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DevelopeR

Gangs equipment

Recommended Posts

DevelopeR

How to create a mod that equip your homies with AK's, M4, Rocket Launcher's and Miniguns. And I want to have some proportions:

40% - with Pistols

30% - with Tec-9

10% - with Shotguns

8% - with AK's

8% - with M4

2%-with Rocket Launcher's

2% - with Minigun.

OK. If to create a proportions is very hard, can I simply equip my gang with SMG and AK?

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Dirty_D

I want to know this too, but i wa.nt to give all my gang members Micro SMg's.

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brotherbozar

mmm.. i'd like to know also.

 

I'm a newb at this but don't your gangs weapons get upgraded or something when you've sprayed all the tags? I think so (i've not played many missions yet), if so then i'm sure there's a piece of code there for it and it's probably a case of just changing the weapon ID's ...DEPENDANT ON ANIMATIONS PERHAPS... i really don't know but it'll be worth finding out about what guns your gang members have animations for (stance,firing ect, and the actual weapon model itself)...again i say PROBABLY but i'm just speculating.

If you wan't to simply make your gang (gang2) tougher then you can simply change their stats in data/pedstats.dat - open with notepad or use an editor.

Edited by brotherbozar

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Bigun

Maybe you'll want to try the Give 'n Take mod by mrTi. As the name states, with it you can give your recruited gang members any weapon that you have. You can also take it back, or take THEIR weapon.

 

And no, your gang doesnt get upgraded with weapons when you spray all tags. As far as I know weapons only spawn in your Johnson House. These are the AK,Ingram, and Molotovs. Might be a little wrong on which weapons tho. -Bigun

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Ben.M

bigun i think you a wrong, the gang get a upgrade with Desert Eagles, MP5´s and knifes i think, and still 45er. but i want also pumpgun, molotov AK or M4 etc.

 

 

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Bigun

Oh yes. Thanks Opius. I just checked the SCM with that opcode, and yes, your gang does get diffrent weapons when you get all tags. Desert Eagle, MP5, and knife.

Sorry for mistaking ya'll.

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brotherbozar

Way to go Opius! wink.gif

 

(EDIT) , Ok i've been testing this and it seems to work fine... i had my gangs weapons upgraded after the 'Robbing Uncle Sam' mission to Knife, Desert Eagle and MP5 (i hate that mission). When i collect all tags they should get , Katana, Silenced Pistol and M4 but i just can't be arsed right now.

...I'm wondering what happens if you spray all tags before doing the 'robbing uncle sam' mission though...Downgrade from MP5 to Tec9 perhaps?

Edited by brotherbozar

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Ben.M

is it possible that they have more then 3-4 weapons, i find it more real when they take from the whole arsenal of "light" weapons.

 

and have i see this right. that i have to change the line in main.scm ?

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brotherbozar

...yes thats right, MAIN.SCM, there are TWO instances of it - the first at the end of 'robbing uncle sam' and the second when you collect all tags... They still seem to use the colt45 mostly hower.... even if you don't give them one.

After 'robbing uncle sam' when my boys got their new weapons there were only one or two carrying the new guns (D.Eagle and MP5)...a few more had knives, so now i'm thinking if i give them less choice... perhaps something like:

 

0237: gang_weapons 1 31 (deleting last two)

 

... then maybe they'll carry an M4 more often?

 

Opius sais to change the last 3, well the first is 'knuckleduster'....any reason for this Opius?

 

I think i might try and give them just MP5 and M4 and see what happens....

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Opius

First parameter is the gang this applies to. That's why I said only edit the last three values.

 

And you have to have the correct amount of parameters for an opcode or else it won't compile. If you want a gang to only use a particular weapon, use that weapon number in all three slots.

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brotherbozar

(edited so as not to confuse)

 

I'll just turn this into a quick tutorial (because people are asking) for noobs like me who want cool weapons at the start of the game for their gang to keep for the entire game, and thanks to Opius for his crucial help.

