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Changing gangs arsenal...


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After reading this topic I decided to try to change the weapons of the GS gang members. It worked, so next I tried to make a darkpacted version, which is also working fine.

 

Two things I noticed is that gang members still pack pistols and desert eagles and that the weapons must(?) be of different slots. I noticed this when I tried to assign 3 shotguns (chromegun, sawnoff and spaz) but only one was in effect.

 

After a quick look through the scm documentaion, I couldn't find the gang numbers. I thought it would be the same as in the peds.ide, but GSF are gang 2 and the opcode refers to gang 1. Is there a list with the gang numbers for the scm?

 

Thanks.

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Freakingfreak

 

After a quick look through the scm documentaion, I couldn't find the gang numbers. I thought it would be the same as in the peds.ide, but GSF are gang 2 and the opcode refers to gang 1. Is there a list with the gang numbers for the scm?

 

there is now tounge.gif

 

0=Ballas

1=Groove

2=Los Santos Vagos

3=San Fiero Rifa

4=Da Nang Boys

5=LV Mafia

6=Triads

7=Varrio Los Aztecas

 

 

the weapons must(?) be of different slots. I noticed this when I tried to assign 3 shotguns (chromegun, sawnoff and spaz) but only one was in effect.

 

actually you can assign few weapons of the same slot,for example, i spawned melle weapons only, by setting to 5(bat) 4(knife) 1 (brass knuckles) ,the gang members didnt carry all weapons at once, but sometime spawned with bat , later with knife,in random way,rarely even with 2 weapons of the same slot,i also remember when i tried to spawn a shotguns set, it worked, but i couldnt see the Sawn Off in the gang members hands , it looked like they where only carrying shotguns or spas12s ,but when the gang member died sometime a sawn off pick up appeared even though he wasnt holding it.

 

 

I noticed that gang members still pack pistols and desert eagles

 

yes,sadly this opcode does not completely changes the basic default gangs weapons ,occasionly they still spawn with weapon no matter what you set,and in case of gang wars,this opcode seems to be temporary overrided from elsewhere,and they show up with the usual arsenal,assault rifles and smgs etc .

 

 

 

 

 

 

 

 

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Excellent, thanks for the list. I find it to be very useful and I'm sure others will too. icon14.gif

 

 

yes,sadly this opcode does not completely changes the basic default gangs weapons ,occasionly they still spawn with weapon no matter what you set,and in case of gang wars,this opcode seems to be temporary overrided from elsewhere,and they show up with the usual arsenal,assault rifles and smgs etc .

 

I haven't tested anything with gang wars since I'm using a 100% save. I also tried to look for the law enforcement weapons, but found nothing. I'm starting to think that some of these features are ruled by the executable and not by the scm, but it's really a wild guess.

 

Once again, thanks for the list. smile.gif

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  • 7 months later...

 

this is after the robbing unlce sam mission for some reason. its really pissin me off so if u find a way through this post it plz. biggrin.gif

The "some reason" is that the mission script tells it to. Look at the end of the Robbing Uncle Sam mission:

 

 

:RYDER2_41389Player.ClearWantedLevel($PLAYER_CHAR)0318: set_latest_mission_passed 'RYDER_2'  // Robbing Uncle Sam01E3: show_text_1number_styled GXT 'M_PASSR' number 10 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +0998: add_respect 5 0394: play_music 1 Player.ClearWantedLevel($PLAYER_CHAR)030C: progress_made += 1 if  $ALL_TAGS_SPRAYED == 0 jf @RYDER2_41468 0237: set_gang 1 weapons_to 22 32 0 

 

(SannyBuilder 3.01 syntax and default CustomVariables.ini)

 

Note that last bit: if the ALL_TAGS_SPRAYED flag is 0, it sets the Grove gang weapons to 22/32. So if you don't want Robbing Uncle Sam to mess with the weapons, a) modify the mission so that it doesn't do that, b) temporarily set the flag to 1 before you pass the mission and restore after (might have side effects), c) just change them back to what you want afterwards, or d) spray the tags before you do the mission.

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