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[DOC] WeaponInfo.xml


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As it worked for guns, is it possible to spawn things with a gun ?

Imagine, you're in car, and with your gun you spawn a jump ramp to escape the police.. If we can create a new weapon, we could easily create this one based on a simple gun, we would just have to make the jump point stick to the ground, not bounce..

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what would I do if I want the HK416/M4A1 to be like a SMG, in the sense you can use it in your car?

 

 

switching the weapon type of the m4 and the mp10 should work, i dunno if the anims will work well though, since the m4 is normally held with 2 hands

 

 

As it worked for guns, is it possible to spawn things with a gun ?

Imagine, you're in car, and with your gun you spawn a jump ramp to escape the police.. If we can create a new weapon, we could easily create this one based on a simple gun, we would just have to make the jump point stick to the ground, not bounce..

 

you can replace the grenade model with any other model. Ive tried to spawn ramps before but only dynamic objects have a collision loaded and i wouldnt know of any dynamic map model that could be used for a ramp, maybe the cabinet but it will break if you hit it with your vehicle

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what would I do if I want the HK416/M4A1 to be like a SMG, in the sense you can use it in your car?

 

 

switching the weapon type of the m4 and the mp10 should work, i dunno if the anims will work well though, since the m4 is normally held with 2 hands

 

 

 

 

As it worked for guns, is it possible to spawn things with a gun ?

Imagine, you're in car, and with your gun you spawn a jump ramp to escape the police.. If we can create a new weapon, we could easily create this one based on a simple gun, we would just have to make the jump point stick to the ground, not bounce..

 

you can replace the grenade model with any other model. Ive tried to spawn ramps before but only dynamic objects have a collision loaded and i wouldnt know of any dynamic map model that could be used for a ramp, maybe the cabinet but it will break if you hit it with your vehicle

Maybe he could just try removing the flag "2Handed", if he has any problems ..

 

As for spawning "things", gives me an idea ..

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Hi!, I'm new here ,I got intrested in modding some weapon

So Im Gonna post some weapon

The Suitcase Bomb Launcher

 

<weapon type="BARETTA">

  <data slot="shotgun" firetype="Projectile" damagetype="BULLET" group="SHOTGUN" targetrange="35.0" weaponrange="80.0" clipsize="10" ammomax="80" timebetweenshots="433">

   <damage base="10" networkplayermod="5.0" networkpedmod="1.0"/>

   <physics force="12.0"/>

   <reload time="0" fasttime="0" crouchtime="0"/>

 

   <aiming accuracy="0.05">

    <offset         x="0.15" y="1.0" z="0.55"/>

    <crouchedoffset x="0.15" y="1.0" z="0.05"/>

    <reticule standing="1.0" ducked="1.0" scale="0.0"/>

   </aiming>

 

   <pickup regentime="480000" ammoonstreet="15"/>

 

   <controller>

        <rumble duration="200" intensity="1.0"/>

      </controller>

 

   <flags>

       <flag>gun</flag>

    <flag>CAN_AIM</flag>

    <flag>CAN_FREE_AIM</flag>

    <flag>ANIM_RELOAD</flag>

    <flag>ANIM_CROUCH_FIRE</flag>

    <flag>2HANDED</flag>

    <flag>SILENCED</flag>

    <flag>HIGHER_BREAK_FORCE</flag>

      </flags>

   <projectile>

       <typetocreate type="Episodic_5"/>

       <offset    x="0.5" y="-0.05" z="0.055"/>

    <rotoffset x="1.70"  y="0" z="1.571"/>

      </projectile>

  </data>

 

  <assets model="w_pumpshot">

   <anim group="gun@baretta"/>

 

   <effects>

    <muzzle fx="muz_shotgun"/>

    <shell fx="weap_ejected_shotgun"/>

   </effects>

  </assets>

</weapon>

 

Projectile of my Suitcase Bomb

 

<weapon type="episodic_5">

  <data slot="THROWN" firetype="PROJECTILE" damagetype="bullet" group="Rocket" targetrange="30.0" clipsize="1" Typetocreate="bullet">

   <damage base="10" networkplayermod="1.0" networkpedmod="1.0"/>

  

   <aiming accuracy="1.0">

    <offset         x="0.0" y="1.0" z="0.0"/>

    <crouchedoffset x="0.0" y="1.0" z="0.0"/>

    <reticule standing="0.65" ducked="0.55" scale="0.3"/>

   </aiming>

 

   <pickup regentime="120000"/>

 

   <controller>

    <rumble duration="60" intensity="0.1"/>

   </controller>

 

   <flags>

       <flag>Thrown</flag>

    <flag>silenced</flag>

   </flags>

  

   <projectile type="fuse" fusetime="5000">

       <explosion type="plane"/>

    <physics force="1000"/>

   </projectile>

  </data>

  <assets model="gb_suitcase_lev">

   <anim group1="grenade"/>

  </assets>

</weapon>

 

I want to ask some question

1-Can projectile Hit people to Got some damage?

