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resignator

[DOC] WeaponInfo.xml

Recommended Posts

Wolves69

 

Here is my flamethrower bullets mod.

 

I got mp5 rocket & uzi molotov & shotgun super force already. Cool video flamethrower bullets. How make flamethrower bullets mod for pistol? I tried mod pistol don't work.

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Costar

 

 

Here is my flamethrower bullets mod.

 

I got mp5 rocket & uzi molotov & shotgun super force already. Cool video flamethrower bullets. How make flamethrower bullets mod for pistol? I tried mod pistol don't work.

O, remember IF you use the PISTOL cops/civis will have the "flame bullets" too. The DEAGLE is the handgun unique to Niko.

 

Resi used the dir_flame effect from explosionfx.dat found in data/effects, if you look in that file, it has all "explosion" types, water, hi octane etc .. As for how he implemented it exactly, I'd say it may be somethin similar to projectile weapons, like how molotovs, rocket launcher are written..

 

I'd have to experiment, best way to figure stuff out tounge.gif

 

I was talkin to CoMPMStr about it too but so far now I tried using his script and doin an episodic w/ the rocket but game lockt up and no weapons showed in slots. So, I've traded off some things from the GRENADE slot w/ the ROCKET and now that does work, I can now throw rockets, if I throw quick he kneels, if I want to throw overhead, have to hold trigger for a few secs then release, aim isnt quite on but .. its still pretty cool, below is a not so good pic of it in flight,

 

http://img15.imageshack.us/img15/6236/throwrocket.jpg

 

He said he & some others have tried "new" weapons as in additional slots I guess but couldnt get em to work either ..

Edited by Costar

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Vicetopia

Anyone know how to make the UZIs shoot faster when driving?

I used the firerate for onfoot, but in cars they shoot slow again.

Hmm...

sad.gif

 

I managed to turn the shotgun into a machine gun, though.

http://www.youtube.com/watch?v=vLw96sro0xQ

Edited by Vicetopia

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Costar
Anyone know how to make the UZIs shoot faster when driving?

I used the firerate for onfoot, but in cars they shoot slow again.

Hmm...

sad.gif

 

I managed to turn the shotgun into a machine gun, though.

http://www.youtube.com/watch?v=vLw96sro0xQ

I dont get that, I see the Mp5 model in his hands w/ a higher fire rate, I'd expect to see the shotgun model in hand w/ firing characteristics of the Mp5 or a machine gun then..

 

Did you use IV Needle to increase fire rate ? CoMPMStR said can use it to mod on foot fire rate.. I have to make time to try it. He said that he knows of no one that has figured out YET, how to alter fire rate while in cars. I know there has to be some effects from somethin cuz at times I notice Niko doesnt even want to fire out of cars, I only have hazards hook and his grab script as well CoMPs mega super jump "pack" ..

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Vicetopia
I dont get that, I see the Mp5 model in his hands w/ a higher fire rate

It's shooting multiple bullets per shot, like the shotgun.

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Costar
I dont get that, I see the Mp5 model in his hands w/ a higher fire rate

It's shooting multiple bullets per shot, like the shotgun.

O, well you had said you turned the shotgun into a machine gun but I get what you mean now, your mp5 is got bullets that fire like buckshot, that is multiple projectiles per shot or bullets in this case, cool ..

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thaCURSEDpie

 

Here is my flamethrower bullets mod.

 

I got mp5 rocket & uzi molotov & shotgun super force already. Cool video flamethrower bullets. How make flamethrower bullets mod for pistol? I tried mod pistol don't work.

I would like to know how too smile.gif

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Wolves69

 

Here is my flamethrower bullets mod.

 

I got mp5 rocket & uzi molotov & shotgun super force already. Cool video flamethrower bullets. How make flamethrower bullets mod for pistol? I tried mod pistol don't work.

I would like to know how too smile.gif

I tried mod deagle flamethrower bullet hit none happening, I tired BULLET & INSTANT_HIT & PROJECTILE shot_directed_flame none happening

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Costar

K, after a couple tries I figured out most likely how he did it.

