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(ASI) Weapon Accuracy


VintProg
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under implementation, the plug-asi. Which allows you to shoot both in SA.

Rate my work. Until the demo video. Soon, the plugin can be downloaded freely.

 

 

 

 

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I am not too clear what this mod is doing, but overall it is good to have you back here working VintProg, BTW did you ever finish the VC GUI Editor?

XDBuildTopicSig6.png

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It's clearly visible what the mod is doing. It implements SA-style inaccuracy of the weapon, as in III/VC player always shoots perfectly into the center of the crosshair. Just look at the bullets, they fly not into the center of the crosshair (which scales too, like in SA).

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It's clearly visible what the mod is doing. It implements SA-style inaccuracy of the weapon, as in III/VC player always shoots perfectly into the center of the crosshair. Just look at the bullets, they fly not into the center of the crosshair (which scales too, like in SA).

Ohhh, I simply didn't thought VC hasn't that system.

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can we use it in III?

no.

 

 

when plug-in will finalized, then can will download.

For each weapons, can set accuracy, and more possibly will opcodes, for the script, so change skill player.

Edited by VintProg
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Before you do double work, have a look at my GTA:FPS mod please. It allows weapon configuration way beyond accuracy (although I am not sure if I did get around to including modification of the minigun):

http://www.gtaforums.com/index.php?showtopic=254132

 

LOL, I should add that the last uploaded version doesn't include accuracy, I just checked. Rest assured that the version I have on my hard drive does - and more. If you do .asi coding, I can make my mod open source and you can extend from that.

 

 

Alex

Edited by AK-73
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I am in the middle of exams right now, so I don't have the time to polish the mod for a new release in the next 2 weeks or so.

Not to derail your thread but just as a look ahead, the current weapons section on my hard drive features the following:

 

#	A: Weapon Type (unused at present)#	B: Weapon Range (overrides weapon.dat data)#	C: Accuracy in Minutes of Angle (MoA), float#	D: Rate of Fire (in rds/minute), int, only used when USE_FPS_ROF flag is set; if used, overrides value from weapon.dat. For hand-held weapons.#	E: Alternative RoF, int, to be used for firemodes that have the "8" flag set (but do not equal 0xF, that is the "ending signal")#	F: Selective Fire Modes, int#	G: Recoil Center Point/x coordinate, float#	H: Recoil Center Point/y coordinate, float#	I: Recoil Force/x direction, float (Radii - high: 0.01890, medium: 0.01260, low: 0.00945)#	J: Recoil Force/y direction, float (Radii - high: 0.01890, medium: 0.01260, low: 0.00945)#	K: Recoil Weight of upwards direction, float, ranging from 1.0 (100% upwards, never down) to 0.0(only down), 0.5 means 50-50 distribution and so on#	L: initial zoom, float (keep it between the next two values - within the legal bounds)#	M: min Zoom, float, default: 70.0f (best keep it 70.0 or below)#	N: max Zoom, float (0 means infinite zoom possible, camera has per default 3.0, sniper rifles have 15.0f)#	O: zoom speed multiplier, float (1.0 means standard vice speed)#	P: Laser Targetter Light Size, float (Vice Default is 1.2f)#	Q: Laser Targetter Light Range, float (Vice Default is 50.0f)#	R: Laser Targetter Light Intensity, byte (Vice Default is 128) [Actually, it's the R value of the RGB] #	S: Buckshot, x max spread, float. Expressed as angle. Do not set to 0.0f with shotguns.#	T: Buckshot, y max spread, float. Expressed as angle. Do not set to 0.0f with shotguns.#	U: Buckshot, # of pellets, int#  V: Weapon Flags, integer, expressed as hex (from right to left):#  	1:ENABLE_FPSMODE	2: USE_FPS_ROF  4 USE_DRAMA_CAM#  	1:ELLIPTIC_RECOIL#  	1:ZOOM_ENABLE  	2:SNIPER_SIGHTS  4:LASER_SIGHTS#  	1:LASER_TARGETTER_DOT	2:LASER_TARGETTER_LIGHT#  	1:IS_SHOTGUN

 

 

Also the code back then had been written in machine code, so the source code will feature long arrays of bytes. LOL, it taught me assembler & machine code doing it this way but makes getting into it a bit harder (still the addresses of the hook-ins are valuable, especially if you have a look at what's happening in a debugger). Future additions would be written in actual assembler in VS, I guess.

 

Anyway, long story short, you are free to roll your own modifications into the mod once I release the source code and do with it whatever you like, "branching" is explicitly allowed if you give respect to the "trunk". I can put links to branches into the topic starter of the FPS thread and the GTAGarage page too. Especially since I don't know how much time I have to develop the mod any further in the future.

 

 

Alex

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Yeah but it's mostly copying long arrays of machine code bytes into unused memory and then calling the machine code by overriding game instructions in memory with a function call.

 

A more sensible approach would have been to write the new functionality in assembler in VS and then calling that function in VS, instead of going the machine language route. Still it has been educational.

 

The stuff that has been coded in C++ is pretty much trivial and can be coded in any language. It's the assembler/machine code part that is less than trivial.

 

Alex

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While I had half a year Russian in school, the only thing that I recognize is the massive use of 4chan memes. wink.gif

Anything in particular ?

 

Alex

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@ AK-73, That is another mod he made which adds a beating effect to the Heart Symbol next to your life, it is quite a good idea, give it a try and see.

XDBuildTopicSig6.png

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  • 1 month later...

@AK-73

 

Many people do not like gta-vc. particularly not like in gtamaps. And what is the use of them?

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