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[SA] Additional Weapons spawn Cleo mod

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Jeansowaty
  • Jeansowaty

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#91

Posted 2 weeks ago Edited by Jeansowaty, A week ago.

 

 

 

I had this problem with the Ingrams in the version 2 too. I managed to do some fixes, and your version 2 doesn't crash anymore! All I need to know is, how can I give the added guns to peds? I edited a script mod named "Call a Gang", where GSF gangsters drive up to me with some heavy weaponry, but I don't know how can I set their new guns.

Ryosuke never added a custom weapon I'd number generator so currently that isn't supported sadly...

I have an idea for a way to circumvent it but havnttried it out yet

 

Okay. As I heard at one occasion that you mentioned replacing some of the weapons the mission targets have, like the CIA in Stowaway would have M16's and MP5K's.

 

yea that was what I was going to do but I got busy and havnt had a chance to test my theory out

 

Okay. If you find a way to do this, contact me via pm, okay?


EDIT:
I tried adding more guns to SA, using your way. I added all the guns as they should be added, but it crashes RIGHT at the startup and the Adjuster tells me that the error lies in the default.ide file, which seems to be accurate!

  • Ss4gogeta0 likes this

Ss4gogeta0
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    Huelga birds in the air and we're chargin with spears

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#92

Posted 3 days ago

you gotta extend the number of weapons in the WLA files... 


Jeansowaty
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#93

Posted 3 days ago

you gotta extend the number of weapons in the WLA files... 

Done that too.





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