2-Can I use weapon that i created that like "EPISODIC_1" type?

 

Thanks for the tutorial in the first post

(sorry if my english Bad)

 

Some of the tutorial description are blank so i add this:

<flag>CREATE_VISIBLE_ORDNANCE</flag> -create the model to be visible when not shooting

 

 

Edited by aceship
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I just tried the suitcase bomb, thats cool ace (Welcome btw).. Tis cool, where'd you put this create ordnance ?

I'm guessing you mean how you can get it to explode hitting a person ? I imagine you'd have to code it to explode on impact rather than timed such as the grenade is, in other words maybe more like the molotov, not sure about your 2nd question ..

 

 

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aceship: i once got it to work by using the RL and shooting a grenade type of object, tried to do it again but cant remember how ive done it.. i think ive used "none" for either explosion type or projectile type

 

as for the second question, currently we dont know of any way to get these addidional weapons, we may have to wait for a trainer that could give them to the player, or spawn them by script.

 

costar: he means that with this flag the projectile will always be rendered even if youre not shooting, remove the flag from the rocket and you will only carry the RL and the rocket wont be visible.

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Well yea I was kinda thinking, so what you're gonna have a suitcase on the end of your shotgun (listed as Baretta) ? As far as an RPG type ordnance, I got that on the pistol where you see the rocket on the end of it..

 

Hey ace, I jus traded the suitcase, for a brick6, I hit a cop w/ the brick, knocked him down, I also shot it into the window of a car, and ofcourse it exploded in the car, cool ! tounge.gif but it isnt YET strong enough to break the class, dangit, it jus went in the "open" window.. Any ideas guys on how we can get the brick to break the car glass ? I thought about materials & such but there doesnt seem to be a spec for "brick6" in materials..

Edited by Costar
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I don't usually register to forums, Im more of a Lurker, but this thread caught my eye.

 

Code for Code,

I want to make the deagle (Or any gun infact) Shoot some Rockets, Is this possible by just editing the WeaponsInfo.xml?

In return...

 

 

<weapon type="MP5"> <data slot="SMG" firetype="INSTANT_HIT" damagetype="BULLET" group="SMG" targetrange="55.0" weaponrange="60.0" clipsize="200" ammomax="1200" timebetweenshots="22"> 	<damage base="10000" networkplayermod="2.5" networkpedmod="1.25"/> 	<physics force="9001.0"/> 	<reload time="1666" fasttime="1666" crouchtime="2533"/> 	<aiming accuracy="0">   <offset         x="0.13" y="1.0" z="0.45"/>   <crouchedoffset x="0.11" y="1.0" z="-0.02"/>   <reticule standing="0.75" ducked="0.6" scale="0.3"/> 	</aiming> 	<pickup regentime="360000" ammoonstreet="60"/> 	<controller>       <rumble duration="100" 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>   <flag>TREAT_AS_2HANDED_IN_COVER</flag> 	</flags> </data> <assets model="w_mp5"> 	<anim group="gun@mp5k" meleegroup1="firearm_core">      <rates firerate="1.0" blindfirerate="1.4"/>     </anim>     <effects>   <muzzle fx="muz_smg"/>   <shell fx="weap_ejected_smg"/> 	</effects> </assets></weapon>

 

 

Just Try it. 9001 Physics force :3

Shoot down a chopper with it tounge.gif

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How to do it so?

I chance every thing and no luck,So how to do it?

Well ace, I simply used "CJ_PROC_BRICK6" from the "Thrownweaponinfo.xml", using others things in that file dont seem to work..

 

I just used it inplace of your "..suitcase_lev"..

 

Firing the brick at ppl, which remember it is a brick so perfect aim is not easy but it hits ppl and usually will knock them down, not kill.. I still don know how to get it to break glass, like it needs more weight/mass but not know how to fix that yet ..

 

 

Yea Serion, look here

 

http://www.gtaforums.com/index.php?showtopic=383690&st=40

 

I posted JUST THE CHANGES I MADE to the particular weapon, I did not post the ENTIRE code, so jus read carefully.. I figured it out by tinkering but someone else had already figured out how to put the RPG rocket on a pistol...

