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resignator

[DOC] WeaponInfo.xml

Recommended Posts

rebel_36

instead of creating a rocket, make it create episodic_1 that way you dont mess with the rocket that the rocket launcher uses.

 

then you can increase vehiclevelocity, iirc something like 1500 will work but its still kinda buggy, for me the rockets exploded somewhere in midair so not very practical, im waiting until we can edit models to do this properly

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Flamingnun

Ah, cheers. Any ideas on the issues with it firing grenades? Unlike rockets, it managed to fire them without disturbing the chopper flightpath, but randomly explodes when firing. Struck me that the grenades might have been hitting the rotors, but seems to fire fine in all positions, just randomly explodes!!

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Anna&I

I was wondering if there was anyway to make the projectiles shoot in a straight line like bullets ? I have created this pistol that shoots molotov's with the ship explosion affect , but the molotov sometimes misses so I was wondering if there was anyway of making it shoot straight like a bullet or a rocket. Would anyone know where the ammo/weapon characteristics is kept ?

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rebel_36

flamingnun, my guess its because the grenade is generated too close to the models colision, thus it sometimes just collides while being generated and explodes your heli, havent found a fix for nades.. need to edit the heli model as said

 

Anna&I , use rocket for projectile type then it will fly like a rocket

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Anna&I
flamingnun, my guess its because the grenade is generated too close to the models colision, thus it sometimes just collides while being generated and explodes your heli, havent found a fix for nades.. need to edit the heli model as said

 

Anna&I , use rocket for projectile type then it will fly like a rocket

Thanks for the help it shoots how I want it to now. Although some times it explodes in mid air.

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CaptainDingo

Okay... if any of you guys are WeaponInfo.xml savvy, I need some help with this.

 

I saw a video on YouTube of someone who edited their WeaponInfo.xml file so that when Niko punched people/cars, they went flying.

 

I've tried everything that I logically could to try and reproduce this, but I can't figure out how to do the same thing. Does anyone have any ideas?

 

 

Edit: Gah, sorry, it's hard to see the thread pages, I thought there was only one page.

 

But I think I remember the people he was punching went flying too, not just the vehicles (as that earlier link in the thread says the physics force does)

Edited by CaptainDingo

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GTA_XP

How do I shoot degale with rockets?

I use Xliveless so they are no worries.

Its my first time to mod gta4.

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GhostDragon

is there a way to have all weapons and infinite ammo?

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vaderfet

So far this has been the most fun (and fastest) way to destroy stuff IMO:

 

Super Micro Uzi:

 

 

<weapon type="MICRO_UZI"> <data slot="SMG" firetype="INSTANT_HIT" damagetype="BULLET" group="SMG" targetrange="90.0" weaponrange="100.0" clipsize="99" ammomax="9999" timebetweenshots="40"> 	<damage base="999" networkplayermod="2.0" networkpedmod="1.0"/> 	<physics force="9999.0"/> 	<reload time="0000" fasttime="1000" crouchtime="2000"/> 	<aiming accuracy="0.99">   <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> 	</flags> </data> <assets model="w_uzi"> 	<anim group="[email protected]" meleegroup1="firearm_core"/> 	<effects>   <muzzle fx="muz_smg"/>   <shell fx="weap_ejected_smg"/> 	</effects> </assets></weapon>

 

 

No reload time. Even brings down heli's.

 

I use the Super FBI Buffalo code by dental to smash through everything and shoot from the window with the super uzi and the city explodes.

 

Super FBI Buffalo:

 

 

FBI         99999.0  1.0   10	0.0 0.0 -0.24    0.2  5  0.24  1.0 500.0	1.0 0.50 1.0  35.0  1.90 1.50 19.0 0.15 0.48  2.5  1.9  1.8  0.10 -0.15 0.0  0.5    0.0 0.0 0.0 0.0  1.0  25000  	440010  1    0

 

 

For those that don't know, the gun code goes in 'WeaponInfo.xml' and the car code goes in 'handling.dat'.

 

Just copy and paste over the original codes in those files but remember to backup your files first.

 

Also, you'll need to use something like magic to stop GTA IV from file checking so these mods will actually work.