 

Best call the appliance repair dude tounge.gif

http://img223.imageshack.us/img223/6200/flamebullets.jpg

 

As I had said, I figured he musta used somethin like you do for rockets on a weapon..

 

I used the DEAGLE cuz I dint want the cops/civis to have my newly altered weapon. The stuff I have in yellow is what I altered for this mod

 

 

<weapon type="DEAGLE">

<data slot="HANDGUN" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="PISTOL_LARGE" targetrange="450.0" weaponrange="450.0" clipsize="9999" ammomax="9999" timebetweenshots="66"> *Timetweenshots value is also NOT part of this mod, no effect

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

<physics force="80000.0"/> *Note: this physics force value is NOT part of THIS mod so you can lower it to whatever.

<reload time="1666" fasttime="1666" crouchtime="2000"/>

 

<aiming accuracy="10.0">

<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_RELOAD</flag>

<flag>ANIM_CROUCH_FIRE</flag>

</flags>

 

<projectile>

<typetocreate type="EPISODIC_6"/>

<offset x="180.54" y="0.0" z="0.055"/>

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

</projectile>

 

</data>

 

<assets model="w_eagle">

<anim group="[email protected]" meleegroup1="firearm_core"/>

 

<effects>

<muzzle fx="muz_pistol_large"/>

<shell fx="weap_ejected_pistol"/>

</effects>

</assets>

</weapon>

 

 

======================================

Then I created an episodic w/ the same info you'd use say for rockets on a weapon.. Only thing I did here was ofcourse choose a name EPISODIC_6 and then change the explosion type to DIR_FLAME.. You can use other types of explosions from "explosionFx.dat" file such as the water, hi_octane by simply changing the type from DIR_FLAME to that type..

======================================

 

 

<weapon type="EPISODIC_6">

<data slot="THROWN" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="ROCKET" targetrange="900.0" weaponrange="500.0" clipsize="9999" stattype="RLAUNCHER">

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

 

<aiming accuracy="10.0">

<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="360000" ammoonstreet="750"/>

 

<controller>

<rumble duration="0" intensity="0.0"/>

</controller>

 

<flags>

<flag>THROWN</flag>

</flags>

 

<projectile type="ROCKET">

<explosion type="DIR_FLAME"/>

<physics force="300.0"/>

</projectile>

</data>

 

<assets model="cj_rpg_rocket">

<effects>

<trail fx="weap_rocket_player"/>

</effects>

</assets>

</weapon>

 

 

Hmm, I guess mine is lil different, I notice when I fire, its pretty loud and it does explode cars.. hmm, this may be inpart due to the physics force on mine or part the fact its rocket related, dunno .. I notice his doesnt seem to use a projectile but I think it is, eventho you can't see his flying through air, I've noted in the video editor how alotta time fire trails and stuff are not visible ..

Edited by Costar

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Wolves69

Cool working flamethrower bullet mod, added weaponinfo.xml. hehe burned cop & ped & vehicle

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Vicetopia

If you just want to burn stuff, doesn't the "MOLOTOV" explosion type do a better job?

 

Here's a pic:

http://i44.tinypic.com/b3wenq.png

 

Is there anyway to get explosive, instant hit bullets? IE; Without using ROCKET projectiles?

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Costar

 

If you just want to burn stuff, doesn't the "MOLOTOV" explosion type do a better job?

 

Here's a pic:

http://i44.tinypic.com/b3wenq.png

 

Is there anyway to get explosive, instant hit bullets?  IE; Without using ROCKET projectiles?

Hmm, I dont know that it is. I've never tried.

 

I've seen "guns" being shot out to act like grenades, as well as a suitcase, which was aceship's "suitcase bomb" and I did have an exploding cop I shot from the gun, I NEVER figured out HOW to get his body to show tho, that suckt, you could see it impact cars and stuff and even blood splats, then it'd explode but it really wasnt good since you couldnt see the body. The only other thing I got to work was shootin a broken brick outta the gun, dint have it explode, I tried to make it like a bullet but dint work, it'd sometimes knock ppl down and stuff but couldnt get it to break glass.. Other guys tried knives and different stuff, if you read back through soma the pages, you'll see all that stuff..

