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CZ-75 for TBoGT

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OlehK
  • OlehK

    Player Hater

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  • Joined: 13 Sep 2010

#1

Posted 13 May 2013 - 01:28 AM

So I've been trying to add the CZ-75 to TBoGT, as it's one of my favorite weapons, and is very useful in combo with the p90. I imported it into the game and got it to work to some degree, making it episodic weapon #22 and setting the animation as that of the glock. Now I want to make it full auto like it should be, but am un-able to get the CZ75 animation to work. I copied the gun@cz75 animation and added it to the eflc general animations. The only proplem is when I try changing the animation name from gun@handgun to gun@cz75, the gun doesn't work. I can take the gun out, but there are no animations making it so that you can't fire it. anyone have a solution?

Here is the Weaponinfo
CODE

<weapon type="EPISODIC_22">
 <data slot="HANDGUN" firetype="INSTANT_HIT" damagetype="BULLET" group="PISTOL_SMALL" targetrange="55.0" weaponrange="65.0" clipsize="17" ammomax="1200" timebetweenshots="333">
  <damage base="20" networkplayermod="3.0" networkpedmod="1.0"/>
  <physics force="50.0"/>
  <reload time="2000" fasttime="2000" crouchtime="2000"/>

  <aiming accuracy="1.0" accuracyTime="1500.0">
   <offset         x="0.15" y="1.0" z="0.55"/>
   <crouchedoffset x="0.2"  y="1.0" z="0.05"/>
   <reticule standing="0.65" ducked="0.55" scale="0.3"/>
  </aiming>

  <pickup regentime="120000" ammoonstreet="30"/>

  <controller>
   <rumble duration="110" intensity="0.02"/>
  </controller>

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


 <assets model="w_cz75">
  <anim group="gun@cz75" meleegroup1="firearm_core">
   <rates firerate="0.9" blindfirerate="2.9"/>
  </anim>

  <effects>
   <muzzle fx="muz_pistol_small"/>
   <shell fx="weap_ejected_pistol"/>
  </effects>
 </assets>
</weapon>

Nevitro
  • Nevitro

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  • Joined: 31 Mar 2009

#2

Posted 13 May 2013 - 11:01 AM Edited by Nevitro, 13 May 2013 - 11:11 AM.

Open "animgrp.dat" file at [gamedirectory]/GTA IV/common/data, and add in weapon table:
CODE

WeaponGroup( Streaming, gun@cz7 )


if still not work, i will try to check other files where need must include new animation.

Edit:
Also, in file "default.ide" find this:
CODE

# handguns
w_glock,   w_glock,   gun@handgun,   1,  30,  0
#w_silenced,   w_silenced,   gun@handgun,   1,  30,  0
w_eagle,   w_eagle,   gun@deagle,   1,  30,  0

And at next line after w_eagle add:
CODE

w_cz75,   w_cz75,   gun@handgun,   1,  30,  0


Also, in that same file on down find:
CODE

w_glock, 0, CM_WEAPONS_PISTOL


Add enter after that and put there this:
CODE

w_cz75, 0, CM_WEAPONS_PISTOL


I did not found instructions why must be two names of object / gun, i just know "gun@handgun" mean animation...


Nevitro
  • Nevitro

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  • Joined: 31 Mar 2009

#3

Posted 13 May 2013 - 11:12 AM Edited by Nevitro, 13 May 2013 - 11:43 AM.

EDIT2:
You added weapon to GENERAL folder of GTA 4 / EFLC in TBOGT? Or into EFLC? Say that, THIS IS IMPORTANT!

Edit...
I found instructions [possible instructions] for example this:
CODE

w_glock,   w_glock,   gun@handgun,   1,  30,  0

So...
first "w_glock" mean model name, second "w_glock" mean texture, "gun@handgun" mean animation what use this gun, fourth "1" nobody knows, "30" some people say this is draw distance [?] and "0" - also nobody knows.

Also:
CODE

w_glock, 0, CM_WEAPONS_PISTOL


1: model name, 2: unknown, 3: material tag




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