Edited by vaderfet

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GhostDragon

can someone please make a mod that you start with all weapons in any mission?

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cheesetogo

For whatever reason, if I make ANY modifications to the WeaponInfo.xml file the game refuses to load. At first I thought it might be because I wasn't making valid changes, but then I tried something simple like changing the ammomax on the RPG from 8 to 80 and it still failed to run. Put it back to 8, game started right up.

 

Am I missing something here?

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Pixelated

 

can someone please make a mod that you start with all weapons in any mission?

Use one of the many stable native trainers found in the mod showroom. That's the easiest way. BTW, that's not even close to the topic that's being discussed.

 

 

For whatever reason, if I make ANY modifications to the WeaponInfo.xml file the game refuses to load. At first I thought it might be because I wasn't making valid changes, but then I tried something simple like changing the ammomax on the RPG from 8 to 80 and it still failed to run. Put it back to 8, game started right up.

 

Am I missing something here?

Is your GTA IV installation moddable? You need an empty filelist.pak first.

 

 

Filelist.pak

Edited by Pixelated

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shandude90

The contributors of this thread are doing a brilliant job. Reading through the pages have been really useful for even noob modder like me. But I have a few questions for which I need answers:

1) If I edit the base damage value of any weapon, will it have any effect while playing multiplayer?

2) The 'networkplayermod' value is a multiplier for damage inflicted by another player upon me in multiplayer. So is there any inter-relationship between 'base damage' and 'networkplayermod' and also 'networkpedmod' ? If yes can someone please exlpain?

Thanks in advance.

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simkas

What values determine how much the bullets spread?

I can't seem to find that.

 

And how do I get the weapons that I added?

Edited by simkas

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Trueman

Ok, I made new weapon...

But... How can I get it in game??? smile.gif

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Costar

 

Ok, I made new weapon...

But... How can I get it in game??? smile.gif

Need info, tm, are you sure you followed the instructions in past posts ? Your weapon should have new capabilities in-game. What did you try to do ?

 

simkas - I'm not sure about the spread either, never really playt much w/ that, I jus got into weapons w/ explosion type and course you alter those in explosionfx ... The funny thing is, I did have a cop I shot from a gun, but you could never see his body, jus the impact it made, it'd knock ppl down, impact vehicles and make lil blood spatters & even had him explode, kinda bad if you can't see where the body is at, heh .. I think I used ace's "exploding suitcase bomb", basically shot suitcases to explode like grenade.. I also found you could shoot a certain brick, brick_06 I think.. not much fun really..

 

ANyways, cmon guys look back through the pages of this topic, there are mutliple examples. On page 7, I even posted an example of an AK47 I used to fire rockets and showed in red, the changes I made in each section. You could have that weapon, all you'd have to do is, copy it into your weaponinfo.xml file.. The thing you HAVE to be sure of, is to maintain the correct structure, each individual weapon begins & ends w/

 

<weapon type=.....>

all the other stuff

</weapon>

 

I'm sure you have backup of your weaponinfo.xml, So, you could just copy the first part I posted, & use it to paste over the ak47 in your weaponinfo, then you could copy the "episodic.." text I posted, & paste it in weaponinfo.. I wasnt sure of any problems posting weapons in diff places BUT I'm thinking it could create problems if scripts are used to give weapons in particular order as opposed to a predetermined assgnment. SO, you MIGHT consider posting the "episodic" part at the very end of the file but BEFORE "</weaponinfo>" . The episodic part is simply the projectile for the rocket launcher in your weaponinfo file so. Also, if you havent, try higher physics on even a plain weapon like handgun, Serion did it on Mp5, he had 9001, I am using 50000, it relocates vehicles/ppl very nicely, lol.gif

Edited by Costar

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topeira

yeah, i'd like to know how to add or better yet - replace, weapons.

 

for example: i want to replace my SMG to have an accuracy of 10 , instead of 0.5. but i want the AI to fire the SMG with the normal accuracy of 0.5 so they are more accuracte than me.

 

can i create a duplicated SMG as an episodic weapons with altered accuracy and make niko use THAT weapon whenever i press 5 while the enemies use the normal SMG???

 

if i can than HOW!?