Edited by Costar

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Wolves69

Online my friend played private Free Mode server, upload & download graph normal later problem when I shooting many explode, upload graph went increase then error message out of network because new weapon like DIR_FLAME & SHIP_DESTROY. Any weapon with molotov & rocket & grenade all ok, upload graph no increase.

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kyrpajoose

Cool! now i want little fun for my singleplayer gaming.. you guys know how i have to edit my weaponinfo to do this

?

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kyrpajoose

And last here is my water pistol mod.

Can you give me those codes? i want that water pistol too!!!

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Wolves69

I found grenade & molotov thrown, I changed molotov fire turn to DIR_FLAME & grenade normal explode turn to SHIP_DESTROY big explode cool working, don't need new add weapon like EPISODIC_1-6.

 

I made it

Grenade with SHIP_DESTROY

 

<weapon type="GRENADE"> <data slot="THROWN" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="GRENADE" targetrange="200.0" weaponrange="200.0" clipsize="1" ammomax="25"> 	<damage networkplayermod="2.0" 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"/> 	</aiming> 	<pickup regentime="360000" ammoonstreet="8"/> 	<controller>   <rumble duration="50" intensity="0.1"/> 	</controller> 	<flags>   <flag>THROWN</flag>   <flag>CAN_AIM</flag>   <flag>SILENCED</flag>   <flag>ANIM_RELOAD</flag>   <flag>CAN_FREE_AIM</flag>   <flag>ANIM_CROUCH_FIRE</flag>   <flag>ADD_SMOKE_ON_EXPLOSION</flag> 	</flags> 	<projectile type="FUSE" fusetime="2500">   <typetocreate type="SHIP_DESTROY>   <explosion type="SHIP_DESTROY>   <physics force="150.0" vehiclevelocity="5.0"/> 	</projectile> </data> <assets model="w_grenade"> 	<anim group="grenade"/> </assets></weapon>

 

Molotov with DIR_FRAME

 

<weapon type="MOLOTOV"> <data slot="THROWN" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="MOLOTOV" targetrange="150.0" clipsize="1" ammomax="25"> 	<damage networkplayermod="2.0" 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"/> 	</aiming> 	<pickup regentime="240000" ammoonstreet="8"/> 	<controller>   <rumble duration="50" intensity="0.3"/> 	</controller> 	<flags>   <flag>THROWN</flag>   <flag>CAN_AIM</flag>   <flag>SILENCED</flag>   <flag>ANIM_RELOAD</flag>   <flag>CAN_FREE_AIM</flag>   <flag>ANIM_CROUCH_FIRE</flag> 	</flags> 	<projectile type="IMPACT">   <typetocreate type="DIR_FLAME>   <explosion type="DIR_FLAME>   <physics force="100.0" vehiclevelocity="10.0"/> 	</projectile> </data> <assets model="w_molotov"> 	<anim group="molotov"/> </assets></weapon>

 

 

Any weapon with grenade SHIP_DESTROY or molotov DIR_FLAME easy, Multiplayer ok no increase upload & no crash smile.gif

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seaslay

 

And last here is my water pistol mod.

Can you give me those codes? i want that water pistol too!!!

Replace the DEAGLE code with this:

 

	<weapon type="DEAGLE"> <data slot="HANDGUN" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="PISTOL_LARGE" targetrange="45.0" weaponrange="50.0" clipsize="9" ammomax="1500" 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_RELOAD</flag>   <flag>ANIM_CROUCH_FIRE</flag> 	</flags> 	<projectile type="IMPACT">   <explosion type="DIR_STEAM"/>   <physics force="33.0" vehiclevelocity="5.0"/> 	</projectile> </data> <assets model="w_eagle"> 	<anim group="[email protected]" meleegroup1="firearm_core"/> 	<effects>   <muzzle fx="muz_pistol_large"/>   <shell fx="weap_ejected_pistol"/> 	</effects> </assets></weapon>

 

If it does not work, replace the DIR_STEAM with DIR_WATER_HYDRANT

Then use your desert eagle.

