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How to make any gun have explosive ammo?


th3gh0st

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How do they make the sniper shoot explosive rounds in BoGT?

I just want to know so I use it to make any weapon explosive.

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Probably some flag in the weapons xml, take a look on google for "gtaforums weaponinfo.xml" and you should find a thread all about it.

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Well, technically the AA12 with explosive ammo is not an AA12 with a differet ammo, it's an entirely different weapon all together. You have to look at it from that perspective.

 

I have "converted" the TBoGT M249 to fire explosive rounds by editing the weaponsInfo.xml. First I changed the damage type to explosive, then I switched the weapon type (EPISODIC name) between the AA12 and the M249. If you look at the explosionFx.dat you can see that the AA12 explosive round has an EPISODIC name, and this name is somehow linked to the EPISODIC further to the right on the same row. I don't know if you could just change the EPISODIC further right to match that of the M249 because I had already changed the EPISODIC names of them in the weaponsInfo.xml and damage type, and it worked.

 

Because of the link in the explosionsFx between the first EPISODIC and the one EPISODIC to the right I am not sure if you can get several weapons to use the AA12 explosionFx data. Exactly what uses that first EPISODIC number at the start of the row is unknown to me.

 

Because I f*ckin hate the TBoGT aim zoom that can't be switched off I tried to convert TBoGT weapons to TLAD. I couldn't use the AA12 explosionFx data because that relies on models I couldn't move to TLAD, so I used the grenade explosionsFx data and could make my own explosive rounds from that, copying the explosionFx data from the AA12 data in TBoGT. I don't remember how I did that as I scrapped the whole idea of converting TBoGT weapons to TLAD because I could not convert the reload animations (reloading an M249 like it was an AK47 bothered the crap out of me).

I know using the grenade explosion data in explosionFx.dat can be done, play around and look, but don't ask how because I don't remeber... If I could once figure it out, so can you.

 

You could also look at the minigun explosionFx data and try change the EPISODIC name of the gun you want to "convert" by playing around with weaponsInfo.xml and explosionFx.dat. This will perhaps enable you to have another gun using these explosive rounds, but perhaps at the cost of sacrificing the minigun in the choppers? I have not tried this at all so I'm just guessing... Maybe it will work, maybe not.

 

I stopped playing around with this as I have my M249 with explosive rounds and don't need another weapon with them. My other modification was to replace the AA12 model with the TLAD sweeper model, give it grenade launcher grenades that explode on impact (don't bounce off walls) and increase the fire rate. Massive destruction! biggrin.gif Now if someone could only figure out how get rid of that f*cking automatic aim zoom in TBoGT I would have the perfect GTA IV.

Edited by McAkrylamid
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Well, technically the AA12 with explosive ammo is not an AA12 with a differet ammo, it's an entirely different weapon all together. You have to look at it from that perspective.

 

I have "converted" the TBoGT M249 to fire explosive rounds by editing the weaponsInfo.xml. First I changed the damage type to explosive, then I switched the weapon type (EPISODIC name) between the AA12 and the M249. If you look at the explosionFx.dat you can see that the AA12 explosive round has an EPISODIC name, and this name is somehow linked to the EPISODIC further to the right on the same row. I don't know if you could just change the EPISODIC further right to match that of the M249 because I had already changed the EPISODIC names of them in the weaponsInfo.xml and damage type, and it worked.

 

Because of the link in the explosionsFx between the first EPISODIC and the one EPISODIC to the right I am not sure if you can get several weapons to use the AA12 explosionFx data. Exactly what uses that first EPISODIC number at the start of the row is unknown to me.

 

Because I f*ckin hate the TBoGT aim zoom that can't be switched off I tried to convert TBoGT weapons to TLAD. I couldn't use the AA12 explosionFx data because that relies on models I couldn't move to TLAD, so I used the grenade explosionsFx data and could make my own explosive rounds from that, copying the explosionFx data from the AA12 data in TBoGT. I don't remember how I did that as I scrapped the whole idea of converting TBoGT weapons to TLAD because I could not convert the reload animations (reloading an M249 like it was an AK47 bothered the crap out of me).

I know using the grenade explosion data in explosionFx.dat can be done, play around and look, but don't ask how because I don't remeber... If I could once figure it out, so can you.

 

You could also look at the minigun explosionFx data and try change the EPISODIC name of the gun you want to "convert" by playing around with weaponsInfo.xml and explosionFx.dat. This will perhaps enable you to have another gun using these explosive rounds, but perhaps at the cost of sacrificing the minigun in the choppers? I have not tried this at all so I'm just guessing... Maybe it will work, maybe not.

 

I stopped playing around with this as I have my M249 with explosive rounds and don't need another weapon with them. My other modification was to replace the AA12 model with the TLAD sweeper model, give it grenade launcher grenades that explode on impact (don't bounce off walls) and increase the fire rate. Massive destruction! biggrin.gif Now if someone could only figure out how get rid of that f*cking automatic aim zoom in TBoGT I would have the perfect GTA IV.

If you didn't do not know there is a cheat the makes sniper bullets explosive.

 

Anyways, I changed the name further down the row and it did nothing, I think it is just for reference. Well I did what you said and it worked!

 

Thank you so much.

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