 

i tried duplicating the SMG and call it episodic_1 in weapon type but i need to do more than that , im sure. i dont know what and how can i change it so the AI will use a different weapon than the one IM using.

 

possible?

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Costar

 

yeah, i'd like to know how to add or better yet - replace, weapons.

 

for example: i want to replace my SMG to have an accuracy of 10 , instead of 0.5. but i want the AI to fire the SMG with the normal accuracy of 0.5 so they are more accuracte than me.

 

can i create a duplicated SMG as an episodic weapons with altered accuracy and make niko use THAT weapon whenever i press 5 while the enemies use the normal SMG???

 

if i can than HOW!?

 

i tried duplicating the SMG and call it episodic_1 in weapon type but i need to do more than that , im sure. i dont know what and how can i change it so the AI will use a different weapon than the one IM using.

 

possible?

 

But the SMG is the other

"dirveby" weapon (like a tech9), arent there other dudes that has it, I think the ones that chase you when stealin that one car for Brucie ? so why not just use the MP5 its unique to Niko .. I've not seen anyone else in game use it on Niko, maybe I'm wrong..

 

The following weapons are in order from handgun/shotgun/rifle

 

cops, civis & swat:

PISTOL

SHOTGUN

M4

 

Niko:

DEAGLE

BARETTA

AK47

Also has MP5 (driveby) unique to Niko

 

I dont think thats really possible, as I say, we're not exactly creating "new weapons" as so much we are creating "projectiles" for existing weapons. Otherwise the only weapon setting customizing ppl have done has just been under the weapon itself, like physics, clip ammo, range etc ..

 

I listed those weapons above cuz the fact is, the weapons are coded to belong to those groups - cops/civis/swat, Niko can have all of them but unless you have some way of rewriting the code to put say an ak47 in the hands of swat instead of the M4, then all you will be doing is, giving swat or whoever, the new abilities you created for that weapon. Just like a few pages back, when I first started editing weapons, I did the rocket on a pistol like resi did, only thing is, when I loaded my game and shot it for the first time, I noticed rockets headed in my direction, nearly killt me, cuz, civis and cops have the PISTOL & were shootin at me!! There may be a script someone has written or can write to change weapon assignment for AI , I dont know..

 

 

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topeira

costar, i dont think changing the AIs weapon is what needed.

simply (or so i tend to think) create a different weapon characteristics and via a mod make niko use these instead of what is written in the weaponinfo.xml. the AI will use the same weapons they do now, with the info in the weaponinfo.xml, BUT the weapon the player uses will have their info drawn from somewhere else.

 

i think someone told me there was a way to replace nikos weapons by the episodic ones by oporatin a mod DURING gameplay, and there u could shoose "slot 4" and replace by "episodic 7", for example.

doing it manually during a game is really un-immersive and should be predifined and automatically set when the game loads, BUT it's the general idea.

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Costar

Yea, I was just sayin, I dint see any way to edit the existing "SMG" either directly or through creating some kind of "episodic" alteration that still refers to the original "SMG", and then making only the altered SMG available to Niko whilst other characters in the game have the original "SMG" characteristics.

 

Cuz, the only weapons I've seen are, the ones edited directly or done through "episodic" links to the original and whoever has that weapon assigned to them in game, has the newly modified weapon, including Niko.

 

In other words, I've just not seen someone

 

somehow take say, the M4, name it

<weapon type=episodic_x ...

 

.. put rockets on it ..

 

</weapon>

 

Then when the game loads, Niko has a weapon named

"episodic_x" (or still M4) and yet has the same model/texture etc as the original M4 but shoots rockets while the swat guys break out w/ the plain M4 .. I've just not seen that turn.gif

 

If you know someone that has some kind of mod or whatever, then maybe its possible, I just dont know of it. Just like I said, someone could write a script to change weapon assignments, just like there are scripts avail where you can permanently assign particular weapons to Niko throughout gameplay.

 

Like, instead of having weaponset 1 or 2 only, you can mix weapons from both sets, have deagle, shotgun, ak47, molotov and bball bat, as opposed bball bat, pistol, shotgun, M4, grenade etc .. I think there is a restriction tho, you have to keep the weapons in their valid slot, like, cant have grenade in the pistol slot or shotgun in rocket launcher slot ..

