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resignator

[DOC] WeaponInfo.xml

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Costar

yep, I understand you edited the file before, I was just saying, you did replace the filelist.pak, that is, make a copy of the NEW filelist.pak that replaced your old one during the new patch update & rename it to filelist.pak.magic, then you can copy aru's filelist.pak in there.

 

Anyways, IF you have ALL that stuff correct as explained aru's topic, then your game should start. You did say it wont start IF you make changes to that file, so thats usually the problem, that your game is doing the file check & finding the weaponinfo file to be an umatched size so it wont start.

Edited by Costar

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CoMPMStR

 

yep, I understand you edited the file before, I was just saying, you did replace the filelist.pak, that is, make a copy of the NEW filelist.pak that replaced your old one during the new patch update & rename it to filelist.pak.magic, then you can copy aru's filelist.pak in there.

 

Anyways, IF you have ALL that stuff correct as explained aru's topic, then your game should start. You did say it wont start IF you make changes to that file, so thats usually the problem, that your game is doing the file check & finding the weaponinfo file to be an umatched size so it wont start.

Actually you don't even need to patch anything. All you do is rename the filelist.pak file and it should allow mods to take effect. If the game doesn't find this file, it will load your modified ones instead. This works for the game patch v1.0.2.0 and should be consistant for the newest patch.

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Costar
yep, I understand you edited the file before, I was just saying, you did replace the filelist.pak, that is, make a copy of the NEW filelist.pak that replaced your old one during the new patch update & rename it to filelist.pak.magic, then you can copy aru's filelist.pak in there.

 

Anyways, IF you have ALL that stuff correct as explained aru's topic, then your game should start. You did say it wont start IF you make changes to that file, so thats usually the problem, that your game is doing the file check & finding the weaponinfo file to be an umatched size so it wont start.

Actually you don't even need to patch anything. All you do is rename the filelist.pak file and it should allow mods to take effect. If the game doesn't find this file, it will load your modified ones instead. This works for the game patch v1.0.2.0 and should be consistant for the newest patch.

The only "patch" I/we were speaking of, was the game patch 1.0.2.0

 

I simply followed the scheme I used before any game patches came out, just renamed files I wanted to modify & the filelist.txt entries to match, its workt perfect since then and now. There is a new patch 1.0.3.0, removes multi-player capability if you use any modified files,

http://www.gtaforums.com/index.php?showtopic=403746

 

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HelloHello
http://www.megaupload.com/?d=TF2RL8VA - Unaltered WeaponInfo.xml (for those that forget to make backups)

You don't know how in love I am with you right now!!, ahh modding and not backing up *shakes head* not compatible, thanks smile.gif

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Calu

Hey everyone

 

Has anyone bothered with trying to reduce the number of (used) slots?

I tried putting the SMGs, shotguns, assault/sniper rifles and RPG into one slot

by changing the 'data slot' attribute.

They appeared in that slot and by that limited the number of weapons I could

carry, but now when I enter a cop car it replaces any weapon I have in the

rifle slot at that moment with the shotgun. Also when I 'examine' the RPG for

example in a gun shop Niko just stands there and nothing happens, can't even

cancel or anything. Had to quit/reload the game.

Any ideas?

 

Calu

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oklp

can anyone attach the fire truck water hose to a gun??

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Costar
Hey everyone

 

Has anyone bothered with trying to reduce the number of (used) slots?

I tried putting the SMGs, shotguns, assault/sniper rifles and RPG into one slot

by changing the 'data slot' attribute.

They appeared in that slot and by that limited the number of weapons I could

carry, but now when I enter a cop car it replaces any weapon I have in the

rifle slot at that moment with the shotgun. Also when I 'examine' the RPG for

example in a gun shop Niko just stands there and nothing happens, can't even

cancel or anything. Had to quit/reload the game.

Any ideas?

 

Calu

I dont know of anyone that has tried reducing but increasing, well useable slots..