Edit: Same problem as the rocket launching MP5 code, try it again.

Edited by seaslay

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seaslay
Cool! now i want little fun for my singleplayer gaming.. you guys know how i have to edit my weaponinfo to do this
?

For the super melee, replace the unarmed code with:

 

	<weapon type="UNARMED"> <data slot="UNARMED" firetype="MELEE" damagetype="MELEE" group="PUNCH_KICK" targetrange="10.0" weaponrange="1.6"> 	<damage base="0" networkplayermod="1.0" networkpedmod="1.0"/> 	<physics force="5000.0"/> 	<pickup regentime="0"/> 	<controller>   <rumble duration="60" intensity="0.23"/> 	</controller> 	<flags>   <flag>CAN_AIM</flag>   <flag>ARMOUR_PENETRATING</flag> 	</flags> </data></weapon>

 

It might work, I have not tested it

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kyrpajoose

And last here is my water pistol mod.

Can you give me those codes? i want that water pistol too!!!

Replace the DEAGLE code with this:

 

	<weapon type="DEAGLE"> <data slot="HANDGUN" firetype="INSTANT_HIT" damagetype="BULLET" group="PISTOL_LARGE" targetrange="45.0" weaponrange="50.0" clipsize="9" ammomax="1500" 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_RELOAD</flag>   <flag>ANIM_CROUCH_FIRE</flag> 	</flags> 	<projectile type="IMPACT">   <explosion type="DIR_STEAM"/>   <physics force="33.0" vehiclevelocity="5.0"/> 	</projectile> </data> <assets model="w_eagle"> 	<anim group="[email protected]" meleegroup1="firearm_core"/> 	<effects>   <muzzle fx="muz_pistol_large"/>   <shell fx="weap_ejected_pistol"/> 	</effects> </assets></weapon>

 

If it does not work, replace the DIR_STEAM with DIR_WATER_HYDRANT

Then use your desert eagle.

This doesn't work.. tried that DIR_WATER_HYDRANT code!

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thedarkw0lf

Can anyone give me a code for a Rocket Launching MP5?

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seaslay

 

Can anyone give me a code for a Rocket Launching MP5?

Here is the code:

 

	<weapon type="MP5"> <data slot="SMG" firetype="PROJECTILE" damagetype="EXPLOSION" group="SMG" targetrange="55.0" weaponrange="60.0" clipsize="30" ammomax="1200" timebetweenshots="66"> 	<damage base="20" networkplayermod="2.5" networkpedmod="1.25"/> 	<physics force="50.0"/> 	<reload time="1666" fasttime="1666" crouchtime="2533"/> 	<aiming accuracy="0.55">   <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>ANIM_RELOAD</flag>   <flag>CAN_FREE_AIM</flag>   <flag>ANIM_CROUCH_FIRE</flag>   <flag>TREAT_AS_2HANDED_IN_COVER</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_mp5"> 	<anim group="[email protected]" meleegroup1="firearm_core"/> 	<effects>   <muzzle fx="muz_smg"/>   <shell fx="weap_ejected_smg"/> 	</effects> </assets></weapon>

 

Edit: Sorry for the mistake, I used the code some time ago and forgot about the projectile type. I did not test that code before I posted it as I am working on making a flamethrower with DIR_FLAME. It now burns instead of killing through explosions but it still points upwards...

Edited by seaslay

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Costar

I notice you edit weapons w/out episodic etc, we dint start out that way, much simpler w/ out it but I wonder if all alterations to weapons will take effect w/ out using epis... Some things seem to work w/ modifications but the above does not work, you just post code you dont test/review yourself ?!

 

If you tell it to use a <projectile type=....>, yet dont tell it that its going to be firing a projectile, it isnt going to know to fire one. So "firetype" should be changed to PROJECTILE.

Its good to set clipsize & ammomax to "9999".

