yodaco Posted June 4, 2008 Share Posted June 4, 2008 Hi... ive been modding SA for a while now.. the only real trouble ive ran into is that i cant figure out what file deals with the vehicle weapons settings... for example the hydra has both the rockets and flares the sparrow has a machine gun and so on.. basicly i want to us the shamal as another hydra.. weapons wise atleast.. i can do the handling and stuff i just need to know what i would need to change to give the shamal weapons? any help would be very much appreciated.. sory if this has allready been posted.. but i have looked everywhere, i cant even find any reference to it even having been done.... surely it can. thanx Link to comment Share on other sites More sharing options...
pinky Posted June 4, 2008 Share Posted June 4, 2008 Hi... ive been modding SA for a while now.. the only real trouble ive ran into is that i cant figure out what file deals with the vehicle weapons settings... for example the hydra has both the rockets and flares the sparrow has a machine gun and so on.. basicly i want to us the shamal as another hydra.. weapons wise atleast.. i can do the handling and stuff i just need to know what i would need to change to give the shamal weapons? any help would be very much appreciated.. sory if this has allready been posted.. but i have looked everywhere, i cant even find any reference to it even having been done.... surely it can. thanx You have to use either SCM or Cleo coding unfortunatly, the weapons on vehicles are hardcoded in the exe. There is an SCM Shammal missile mod and I have done a Cleo one for my Mig's guns before. Link to comment Share on other sites More sharing options...
yodaco Posted June 4, 2008 Author Share Posted June 4, 2008 i thought that might be the case... could you point me in the direction of those mods plz.. its mainly a case of just wanting to use an F15 model for the shamal.. it works fine with the hydra's handling settings but i just want a missile for it..maybe the CLEO mod would be what i need. thanx for your reply.. Link to comment Share on other sites More sharing options...
yodaco Posted June 4, 2008 Author Share Posted June 4, 2008 OK.. so ive got the CLEO script "AirForceWeapons.cs" and it works.. but i think it may be slightly bugged.. the machine guns fire fine in any flying vehicle but the missiles seem to just blow you up.. asif they fire but they just hit your plane... does anyone know if its just my game freaking out on me.. or is it the script? Link to comment Share on other sites More sharing options...
JasonThummel Posted June 4, 2008 Share Posted June 4, 2008 OK.. so ive got the CLEO script "AirForceWeapons.cs" and it works.. but i think it may be slightly bugged.. the machine guns fire fine in any flying vehicle but the missiles seem to just blow you up.. asif they fire but they just hit your plane... does anyone know if its just my game freaking out on me.. or is it the script? the missle might be spawning inside of the aircraft. Link to comment Share on other sites More sharing options...
yodaco Posted June 5, 2008 Author Share Posted June 5, 2008 it does seem like that is the case ...... but i tried takin a look into the Script... its not very self explanitory... so i cant figure out what to change to effect where the missile spawns from.... i have a few other questions if any one has the answers id realy appreciate the help.. when using CLEO .cs scripts.. you can set key numbers that relate to keys ot the keyboard.. there is a section in the help file on SannyBuilder-v3.0 that explains what keys are the default command keys in the game and what their number is.. but this isnt much good..... i need to know if there is a list of all the keyboard keys and What numbers relate to them. so i know what key im setting.. i tried to start with one i knew the number of and work it out from there but all keyboard layouts are slightly different so its not very easy to guess.. but surely the keys list can only contain all absolutely neccerry keys needed for any keyboard. but where is that list? any ideas? Also i started to mod this game when my system corrupted alot of my game files and i didnt have a working Game disk to fix it.. so i downloaded a mod that had the working parts i needed. added a no-cd cracked .exe it worked fine. The modding sort of took off from there. BUT... If i back up all my game files and saved game data onto a dvd or usb hd.. would i be able to dump the files in the right place on a freshly installed system (provided it was the same system hardware it came from in the first place. i.e the same graphics card etc) and use it. or does the game add registry entries when it installs.. if so i gues id need to back those entries up also..just that my system is messy and needs starting over. but as i sed i dont have a working GTA-SA disk to re-install the game and re apply the mod.. Will this work or will i need to get a working copy of the game disk? Link to comment Share on other sites More sharing options...