 

THEN read on down and Resignator put in his BIG explosion mod for I think the pistol but I prefered to use the AK47 for his mod cuz more rapid fire ... Hope this helps

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I use micro uzi To throw some knives

like this

 

<weapon type="MICRO_UZI">

  <data slot="handgun" firetype="projectile" damagetype="BULLET" group="SMG" targetrange="200.0" weaponrange="50.0" clipsize="50" ammomax="1200" timebetweenshots="133">

  <damage base="2" networkplayermod="2.0" networkpedmod="1.0"/>

  <physics force="60.0"/>

  <reload time="0" fasttime="0" crouchtime="0"/>

 

  <aiming accuracy="0.55">

    <offset        x="0.15" y="1.0" z="0.55"/>

    <crouchedoffset x="0.2"  y="1.0" z="0.1"/>

    <reticule standing="0.75" ducked="0.6" scale="0.3"/>

  </aiming>

 

  <pickup regentime="240000" ammoonstreet="60"/>

 

  <controller>

        <rumble duration="100" 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>

      <flag>CREATE_VISIBLE_ORDNANCE</flag>

  </flags>

  <projectile>

      <typetocreate type="UNUSED0"/>

      <offset    x="0.2" y="-0.05" z="0.055"/>

    <rotoffset x="1.70"  y="0" z="1.571"/>

      </projectile>

  </data>

 

And the Knives

 

<weapon type="UNUSED0">

  <data slot="THROWN" firetype="PROJECTILE" damagetype="BULLET" group="MELEE_SHARP" targetrange="10.0" weaponrange="1.6" CLIPSIZE="1" TYPETOCREATE="KNIFE">

  <damage base="1" networkplayermod="1.0" networkpedmod="1.0"/>

 

  <aiming accuracy="1.0">

    <offset        x="0.0" y="1.0" z="0.0"/>

    <crouchedoffset x="0.0" y="1.0" z="0.0"/>

    <reticule standing="0.65" ducked="0.55" scale="0.3"/>

  </aiming>

 

  <pickup regentime="120000"/>

 

  <controller>

    <rumble duration="60" intensity="0.1"/>

  </controller>

 

  <flags>

    <flag>CAN_AIM</flag>

    <flag>MELEE_BLADE</flag>

    <flag>INSTANT_KILL_IN_MP</flag>

    <flag>ARMOUR_PENETRATING</flag>

  </flags>

  <projectile type="none">

    <physics force="200.0"/>

  </projectile>

  </data>

 

  <assets model="w_knife">

  <anim GROUP1="GRENADE"/>

  </assets>

</weapon>

So What im Doing Wrong, It doesn't Kill People even Knocking Down People,Even No Damage At All?

 

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Yea Serion, look here

 

 

Grah, I gots Fail from that : (

 

I'm Tired, I'll sleep on it and try again in the morning. I probably should be staring at code at 5am anyway.

Thanks for the help, Im sure it works, its just my incompetence.

HA, that'd be cool ace!

 

Like Serion I best be gettin to bed too but DANG Serion 5 am!! Its midnight here ...

 

Yea, its ok, I think I already disabled it I've been tryin to many things.. To be honest I've never liked putting alotta code in posts cuz it takes up so much space and ppl to read through so much but I may have to anyways, then highlight jus the stuff I change, that really helps ppl...

 

O and I tried the MP, well in my case I've kinda "disabled cops" so no helis around really.. BUT I did "push" a few cars on down the road tounge.gif That force is definitely strong! The most comical was shootin a few peds, they lookt like propellers flyin through the air lol.gif

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If Rick's xlive wrapper is used, we can directly edit the memory. And by doing this, player can use new weapons by editing the weapon ID.

I've a modified rocket pistol in the weapon slot "UNUSED0". Which has an ID of 0x8.

If you replace any existing weapon ID to 0x8, you weapon is replaced by UNUSED0! This a hack way to use new weapon.

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Quick question, is it possible to make a suppressed firearm with this? So it doesn't attract attention unless the murder is actually seen.

Would be so useful for alot of missions to have the Glock with a suppressor, or just suppressed wtihout changing the model.

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Quick question, is it possible to make a suppressed firearm with this? So it doesn't attract attention unless the murder is actually seen.

Would be so useful for alot of missions to have the Glock with a suppressor, or just suppressed wtihout changing the model.

<flag>SILENCED</flag>

 

assuming that would sort that out smile.gif

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Quick question, is it possible to make a suppressed firearm with this? So it doesn't attract attention unless the murder is actually seen.