This gives your gang the weapons of your choice upon passing the first mission in the game (the bike ride one 'big smoke')

 

First, backup your MAIN.scm and SCRIPT.img found in GTAsan andreas/data/script

 

a)Open your 'MAIN.scm' using Bartons mission builder and use the 'find' function to find these two lines.

 

0237: gang_weapons 1 24 29 4

 

...and:

 

0237: gang_weapons 1 22 32 0

 

b) Delete both lines but before you do, make a copy of one of them (paste it in notepad or something).

 

c) Now use the find function to look for this:

 

:INTRO1_2230

 

...a few lines underneath this line you'll see the line:

 

030C: set_mission_points += 1

 

d) Now paste or type in the line you copied directly under that one and change the last three numbers to the ID numbers of the weapons you want your gang to have, - the first number, as Opius stated tells which gang to give the weapons to, so just leave it.

 

e) Now go to 'run' and compile the file and copy over the MAIN.scm and SCRIPT.img from the mission builder folder into your GTASanandreas/data/scripts folder and run the game.

Note - Your gang will no longer get its weapons upgraded after the mission 'robbing uncle sam' or when you collect all tags (you'll still get your respect and weapon pickups though).

 

Here's the (incomplete) list of weapon ID's again:

 

0 - Unarmed

1 - Brass Knuckles

2 - Golf Club

3 - Night Stick

4 - Knife

5 - Baseball Bat

6 - Shovel

7 - Pool cue

8 - Katana

9 - Chainsaw

10 - Purple Dildo

11 - White Dildo

12 - Long White Dildo

13 - White Dildo 2

14 - Flowers

15 - Cane

16 - Grenades

17 - Tear Gas

18 - Molotovs

19 - Missile (crashes if you try to fire)

20 - Missile (crashes if you try to fire)

21 - Missile (crashes if you try to fire)

22 - Pistol

23 - Silenced Pistol

24 - Desert Eagle

25 - Shotgun

26 - Sawn Off Shotgun

27 - Combat Shotgun

28 - Micro Uzi (Mac 10)

29 - MP5

30 - AK47

31 - M4

32 - Tec9

33 - Rifle

34 - Sniper Rifle

35 - RPG

36 - Missile Launcher

37 - Flame Thrower

38 - Minigun

39 - Sachet Charges

40 - Detonator

 

... Go crazy.

Edited by brotherbozar

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dankstatus

is there anyway I can make it so that they spawn with Dual uzis

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Dan!!

You just might have to make an external script for that.

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sueey

the code really works well,man~~~ inlove.gifhappy.giframpage_ani.gifturn.gif

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Demarest
You just might have to make an external script for that.

My research suggests that assigning an external thread to a ped model only allows it to be run once at a time. When studying HOME_BRAINS, I told it to be called upon for all 10 prostitute models, but there was only ever one afflicted at any given time. So that would work, but would be VERY limited in scope. Possible workaround: If the opcode/process for that is one time and needn't be looped, an end thread should make it appear on more than one. The nature of gang spawning in VC/SA though is generally in clumps, so even that might not be fast enough to see it on more than one per group.

 

I'm shocked this is a topic at all. It's been set by opcode since GTA3. Nobody searches anymore tounge.gif

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snb

been reading through this for a while now, nice work! okay question, am to understand that if i wanted to set other gangs to have different weapons, i would go about it by adding this line: 0237: gang_weapons 1 24 29 4, and changing the first number to whichever gang i wanted to have different weapons?

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BogdanR

 

is there anyway I can make it so that they spawn with Dual uzis

there are some missions(i think that the final mission too) that have guys shooting at you with doual wielded guns.

hell i know for sure that happens, as I got really pissed during a mission the first time I've beat the game cuz those muthafu*kers had dual uzis/tecs and I didn't.

 

so maybe there are some opcodes. just search through the last mission, cuz I remember that there were guys having dual guns in that one.

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