yodaco Posted June 5, 2008 Author Share Posted June 5, 2008 p.s does it matter if i dont rebuild my .img archives before saving them.. they allways seem to work just fine.. but i just wondered why you could do it if you dont seem to have to do it. anyone know what the deal is with that.. i suppose this will be moved to general discusion page or somethin.. since its realy gone off the main point a bit now... Sorry admins i just hate startin loads of posts in different places. Link to comment Share on other sites More sharing options...
pinky Posted June 5, 2008 Share Posted June 5, 2008 it does seem like that is the case ...... but i tried takin a look into the Script... its not very self explanitory... so i cant figure out what to change to effect where the missile spawns from.... i have a few other questions if any one has the answers id realy appreciate the help.. when using CLEO .cs scripts.. you can set key numbers that relate to keys ot the keyboard.. there is a section in the help file on SannyBuilder-v3.0 that explains what keys are the default command keys in the game and what their number is.. but this isnt much good..... i need to know if there is a list of all the keyboard keys and What numbers relate to them. so i know what key im setting.. i tried to start with one i knew the number of and work it out from there but all keyboard layouts are slightly different so its not very easy to guess.. but surely the keys list can only contain all absolutely neccerry keys needed for any keyboard. but where is that list? any ideas? Also i started to mod this game when my system corrupted alot of my game files and i didnt have a working Game disk to fix it.. so i downloaded a mod that had the working parts i needed. added a no-cd cracked .exe it worked fine. The modding sort of took off from there. BUT... If i back up all my game files and saved game data onto a dvd or usb hd.. would i be able to dump the files in the right place on a freshly installed system (provided it was the same system hardware it came from in the first place. i.e the same graphics card etc) and use it. or does the game add registry entries when it installs.. if so i gues id need to back those entries up also..just that my system is messy and needs starting over. but as i sed i dont have a working GTA-SA disk to re-install the game and re apply the mod.. Will this work or will i need to get a working copy of the game disk? On the keys topic first. Look in the Cleo opcodes help section, it's a ball ache to find the next bit, then scroll down to where it mentions the keypress opcode. You will see a part where you can click on saying list of keypress numbers or similar. That's them. You have to use the opcode as well to make them work. On the fresh install bit, I usually keep a complete back up on an external hard drive. This I can dump straight into my programs folder at any time, even after a re format, and it works fine. The only thing that can cause problems is the gta.set file found in the SA folder in your documents folder. If you have changed GFX settings or monitors since using it you will get a crash to desktop almost instantly when you try to start the game. Just delete it, make a back up first mind. Trying to load a saved game after messing with the SCM will cause a crash unless the new code section was darkpact installed. Link to comment Share on other sites More sharing options...
yodaco Posted June 5, 2008 Author Share Posted June 5, 2008 (edited) Great.. thanx alot.. ive saved that KeyPress list, so i wont need to dig again to find it.. what i place to hide it though. Thanx also for he Backup Instructions.. Very handy to know.. You Mentioned an SCM Shammal missile mod...i read on a German gta forum that it could only be used with the origional unmodified shamal.. but i cant see how i would make any difference... i.e what the Game doesnt know wont hurt it if you know what i mean. I know you cant realy Mod the SCM and use saved games.. but if it works i wouldnt mind starting over again. Would you know where to find the mod itself.. i looked and could only find references to it. but not the file. Thanx again. i dont think ide have found that list without your help.. It seems so stupid.. all i want is to replace my shamal with an F-15 that has simmilar or the same weapons as the hydra.. but nothing is ever as simple as it seems. I have the model working and handling perfectly.. but the only weapons i can get to work are Machine guns... which is nice.. but its just dissapointing. Edited June 5, 2008 by yodaco Link to comment Share on other sites More sharing options...
pinky Posted June 5, 2008 Share Posted June 5, 2008 Try here: http://gta-worldmods.planet-multiplayer.de...89600ec150c5c81 The plane shown in the picture is my Mig-15, so it works with more than a standard shammal. Link to comment Share on other sites More sharing options...
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