Would be so useful for alot of missions to have the Glock with a suppressor, or just suppressed wtihout changing the model.

<flag>SILENCED</flag>

 

assuming that would sort that out smile.gif

¿Que? :S

Edited by lessthan3
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Please read Before it

I Repeat

 

I use micro uzi To throw some knives

like this

 

 

<weapon type="MICRO_UZI">

  <data slot="handgun" firetype="projectile" damagetype="BULLET" group="SMG" targetrange="200.0" weaponrange="50.0" clipsize="50" ammomax="1200" timebetweenshots="133">

  <damage base="2" networkplayermod="2.0" networkpedmod="1.0"/>

  <physics force="60.0"/>

  <reload time="0" fasttime="0" crouchtime="0"/>

 

  <aiming accuracy="0.55">

    <offset        x="0.15" y="1.0" z="0.55"/>

    <crouchedoffset x="0.2"  y="1.0" z="0.1"/>

    <reticule standing="0.75" ducked="0.6" scale="0.3"/>

  </aiming>

 

  <pickup regentime="240000" ammoonstreet="60"/>

 

  <controller>

        <rumble duration="100" 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>

      <flag>CREATE_VISIBLE_ORDNANCE</flag>

  </flags>

  <projectile>

      <typetocreate type="UNUSED0"/>

      <offset    x="0.2" y="-0.05" z="0.055"/>

    <rotoffset x="1.70"  y="0" z="1.571"/>

      </projectile>

  </data>

 

And the Knives

 

<weapon type="UNUSED0">

  <data slot="THROWN" firetype="PROJECTILE" damagetype="BULLET" group="MELEE_SHARP" targetrange="10.0" weaponrange="1.6" CLIPSIZE="1" TYPETOCREATE="KNIFE">

  <damage base="1" networkplayermod="1.0" networkpedmod="1.0"/>

 

  <aiming accuracy="1.0">

    <offset        x="0.0" y="1.0" z="0.0"/>

    <crouchedoffset x="0.0" y="1.0" z="0.0"/>

    <reticule standing="0.65" ducked="0.55" scale="0.3"/>

  </aiming>

 

  <pickup regentime="120000"/>

 

  <controller>

    <rumble duration="60" intensity="0.1"/>

  </controller>

 

  <flags>

    <flag>CAN_AIM</flag>

    <flag>MELEE_BLADE</flag>

    <flag>INSTANT_KILL_IN_MP</flag>

    <flag>ARMOUR_PENETRATING</flag>

  </flags>

  <projectile type="none">

    <physics force="200.0"/>

  </projectile>

  </data>

 

  <assets model="w_knife">

  <anim GROUP1="GRENADE"/>

  </assets>

</weapon>

 

So What im Doing Wrong, It doesn't Kill People even Knocking Down People,Even No Damage At All?

 

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Quick question, is it possible to make a suppressed firearm with this? So it doesn't attract attention unless the murder is actually seen.

Would be so useful for alot of missions to have the Glock with a suppressor, or just suppressed wtihout changing the model.

<flag>SILENCED</flag>

 

assuming that would sort that out smile.gif

The SILENCED flag is for the sound a projectile makes when it flies through the air. It will not keep a weapon from making a loud bang when it is fired tounge.gif

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I don't usually register to forums, Im more of a Lurker, but this thread caught my eye.

I want to make the deagle (Or any gun infact) Shoot some Rockets, Is this possible by just editing the WeaponsInfo.xml?

Yes, it is very simple. Here you go:

 

 

	<weapon type="PISTOL"> <data slot="HANDGUN" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="ROCKET" targetrange="45.0" weaponrange="50.0" clipsize="17" ammomax="1500" timebetweenshots="333"> 	<damage base="25" networkplayermod="3.0" networkpedmod="1.0"/> 	<physics force="50.0"/> 	<reload time="2000" fasttime="2000" crouchtime="2000"/> 	<aiming accuracy="0.5">   <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> 	<projectile>   <typetocreate type="ROCKET"/>   <offset    x="0.54" y="0.0" z="0.055"/>   <rotoffset x="0.0"  y="0.0" z="-1.571"/> 	</projectile> </data> <assets model="w_glock"> 	<anim group="gun@handgun" meleegroup1="firearm_core"/> 	<effects>   <muzzle fx="muz_pistol_small"/>   <shell fx="weap_ejected_pistol"/> 	</effects> </assets></weapon>

 

 

Have fun smile.gif

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Quick question, is it possible to make a suppressed firearm with this? So it doesn't attract attention unless the murder is actually seen.