 

There are supposedly up to hmm 44 ? slots but no one has been able to use those slots to say stick another weapon into ..

As for kinda freezing up, I think I only had a problem tryin to get that gun that whats his face tells you to buy on his account, dint freeze, jus wouldnt leme get the gun so couldnt complete mission ..

 

 

 

We've only used the diff explosion effects in explosionfx.dat, I've not seen anyone w/ the fire hose on a weapon.. The ship_destroy is the BIGGEST explosion, course you can add physics to it or others for increased push, so far I've had proly 40,000 or greater physics on a weapon like DEAGLE/MP5 ..

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ronnie9409

is this for xbox?....if so how do i find my gta 4 documents?

confused.gif

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russian93

Hello, I'm new to the forums.

I wan't to modify the way rockets shot by the RPG fly. Usually they rotate while flying and after a time they slide away and explode. I wan't to make them fly straight forward but keep them sliding away after a time. Is there a possibility to do this? I hope someone can help me.

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k6productions

Hi everyone-

 

I have two questions...

 

How do you add an episodic weapon?

 

AND

 

Can someone help me with the XYZ thing. One of my friends modified the pistol with a silencer for me, and the position needs to be changed, and me and another friend were trying all night long to get it to work... anybody?

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lolmac16

I have a fairly simple idea that i think will create a fairly realistic flamethrower effect. It will require some tweaking obviously, but it should work well ingame.

In this video a flame effect is shown when the gas cannisters are shot. If it is possible, that effect could

be assigned to the weapons muzzle flash, and the weapon could fire rounds that ignite on impact incredibly fast but with low accuracy, that way the weapon only makes an effect when close to

people, creating the illusion that it's setting enemies on fire.

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cold fusion 33

This idea was thought up very soon after IV was released (Janaury, maybe.) and the problem the modders had was that the flames didn't shoot forward, they fired downward or something, because the offsets for the flames were different to that of the bullets. It may now be possible to move the flames, who knows.

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Gta Guy 108

I am not sure if anyone else has noticed this but on the console versions of IV, when you go to aim any kind of weapon it takes longer for Niko to raise than it does on the pc. Maybe I should try editing the fasttime and see if it makes a difference? Personally, I think it is just a whole other animation all together.

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Anna&I

I have a question i created this super shotgun and I want to use it in game , but the problem is that when I load the weapon using the trainer and either aim it or shoot it the gun freezes the game. Does anyone know a way around this ?

 

Here is the values of the gun:

 

<weapon type="EPISODIC_1">

<data slot="SHOTGUN" firetype="INSTANT_HIT" damagetype="BULLET" group="SHOTGUN" targetrange="10500.0" weaponrange="12000.0" clipsize="900" ammomax="9000" timebetweenshots="3333" stattype="MOLOTOV">

<damage base="32750" networkplayermod="5.0" networkpedmod="1.0"/>

<physics force="101.0"/>

<reload time="293" fasttime="29" crouchtime="2933"/>

 

<aiming accuracy="0000.000000000" accuracyfps="0000.000000">

<offset x="0000.000000" y="0000.000000" z="0000.000000"/>

<crouchedoffset x="0000.000000" y="0000.000000" z="0000.000000"/>

<reticule standing="0.9" ducked="0.9" scale="0.6"/>

</aiming>

 

<pickup regentime="240000" ammoonstreet="32"/>

 

<controller>

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

</controller>

 

<flags>

<flag>GUN</flag>

<flag>CAN_AIM</flag>

<flag>SILENCED</flag>

<flag>ANIM_RELOAD</flag>

<flag>CAN_FREE_AIM</flag>

<flag>ANIM_CROUCH_FIRE</flag>

<flag>ARMOUR_PENETRATING</flag>

<flag>HIGHER_BREAK_FORCE</flag>

<flag>INSTANT_KILL_IN_MP</flag>

<flag>ADD_SMOKE_ON_EXPLOSION</flag>

<flag>CREATE_VISIBLE_ORDNANCE</flag>

<flag>EXPLOSION_BASED_ON_IMPACT</flag>

</flags>

</data>

 