 

One thing I havent tinkered w/ too much was the idea of throwing something. Its pretty easy to shoot things as projectiles, such as brick, suitcase, umbrella, pickaxe etc .. Getting them to work as a thrown weapon, I've found a lil more difficult .. Kind of like using the "OBJECT" properties in a way but making it so that its used in the grenade/molotov slot, dunno. I'll have to tinker more w/ that some time, if anyone else has an idea, please post! tounge.gif

 

notify.gif I just got blasted w/ a barrage of rockets, a swat dude had the Mp5, apparently it isnt unique to Niko, I thought the swat & everybody else just used the pistol, shotgun and uzi .. I also realize Packie, which atleast is on my side, has the AK47 .. Didnt work too well the first time stealing the "med-truck", he blew it to crap .. What I dont get and apparently others dont either, whatsthat.gif is, IF there are "unused weapon slots", why we can't use those slots w' a modified of the original that will be unique to Niko while the original copy used by other characters will remain unaltered ..

Edited by Costar

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kyrpajoose

And last here is my water pistol mod.

Can you give me those codes? i want that water pistol too!!!

Replace the DEAGLE code with this:

 

	<weapon type="DEAGLE"> <data slot="HANDGUN" firetype="INSTANT_HIT" damagetype="BULLET" group="PISTOL_LARGE" targetrange="45.0" weaponrange="50.0" clipsize="9" ammomax="1500" 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_RELOAD</flag>   <flag>ANIM_CROUCH_FIRE</flag> 	</flags> 	<projectile type="IMPACT">   <explosion type="DIR_STEAM"/>   <physics force="33.0" vehiclevelocity="5.0"/> 	</projectile> </data> <assets model="w_eagle"> 	<anim group="[email protected]" meleegroup1="firearm_core"/> 	<effects>   <muzzle fx="muz_pistol_large"/>   <shell fx="weap_ejected_pistol"/> 	</effects> </assets></weapon>

 

If it does not work, replace the DIR_STEAM with DIR_WATER_HYDRANT

Then use your desert eagle.

This doesn't work.. tried that DIR_WATER_HYDRANT code!

Anyone help?

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Wolves69

 

And last here is my water pistol mod.

Can you give me those codes? i want that water pistol too!!!

Replace the DEAGLE code with this:

 

	<weapon type="DEAGLE"> <data slot="HANDGUN" firetype="INSTANT_HIT" damagetype="BULLET" group="PISTOL_LARGE" targetrange="45.0" weaponrange="50.0" clipsize="9" ammomax="1500" 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_RELOAD</flag>   <flag>ANIM_CROUCH_FIRE</flag> 	</flags> 	<projectile type="IMPACT">   <explosion type="DIR_STEAM"/>   <physics force="33.0" vehiclevelocity="5.0"/> 	</projectile> </data> <assets model="w_eagle"> 	<anim group="[email protected]" meleegroup1="firearm_core"/> 	<effects>   <muzzle fx="muz_pistol_large"/>   <shell fx="weap_ejected_pistol"/> 	</effects> </assets></weapon>

 

If it does not work, replace the DIR_STEAM with DIR_WATER_HYDRANT

Then use your desert eagle.

This doesn't work.. tried that DIR_WATER_HYDRANT code!

Anyone help?

Deagle with DIR_WATER_HYDRANT don't work. I used grenade SHIP_DESTROY & molotov DIR_FLAME it's working & deagle grenade with SHIP_DESTROY

 

I show you how make it

Molotov with DIR_WATER_HYDRANT or you can use grenade or molotov

 

<weapon type="MOLOTOV"><data slot="THROWN" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="MOLOTOV" targetrange="150.0" clipsize="1" ammomax="25"> <damage networkplayermod="2.0" 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"/> </aiming> <pickup regentime="240000" ammoonstreet="8"/> <controller>  <rumble duration="50" intensity="0.3"/> </controller> <flags>  <flag>THROWN</flag>  <flag>CAN_AIM</flag>  <flag>SILENCED</flag>  <flag>ANIM_RELOAD</flag>  <flag>CAN_FREE_AIM</flag>  <flag>ANIM_CROUCH_FIRE</flag> </flags> <projectile type="IMPACT">  <typetocreate type="DIR_WATER_HYDRANT>  <explosion type="DIR_WATER_HYDRANT>  <physics force="100.0" vehiclevelocity="10.0"/> </projectile></data><assets model="w_molotov"> <anim group="molotov"/></assets></weapon>

