.img), well the epweaponinfo.xml and newdef.ide with newweap.img are not neccessary, because the trainer reads them as well. You just need to mark them as EPISODIC_(number) in weaponinfo.xml as the weapon group. Also, if you add e.g. a shotgun, the cops will use it to catch you, like it was for me. Works good, but there is no sound. So in this case, the trainer is only needed to add sound to the guns.
2. I have added 4 weapons, and I had no problems. And no, car adding is not linked to weapon adding.
3. I have examined your tutorial and tried out doing with the original ones, so this makes sense and solves your questions biggrin.gif
4. Your English is perfect.
There you go smile.gif

1. If you have gone to mataanjin's topic about adding cars, u saw a discussion about a bug that was created if the newveh.ide wasnt used. The bug i'm talking about is somehow related to the fact that every object in GTA has an ID & if you do not use newdef.ide you could have problems with objects that numbered after weapons, e. g. new cars you add. (I'm not sure if it is true or not.) & I introduced newwep.img file coz the model & texture could not be read if added in original img. (I think I tried it with cars with no luck, I dont remember exactly coz it was years ago.) could u confirm if Im wrong?

& where should I put the things you said in weaponinfo.xml ??

2. from what I said about IDs there may be relation between limitation of adding cars & adding weapons. have you tried adding 24 cars with 4 weapons??

Thanks ... smile.gif

majid_john
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#22

Posted 01 February 2012 - 10:41 AM

how do i spawn gun by model name like spawn car b model name)simple native trainer) ? i goto trainer in weapon menu there nothing to do ? how u spawn new added guns ?????????

Jakemeow
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#23

Posted 26 January 2013 - 07:03 PM

Like I said, cops can have the gun. In fact, they hold the episodic weapon instead of the weapon they should be holding, but when they die, the guns instead of falling will stay floating midair in the hip position, where the cops hold them.

J.A.G.
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#24

Posted 03 March 2013 - 07:43 AM Edited by J.A.G., 03 March 2013 - 07:47 AM.

Sorry for the bump, but I have a problem with adding weapons. Episodic 1 will not spawn until another episodic weapon of the same type is spawned first (a pistol for example), chase missions glitch to the point of failure and the game crashes every time I exit if episodic weapons are installed. Wdr and wtd size, and the quantity of added weapons has no effect (it will crash with only one added). How I add the weapons (completely stand alone or added to the existing files) makes no difference either. I'm not sure of the exact error message i get when it crashes at exit, but mma10 rings a bell. Something about out of memory. Other mods dont cause it. I've added weapons on a clean install with no mods other than snt and the files needed to run it.
Im runnin IV 1.0.7.0 on a Pc with 64-bit win7 home premium, a phenom II x4, 8gb ram, and a 1gb gtx460.

I havent tried addeing any to eflc yet. I did try r. schundits mod and it does the same things.

SpoonTheMan
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#25

Posted 14 March 2013 - 05:31 AM

Is there a way to NOT have the cops use added weapons?

savagejustice85
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#26

Posted 14 April 2013 - 09:37 AM

how do i make img,xmls, and ide files in open iv please help

savagejustice85
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#27

Posted 14 April 2013 - 09:40 AM

and how do assign certain weapons to gangs and police

savagejustice85
  • savagejustice85

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#28

Posted 14 April 2013 - 10:42 AM

ive done alll the the steps to make a melee weapon but no luck the trainer does not spawn it

saiamrock
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#29

Posted 16 June 2013 - 07:20 AM

hey, nice tutorial smile.gif , it's clear enough to understand, but i don't understand with sound, i try to follow step by step, and i succeeded spawn it on the game, but no sound on firing, what's wrong here? if i have a miss reading, please quote it, need help!!

Jeansowaty
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#30

Posted 05 July 2013 - 12:49 PM

QUOTE (saiamrock @ Sunday, Jun 16 2013, 07:20)
hey, nice tutorial smile.gif , it's clear enough to understand, but i don't understand with sound, i try to follow step by step, and i succeeded spawn it on the game, but no sound on firing, what's wrong here? if i have a miss reading, please quote it, need help!!

You will have to adjust the sounds with the trainer. Use simple native trainer's ini and search for the episodic weapons sound. I hope I helped tounge.gif




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