<assets model="w_shotgun">

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

<effects>

<muzzle fx="muz_rocket_smoke"/>

<shell fx="weap_ejected_shotgun"/>

<trail fx="weap_rocket_player"/>

</effects>

</assets>

</weapon>

Edited by Anna&I

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jackass2009
ayone else notice the "Minigun" in there. Now just to find out how to accsess it

I thought the minigun was for the annihilator helicopter. Not the street pickup. If there is one.

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resignator

 

I have a fairly simple idea that i think will create a fairly realistic flamethrower effect. It will require some tweaking obviously, but it should work well ingame.

In this video a flame effect is shown when the gas cannisters are shot. If it is possible, that effect could

be assigned to the weapons muzzle flash, and the weapon could fire rounds that ignite on impact incredibly fast but with low accuracy, that way the weapon only makes an effect when close to

people, creating the illusion that it's setting enemies on fire.

http://www.gtaforums.com/index.php?showtopic=384633&st=0

 

Good luck trying to rotate the flame effect tounge.gif This was one of my first projects when GTA IV was released. I never did succeed but then again I havent touched the game in 7 months either.

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awesome_

can u make a weaponinfo.xml, that the annhitihlator can shoot rockets?

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AFA

Most of the time, when i change the animation, the game crashes. Does anyone know what to do?

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oc student

Well how about the flame anim that comes out of the industrial pipes? And I'm wondering, how do I change the damage dealt by unarmed and also change the physics force done by unarmed?

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r.schuindt

ok, I could add, I said to add 19 new weapons to my gta ...

http://www.gtaforums.com/index.php?showtopic=435185

so has a problem, all shots are silent, without sound ...

anyone have a solution?

I'm with 14 unique weapons with sound, and 19 weapons without sound, while in gta4 ...

they work well, I use the trainer to spawn the new weapons as episodic ...

I named the new weapons such as 01, 02, 03 ,..., 19

follows the lower the codes that I added to the weapons ...

 

 

	<weapon type="EPISODIC_15"> <data slot="RIFLE" firetype="INSTANT_HIT" damagetype="BULLET" group="RIFLE_ASSAULT" targetrange="55.0" weaponrange="65.0" clipsize="30" ammomax="600" timebetweenshots="133"> 	<damage base="40" networkplayermod="2.0" networkpedmod="1.0"/> 	<physics force="75.0"/> 	<reload time="2066" fasttime="1166" crouchtime="2066"/> 	<aiming accuracy="0.5">   <offset x="0.16" y="1.0" z="0.55"/>   <crouchedoffset x="0.1" y="1.0" z="0.12"/>   <reticule standing="0.6" ducked="0.5" scale="0.3"/> 	</aiming> 	<pickup regentime="480000" ammoonstreet="80"/> 	<controller>   <rumble duration="90" intensity="0.1"/> 	</controller> 	<flags>   <flag>GUN</flag>   <flag>CAN_AIM</flag>   <flag>2HANDED</flag>   <flag>ANIM_RELOAD</flag>   <flag>CAN_FREE_AIM</flag>   <flag>ANIM_CROUCH_FIRE</flag>   <flag>ARMOUR_PENETRATING</flag> 	</flags> </data> <assets model="15"> 	<anim group="[email protected]"/> 	<effects>   <muzzle fx="muz_machine"/>   <shell fx="weap_ejected_rifle"/> 	</effects> </assets></weapon><weapon type="EPISODIC_16"> <data slot="SNIPER" firetype="DELAYED_HIT" damagetype="BULLET" group="RIFLE_SNIPER" targetrange="50.0" weaponrange="1500.0" clipsize="90" ammomax="600" timebetweenshots="133"> 	<damage base="50" fps="75" networkplayermod="2.0" networkpedmod="1.0"/> 	<physics force="100.0"/> 	<reload time="2066" fasttime="2066" crouchtime="2066"/> 	<aiming accuracy="10.0" accuracyfps="0.0">   <offset x="0.16" y="1.0" z="0.55"/>   <crouchedoffset x="0.16" y="1.0" z="0.12"/>   <reticule standing="0.6" ducked="0.5" scale="0.05"/> 	</aiming> 	<pickup regentime="360000" ammoonstreet="20"/> 	<controller>   <rumble duration="120" intensity="0.3"/> 	</controller> 	<flags>   <flag>GUN</flag>   <flag>2HANDED</flag>   <flag>ANIM_RELOAD</flag>   <flag>CAN_FREE_AIM</flag>   <flag>FIRST_PERSON</flag>   <flag>ANIM_CROUCH_FIRE</flag>   <flag>ARMOUR_PENETRATING</flag>   <flag>INSTANT_KILL_IN_MP</flag> 	</flags> </data> <assets model="16"> 	<anim group="[email protected]"/> </assets></weapon>