 

If a person told you that you can do all that, maybe they can tell you how tounge.gif

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CaptainDingo

Some of the values do nothing, period.

 

For instance, changing the reload time on the shotgun does nothing. Changing the fire rate on it does nothing.

 

Kind of lame.

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Costar
Some of the values do nothing, period.

 

For instance, changing the reload time on the shotgun does nothing. Changing the fire rate on it does nothing.

 

Kind of lame.

Yea, some dont but have you tried setting both ammo & clip size to 9999 ?

Honestly I'm using a script of CoMPMStR that does different things and I dint like having to reload so he told me to set those 2 things to 9999 and it took care of that, now whether it works outside of a script I'm not sure ..

 

The physics force is the kicker for me tounge.gif

I'd like to have been able to edit bullets but all I know we can do is edit explosion types in the explosionfx.dat ..

I think the only editing for bullets is in weaponfx, where I think you edit how materials react to impact from bullets or whatever "collides" w/ it ..

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Sergeant

No way im going to read the whole thread, So how to change the firerate of weapon's? I changed timebetweenshot's on pistol to the level of an SMG, but it shoot's at normal speed, However, The pistol fires as fast as i want it to when your character is on ragdoll-state, Like falling of an building etc, so can i change it effectively anyhow?

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Costar
No way im going to read the whole thread, So how to change the firerate of weapon's? I changed timebetweenshot's on pistol to the level of an SMG, but it shoot's at normal speed, However, The pistol fires as fast as i want it to when your character is on ragdoll-state, Like falling of an building etc, so can i change it effectively anyhow?

I was looking at the timebetweenshots and well, its obvious that some weapons have different values, the shotgun 1233, then the baretta ("niko's" shotgun) 433, there is a difference ingame of time between shots.. Same thing w/ the AK47 its 133 and mine is firing multiple rockets same way it did w/ bullets ..

 

I dont know what values you guys are entering.. Like you might be trying to enter a value of 10 or 50 and the minimum may be 100 or something, so it may be dependent on a certain range.

 

For example, the "attack" level in pedpersonality cant be set too high or Niko will stand as if he's going to melee but wont..

I have Niko's set at "8" right now and he can use the bball bat or pool cue to flip cars, his punches do more damage too ..

 

I've not tried messing w/ timebetweenshots or fire rates.

 

 

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Costar

Cool, just remember that the "PISTOL" is the same weapon the cops & civis have, the DEAGLE is the handgun unique to Niko

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Nikkola bellic,Belgrade,Serbia
Cool, just remember that the "PISTOL" is the same weapon the cops & civis have, the DEAGLE is the handgun unique to Niko

I think some others use desert eagle as well dozingoff.gif

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Firkon

I added a new weapon to UNUSED0, but I can't get it ingame? How should i get it in the game itself? :S

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Costar

 

Cool, just remember that the "PISTOL" is the same weapon the cops & civis have, the DEAGLE is the handgun unique to Niko

I think some others use desert eagle as well dozingoff.gif

Its a fact cops/civis/enemies have the PISTOL, so if you put rockets on it, or some other mod, the result is but isnt, necessarily rocket science, lol, EVERY COP/CIVI/ENEMY that has a handgun will have your newly modded weapon rolleyes.gif When I first modded weapons I followed resignator's example of putting rockets on the PISTOL, civis and cops were shootin rockets at Niko .. Changing it to the DEAGLE, no one ever shot rockets at him. I now have rockets on the AK47 instead, for rapid fire.

 

 

Firkon, scroll down to the 9th post here

 

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

 

Resignator explains how to "create" a weapon, it infact was the example of the PISTOL w/ rockets w/ ship destroy as explosion type. Keep in mind, if you use his example PISTOL, the cops & civis will have your newly altered weapon too. On the 7th page, 6th post, I tried to simplify how I put rockets on the AK47.

Again, you arent really "creating a new weapon" so much as you are altering the properties of an existing one, more specifically, the projectile the weapon will fire. If you follow the structure of the weaponinfo file properly and the examples in this topic, you should have you newly altered weapon available, if not, check back through what you've done, to be sure there wasnt something simple that you missed.

Edited by Costar

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