Would be so useful for alot of missions to have the Glock with a suppressor, or just suppressed wtihout changing the model.

<flag>SILENCED</flag>

 

assuming that would sort that out smile.gif

The SILENCED flag is for the sound a projectile makes when it flies through the air. It will not keep a weapon from making a loud bang when it is fired tounge.gif

That would be a soundfile, but do any of the flags or something make it so people don't flee in terror, pointing your gun at someone or in their general direction should scare them ofc but as it is now all the firearms scare people off by just being fired, wether you hit someone or not.

 

 

Take for instance the mission where you sign up for the lawyer job and have to kill that guy, I want a pistol I can shoot him with, and then walk out of the room without anyone knowing he's dead.

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Rebel_36:Okay , Thank you For the Information

resignator: Sorry sad.gif

 

Need To ask Again .

Is there Any way to Use weapon Model That are No Weapon Icon?

I tried That and Crash After "Aiming"And Use It twice "Without Aiming"

(sorry if My English Bad)

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ace - I had said that the brick hits ppl, yea in some cases it jus pushes a lil given distance to the person otherwise it knocks them down, I had said it doesnt kill them.. (It still explodes after the time you alotted in your "fuse..." I never edited that out) The weapon could most likely be edited to behave differently like a rocket or bullet that it has kill-effect on impact w/ the person but that eliminates your "explode after "x" time effect" . I tried & dont see any way to enable it to do more damage cuz I've found no way to edit the brick's properties itself.

 

Serion, HA Resi beat me to it, I was still sleep tounge.gif

 

I have some of what he has, however I used the DEAGLE cuz the pistol is the handgun everyone has, cops and peds.. It can certainly make for a more challenging game that way!! When I first did it, I threw a grenade upon loadup, then all sudden I had 2 rockets fly at me, nearly killt me, cuz the peds had the "rocket-pistol".

 

I also have a few others difference, hope Resi wont mind me posting it.. This is the full weapon text as much as I dont like posting all of it.. I've highlighted the changes I made to the original file..

 

<weapon type="DEAGLE">

<data slot="HANDGUN" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="ROCKET" targetrange="100.0" weaponrange="100.0" clipsize="100" ammomax="5000" timebetweenshots="333">

<damage base="40" networkplayermod="4.0" networkpedmod="1.0"/>

<physics force="75.0"/>

<reload time="2000" fasttime="2000" crouchtime="2000"/>

 

<aiming accuracy="0.5">

<offset x="0.15" y="1.0" z="0.55"/>

<crouchedoffset x="0.2" y="1.0" z="0.05"/>

<reticule standing="0.6" ducked="0.5" scale="0.3"/>

</aiming>

 

<pickup regentime="240000" ammoonstreet="30"/>

 

<controller>

<rumble duration="150" intensity="0.1"/>

</controller>

 

<flags>

<flag>GUN</flag>

<flag>CAN_AIM</flag>

<flag>CAN_FREE_AIM</flag>

<flag>ANIM_CROUCH_FIRE</flag>

<flag>ANIM_RELOAD</flag>

<flag>CREATE_VISIBLE_ORDNANCE</flag>

<flag>EXPLOSION_BASED_ON_IMPACT</flag>

<flag>ADD_SMOKE_ON_EXPLOSION</flag>

</flags>

<projectile>

<typetocreate type="ROCKET"/>

<offset x="0.54" y="0.0" z="0.055"/>

<rotoffset x="0.0" y="0.0" z="-1.571"/>

</projectile>

</data>

 

<assets model="w_eagle">

<anim group="gun@deagle" meleegroup1="firearm_core"/>

 

<effects>

<muzzle fx="muz_pistol_large"/>

<muzzle fx="muz_rocket"/>

<shell fx="weap_ejected_pistol"/>

</effects>

</assets>

</weapon>

 

I did change range, clip/ammo but thats non-essential thats jus more preference.. Something isnt quite right tho, Niko keeps reloading after every release of the trigger, it'll fire rapid succession if you press the trigger & hold but everytime you let go he reloads...

 

 

 

lessthan - I know what you're talking about, Resi is right "silenced" unfortunately doesnt "add a silencer" to the "gun"...

There is a file that I tried editing once before but dint see much difference, I dint mess w/ it much but maybe you can .. Its the "ShockingEvents.dat" In it you find all these values that are post to correspond to how ppl react to "gunshot", "deadbody" stuff like that.. I jus dont know which values have what effect ..

Edited by Costar
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