 

 

would relate to or truth to the new weapons sounds existing in the game?

example

01 sync audio with w_glock

02 sync audio with w_eagle

03 sync audio with w_silenced

 

I'm with 33 weapons in total ...

any help is welcome!

 

anyone?

turn.gif

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Yangster

 

Most of the time, when i change the animation, the game crashes. Does anyone know what to do?

You need to change the weapon's anim in default.dat or default.ide (can't remember which) as well. I used this method to make the combat shotgun use the pump animation, since Niko pumps it when blind firing anyway.

 

 

EDIT: Also, just noticed an error in the first post.

 

 

physics force="" - Projectile's impact force. Can also be defined under "PROJECTILE TYPE=".

...

vehiclevelocity="" - Defines the projectile's speed.

 

For guns, 'physics force' defines the impact force (as stated), but for projectiles (ie, grenade, molotov, rocket), 'physics force' changes the force with which Niko "throws" the projectile (ie, the speed of the projectile). I don't know what 'vehiclevelocity' does, but it didn't change the projectile's speed for me.

 

I changed the rocket's 'physics force' param to 260 (instead of 30), and now the rocket travels much much faster and more realistically (the range is also increased, since it takes the same amount of time to self-detonate). Note: as with most other data mods, I had to delete filelist.pak to get it working (using patch 1.0.0.4).

 

Don't know if anyone else has posted this already, but thought the first post should be updated.

 

 

 

 

Edited by Yangster

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felipefrasson

Is it possible to change Glock's animation speed?

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EduardKoeleJuck

For those who want to change the rate of fire:

 

I made a formula for it. Normally the rate of fire is in rounds/min, so look that up on Wikipedia or something, and use it in the following formula:

 

1/(Rounds per Min./60) x 1000 = ROF in Milliseconds

 

Example:

 

1200RPM:

 

1/(1200/60=20) x 1000 = 50

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EduardKoeleJuck

Okay, I made a line for the M79 grenade launcher. Can somebody tell me why the Grenades from the M79 don't explode on impact? I used the flag <flag>EXPLOSION_BASED_ON_IMPACT</flag>, but it doesn't work.

 

It replaces the Baretta (long shotgun) btw. I saw a YouTube video of somebody who managed to do it, but he replaced the RPG. I don't wanna do that, 'cause it'll conflict with some missions.

