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[Q] Editing weapons.dat


ThePredator
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ThePredator

I have a problem, I aim the Colt 45 with 2 hands, like a cop.

But if I aim, the gun points a little to the left. The Silenced Pistol aims correct, can I copy/paste the code from that? If yes, where can I find it? Or is it done different?

 

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Yeah just copy and paste and change the $ PISTOL_SILENCED to $ PISTOL.

 

Remember to change default.ide too. It's where anims for the weapons are defined and will crash the game if you only change the anim group in weapon.dat. Use this line if you want the silenced anim:

 

346, colt45, colt45, silenced, 1, 30, 0

 

23088_s.gif

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It does not work. I have tried it on the third level of the silenced pistol and the first. For one moment he worked. But when I tried to crouch the game crashed. After that I couldn't repair it anymore. But there is a file where the codes all are about the weapon holding right? Or is it the gta_sa.exe?

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Weird... this works for me:

 

$ PISTOL  	INSTANT_HIT	30.0 30.0	346	-1  2	silenced	17  25  0.25  0.05  0.09    0  0	0.75 1.0   6 16  6       6 15  6  99	7001$ PISTOL  	INSTANT_HIT	30.0 35.0	346	-1  2	silenced	17  25  0.25  0.05  0.09	1  40	1.0  1.0   6 15  6       6 14  6  99	7011$ PISTOL  	INSTANT_HIT	40.0 40.0	346	-1  2	silenced	18  40  0.25  0.05  0.09	2  999	1.25 1.0   6 14  6       6 13  6  99	7031

 

23088_s.gif

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YES!

It works! Thanks a lot biggrin.gif

Well, onto another thing, I have edited the Micro SMG this way that you hold it with two hands (for the SWAT, they shoot like gangster) but when I edit their STAT to STAT_COP, they still shoot as gangster.

http://yfrog.com/0cgungunj

http://yfrog.com/5bgunblj

 

See the difference? I can't get them to shoot like CJ sad.gif

Edited by ThePredator
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You have to change the first line too because the SWAT don't have Hitman on their weapons (and I'm assuming you only changed the third line right?).

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285, swat, swat, COP, STAT_COP, swat, 1FFF, 0, null, 9, 9, PED_TYPE_EMG, VOICE_EMG_SWAT1, VOICE_EMG_SWAT6

 

 

I don't understand, the third line says COP, I edited the STAT_GANG2 to STAT_COP.

Edited by ThePredator
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Oh I meant the third line for the Micro SMG in weapon.dat. You have to change the first line for the Micro SMG in weapon.dat since the SWAT use that line.

 

EDIT

 

Sorry, the SWAT actually use the second line of the Micro SMG in weapon.dat so change that if you want to change the anim for SWAT.

 

I did a little bit of testing in pedstats.dat and I don't think the SWAT or cops' weapon skills are controlled by their stats by the way.

Edited by Adler
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Well, they shoot at gangster skill, and my idea is to let the gangsters still shoot like they normally do, and the SWAT shoots like a cop. I did it once, without editing the second line of the M SMG, I only have to find out how

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Well, the topic is for weapon.dat, so, a question: how I can edit my weapon.dat for CJ sprint (run fast, holding SHIFT) with heavy weapons, like every NPC?

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@ThePredator - Sorry that's as far as I know concerning weapons. If you remember your method of changing their anims then please share it with us. colgate.gif

 

@Stuffed - I don't think that's in weapon.dat since the flag for heavy weapons (see weapon.dat header) only limit's CJ's ability to jump with weapons like the rocket launcher or minigun. I wrote a script that speeds up CJ's anim while running if you press the sprint button and let's him jump with heavy weapons too:

 

 

{$CLEO .cs}0000::Startwhile true   wait 0   if and       Player.Defined($PLAYER_CHAR)       Player.Controllable($PLAYER_CHAR)       8449:   not actor $PLAYER_ACTOR in_a_car   then       if           00E1:   player 0 pressed_key 16       then           [email protected] = "run_armed"           gosub @Run           [email protected] = "run_csaw"           gosub @Run           [email protected] = "run_rocket"           gosub @Run       end      gosub @Jump   endend:Runif   0611:   actor $PLAYER_ACTOR performing_animation [email protected]   0393: actor $PLAYER_ACTOR perform_animation [email protected] at 1.55 times_normal_rate   while  00E1:   player 0 pressed_key 16       wait 0       gosub @Jump   end   0393: actor $PLAYER_ACTOR perform_animation [email protected] at 1.0 times_normal_rateendreturn:Jumpfor [email protected] = 35 to 38   if       02D8:   actor $PLAYER_ACTOR current_weapon == [email protected]   then       if and           00E1:   player 0 pressed_key 14           8611:   not actor $PLAYER_ACTOR performing_animation "jump_launch"           8611:   not actor $PLAYER_ACTOR performing_animation "jump_glide"           8611:   not actor $PLAYER_ACTOR performing_animation "jump_land"       then           05BC: AS_actor $PLAYER_ACTOR jump 1           while 00E1: player 0 pressed_key 14               wait 0           end       end   endendreturn

 

 

Compile with SannyBuilder. I think there's a couple of bugs though like CJ doesn't stop running quickly when the sprint button stops being pressed and CJ can't sprint with the baseball bat but I might fix those later.

Edited by Adler
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