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[III|VC|SA|IV] Buy Back Your Weapons


ThirteenAG

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Yesterday i finished GTA 3 version and now i'm working on IV script.

And i have a question about EFLC support, now i'm using

 

AMMO_DesertEagle = Player.Character.Weapons.DesertEagle.Ammo;

 

to check whether there is player have this weapon when he died or arrested, but what i should check in EFLC with episodic weapons?

In documentation(WeaponCollection Members) i see only IV weapons.

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AMMO_DesertEagle = Player.Character.Weapons.Episodic_01.Ammo;

 

Try it.

By the way, great job. On all the scripts.

I dunno in what language you are writing it, but in C# I have example:

Player.Character.Weapons.FromType(episodic_03).Ammo = 30000

C# should work same as VB

Edited by lolleroz
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AMMO_DesertEagle = Player.Character.Weapons.Episodic_01.Ammo;

 

Player.Character.Weapons.FromType(episodic_03).Ammo = 30000

 

1)

AMMO_Episodic_01 = Player.Character.Weapons.Episodic_01.Ammo;

 

Errors in script BuyBackYourWeapons.cs in Line 62: 'GTA.value.WeaponCollection' does not contain a definition for 'Episodic_01' and no extension method 'Episodic_01' accepting a first argument of type 'GTA.value.WeaponCollection' could be found (are you missing a using directive or an assembly reference?)

2)

AMMO_Episodic_01 = Player.Character.Weapons.FromType(episodic_01).Ammo;

 

Errors in script BuyBackYourWeapons.cs in Line 62: The name 'episodic_01' does not exist in the current context

 

Any other suggestions?

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How about:

AMMO_P90 = Player.Character.Weapons.P90.Ammo;

or

AMMO_AssaultSMG = Player.Character.Weapons.AssaultSMG.Ammo;

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I'm curious, why the III version does not use a text box (or you have it heavily modded)?

 

Anyway, good job. It's nice that you're releasing mods for many GTAs at one time tounge.gif

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I'm curious, why the III version does not use a text box (or you have it heavily modded)?

 

Anyway, good job. It's nice that you're releasing mods for many GTAs at one time tounge.gif

I tried to use opcode 03E5, but it crash the game. So i had to use another way.

 

lolleroz, i've got the same error.

Edited by ThirteenAG
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  • 1 year later...

I skimmed through the code and I'm not programmer, but it seems that the mod for GTA IV doesn't check to see if you have enough money to buy your weapons back, it just takes all you've got if you've got less than $2000, or just $2000. And you also lose weapons when you get arrested? but can you buy them back then?

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  • 4 years later...

I'm having problems with the III script. Grenades are never given back, and it seems that if grenades are confiscated, then other weapons are given back with either 1.5x or 2x the ammo.

Edited by Helegad

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  • 11 months later...

The links for III, VC, and San Andreas appear to be dead. Does anyone know where I might be able to find copies of these?

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  • 2 years later...
  • 5 weeks later...
Vampire-Chan
On 4/29/2011 at 12:44 AM, ThirteenAG said:

1)


AMMO_Episodic_01 = Player.Character.Weapons.Episodic_01.Ammo;
 

 

Errors in script BuyBackYourWeapons.cs in Line 62: 'GTA.value.WeaponCollection' does not contain a definition for 'Episodic_01' and no extension method 'Episodic_01' accepting a first argument of type 'GTA.value.WeaponCollection' could be found (are you missing a using directive or an assembly reference?)

2)


AMMO_Episodic_01 = Player.Character.Weapons.FromType(episodic_01).Ammo;
 

 

Errors in script BuyBackYourWeapons.cs in Line 62: The name 'episodic_01' does not exist in the current context

 

Any other suggestions?

The proper line for this is Ammo_P90 = Player.Character.Weapons(Weapon.Episodic_12).Ammo = xxx (xx is integer means Ammo)(Episodic_12 is P90 or use TBOGT_AssaultSMG instead of Episodic_12).  )

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