 

 

Deagle used MOLOTOV with DIR_WATER_HYDRANT

 

<weapon type="DEAGLE"><data slot="HANDGUN" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="MOLOTOV" targetrange="200.0" weaponrange="200.0" clipsize="9" ammomax="1500" 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_RELOAD</flag>  <flag>ANIM_CROUCH_FIRE</flag> </flags><projectile>  <typetocreate type="MOLOTOV"/>  <explosion type="MOLOTOV"/>  <offset x="0.0" y="1.0" z="1.0"/>  <rotoffset x="0.0" y="1.0" z="1.0"/>  <physics force="250.0" vehiclevelocity="100.0"/></projectile></data><assets model="w_eagle"> <anim group="[email protected]" meleegroup1="firearm_core"/> <effects>  <muzzle fx="muz_pistol_large"/>  <shell fx="weap_ejected_pistol"/> </effects></assets></weapon>

 

Edited by Wolves69

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seaslay
notify.gif I just got blasted w/ a barrage of rockets, a swat dude had the Mp5, apparently it isnt unique to Niko, I thought the swat & everybody else just used the pistol, shotgun and uzi .. I also realize Packie, which atleast is on my side, has the AK47 .. Didnt work too well the first time stealing the "med-truck", he blew it to crap .. What I dont get and apparently others dont either, whatsthat.gif is, IF there are "unused weapon slots", why we can't use those slots w' a modified of the original that will be unique to Niko while the original copy used by other characters will remain unaltered ..

We can use the unused slots, but we will need a script to spawn them. Try the super spawner script if you don't know hot to script. Just change the weapon either the defend or the attack ped spawns with and kill them after spawning them. Then pick up their weapons. Or, even better, write/get a modder to a mod that spawns those weapons straight away.

Also, the FTHROWER slot can't be used, it messed up the game when I tried to use it

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Costar

Yea, I just meant, since in-game you only have 9 total slots from unarmed to grenade/molotov, that it sucks there arent more open slots in game to basically add more weapons atop the existing 9.

 

I'm using CoMPMStR's super jump script, he does allow you to change the weapon value. I only tried once to use a higher weapon value for an altered weapon but dint quite work..

 

After abit of testing last night I did finally get the pickaxe throwable but it needs more tweaking. It would either need its own or another useable value for collision w/ other objects to make it better. Its also really needs it own throw animation, as opposed to molotov/grenade type.

 

Updating:

Actually I got the pickaxe in the slot of the BBbat, simply inserting "amb_pickaxe" as the model. However the seldgehammer (amb_sledgehammer) loox better there tounge.gif I upped Nikos attack I think to 8 or 10 in pedpersonality.dat this is what allows him to bash and flip most cars swinging the bat..

Edited by Costar

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seaslay

I replaced the model for the bat to the spanner, pickaxe, sledgehammer, stop sign and pickaxe. I am trying to use the drill now. And yea, it sucks not being able to carry your custom weapons along with the normal ones.

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Pixelstick

The game won't start for me if I edit any values in weaponinfo.xml.

 

I just want to change the range on some weapons.

 

Never had a problem with this before. That was before I installed 1.0.2.0 though, so maybe it has something to do with that?

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Costar
The game won't start for me if I edit any values in weaponinfo.xml.

 

I just want to change the range on some weapons.

 

Never had a problem with this before. That was before I installed 1.0.2.0 though, so maybe it has something to do with that?

hmm, AFTER the update --> you still have "weaponinfo.xml.magic" , as well as filelist.txt.magic ? You also replaced the filelist.pak ?

That patch does overwrite some of the files, including filelist.pak..

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Pixelstick

 

hmm, AFTER the update --> you still have "weaponinfo.xml.magic" , as well as filelist.txt.magic ? You also replaced the filelist.pak ?

That patch does overwrite some of the files, including filelist.pak..

Are you talking about this?

http://www.gtaforums.com/index.php?showtopic=380102

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