 

This is what I have currently:

 

 

----------------------------------------M79 [sawnoff]<weapon type="BARETTA"> <data slot="SHOTGUN" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="SHOTGUN" targetrange="35.0" weaponrange="50.0" clipsize="1" ammomax="80" timebetweenshots="1500"> 	<damage base="10" networkplayermod="5.0" networkpedmod="1.0"/> 	<physics force="12.0"/> 	<reload time="2933" fasttime="2933" crouchtime="2933"/> 	<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="2.0" ducked="2.0" scale="0.3"/> 	</aiming> 	<pickup regentime="480000" ammoonstreet="15"/> 	<controller>   <rumble duration="20" intensity="1.0"/> 	</controller> 	<flags>   <flag>GUN</flag>   <flag>CAN_AIM</flag>   <flag>SILENCED</flag>   <flag>2HANDED</flag>   <flag>ANIM_RELOAD</flag>   <flag>CAN_FREE_AIM</flag>   <flag>ANIM_CROUCH_FIRE</flag>   <flag>ARMOUR_PENETRATING</flag>   <flag>HIGHER_BREAK_FORCE</flag>   <flag>INSTANT_KILL_IN_MP</flag>   <flag>ADD_SMOKE_ON_EXPLOSION</flag>   <flag>EXPLOSION_BASED_ON_IMPACT</flag> 	</flags> 	<projectile fusetime="2000">   <typetocreate type="GRENADE"/>   <offset x="0.56" y="0.0" z="0.07"/>   <rotoffset x="0.0" y="0.0" z="0.0"/> 	</projectile> </data> <assets model="w_pumpshot"> 	<anim group="[email protected]"/> 	<effects>   <muzzle fx="muz_shotgun"/>   <shell fx="weap_ejected_shotgun"/> 	</effects> </assets></weapon>

 

Edited by EduardKoeleJuck

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Gtrox101
trail fx="" - Projectile trail effect to use.

 

 

 

 

Hey, is it able to add the Rocket trail effect to grenades? Just like the Smoking grenades glitch. But then no need to fire your rpg, and just throw smoking grenade instead. Would be very cool. Can anyone write the line to make it work? But only if it works, you'd help me alot. Smoking grenades 'r cool! biggrin.gif

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crevlthe

question - is it possible to define a weapon so that it fires in semi-auto and not fully-automatic? (like a battle rifle)

 

I was thinking of making an M14 to replace either the assault rifles or one of the episodic weapon slots.

 

oh, and for anyone who's wondering how to do that:

 

http://www.gtaforums.com/index.php?showtopic=442961

 

crevlthe

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XTREME0235

Hello, i was wondering if there was a possibility of having the annihilator being able to have the animation of the bullets coming out, but when the bullets hit the ground, an explosion erupts. But the way the explosion would be animated, is the animation of an RPG explosion. So, pretty much, i'm wondering if it's possible to have the annihilator shooting like it does in TLAD, but instead, you have visible bullets, and the explosions are RPG explosions.

 

Thanks in advance if anyone has information.

XTREME0235.

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EduardKoeleJuck
question - is it possible to define a weapon so that it fires in semi-auto and not fully-automatic? (like a battle rifle)

 

I was thinking of making an M14 to replace either the assault rifles or one of the episodic weapon slots.

 

oh, and for anyone who's wondering how to do that:

 

http://www.gtaforums.com/index.php?showtopic=442961

 

crevlthe

Yeah, you just gotta lower the rate of fire a lot.

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Hinook

I joined GTA forums just to say, that this thread was extremely helpful to a newbie modder like me smile.gif

Just today I made my Deagle shoot rockets and my MP5 have a physics force of 95k.

My Comet car weighs 45 tons and is indestructible. Combine that with the MP5 and the Deagle :X

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XTREME0235
For those who want to change the rate of fire:

 

I made a formula for it. Normally the rate of fire is in rounds/min, so look that up on Wikipedia or something, and use it in the following formula:

 

1/(Rounds per Min./60) x 1000 = ROF in Milliseconds

 

Example:

 

1200RPM:

 

1/(1200/60=20) x 1000 = 50

EduardKoeleJuck: I was wondering where you would insert this formula, and could you give us a tutorial on how to edit it?

I would like to change my Rate of Fire for the pistol, so it can be like the Automatic pistol in MW 2.

 

Thanks in advance if you can help with this.

XTREME0235.

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