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Ss4gogeta0

[SA] Additional Weapons spawn Cleo mod

Recommended Posts

Jeansowaty

 

 

 

I had this problem with the Ingrams in the version 2 too. I managed to do some fixes, and your version 2 doesn't crash anymore! All I need to know is, how can I give the added guns to peds? I edited a script mod named "Call a Gang", where GSF gangsters drive up to me with some heavy weaponry, but I don't know how can I set their new guns.

Ryosuke never added a custom weapon I'd number generator so currently that isn't supported sadly...

 

I have an idea for a way to circumvent it but havnttried it out yet

 

Okay. As I heard at one occasion that you mentioned replacing some of the weapons the mission targets have, like the CIA in Stowaway would have M16's and MP5K's.

 

yea that was what I was going to do but I got busy and havnt had a chance to test my theory out

 

Okay. If you find a way to do this, contact me via pm, okay?

 

 

EDIT:

I tried adding more guns to SA, using your way. I added all the guns as they should be added, but it crashes RIGHT at the startup and the Adjuster tells me that the error lies in the default.ide file, which seems to be accurate!

Edited by Jeansowaty

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Ss4gogeta0

you gotta extend the number of weapons in the WLA files...

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Jeansowaty

you gotta extend the number of weapons in the WLA files...

Done that too.

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GODOFGAME

I Find The id Of Your Weapons For SALC_7_Extra_Weapons Here Is

 

 

"id" In default.ide. Models. "id" In The Game.

 

18900 =============== "screwdriver" ============ "49"
18901 =============== "hammer" ================= "47"
18902 =============== "cleaver" ================ "50"
18903 =============== "machete" ================ "48"
18904 =============== "M60" ==================== "51"
18905 =============== "m92f" =================== "52"
18906 =============== "glock17" ================ "53"
18907 =============== "deagle" ================= "54"
18909 =============== "uz_i" =================== "56"
18910 =============== "mp5k" =================== "57"
18911 =============== "m4a1" =================== "59"
18912 =============== "kruger" ================= "58"
18913 =============== "buddyshot" ============== "60"
18914 =============== "sawnpump" =============== "61"

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Ss4gogeta0

nice work, didnt even know that they actually had weapon ID's for added weapons

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GODOFGAME

I Tested With This Code 0237: set_gang 1 weapons_to 51 52 54

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Ss4gogeta0

I Tested With This Code 0237: set_gang 1 weapons_to 51 52 54

clever bastard :p

 

well, now we can give custom guns to gangs... sooooo brb, gonna redo some of the mods I uploaded

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GODOFGAME

Don't Forget The Credits :lol:

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Jeansowaty

Don't Forget The Credits :lol:

My Gosh can you post the ID's for the SA Version V2? :)

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Ss4gogeta0

Don't Forget The Credits :lol:

of course ;)

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GODOFGAME

I Find The id Of Your Weapons For SA Weapon Spawn V2 Fixed Here Is

 

 

"id" In default.ide. Models. "id" In The Game.
18900 =================== "m249" ============ "51"
18901 =================== "m60" ============= "52"
18902 =================== "glock17l" ======== "53"
18904 =================== "gold_uzi" ======== "54"
18905 =================== "uzi_carbine" ===== "56"
18906 =================== "m16" ============= "57"
18907 =================== "wooden_bat" ====== "58"
18908 =================== "skateboard" ====== "49"
18909 =================== "hockey" ========== "50"
18910 =================== "machete" ========= "48"
18911 =================== "cleaver" ========= "47"
18912 =================== "glock17" ========= "59"
18913 =================== "glock18c" ======== "60"
18914 =================== "ingramsl" ======== "61"
18916 =================== "cpython" ========= "63"
18917 =================== "skorp" =========== "64"
18918 =================== "unknown" ========= "46"
18919 =================== "xm8" ============= "67"
18920 =================== "aug" ============= "68"
18921 =================== "ar15" ============ "69"
18922 =================== "sawed" =========== "70"
18923 =================== "usas12" ========== "71"
18924 =================== "stubbyshot" ====== "72"
18925 =================== "overunder" ======= "73"
18926 =================== "mp5k" ============ "74"
18927 =================== "sp89" ============ "75"
18928 =================== "ruger" =========== "76"
18929 =================== "remington" ======= "77"
18930 =================== "axe" ============= "78"

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Jeansowaty

Thanks for the ID's I partly managed to get my homies to carry them, but erm, there are some bugs... some don't have them. Well I got to play with it more :)

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Jeansowaty

Excuse my double post, but I found your very big weapon collection on Los Santos Role Play:

http://forum.ls-rp.com/viewtopic.php?f=923&t=290747

At one point, are you going to add all these weapons? :)

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Ss4gogeta0

Excuse my double post, but I found your very big weapon collection on Los Santos Role Play:

http://forum.ls-rp.com/viewtopic.php?f=923&t=290747

At one point, are you going to add all these weapons? :)

yea, I was adding them into different versions... so dont worry... ;)

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Jeansowaty

Good. I have some more ideas if you are interested. Well the models I've got an eye on are for VC, but you could try converting them. You were once asking if you should add Manhunt weapons, yeah, do it, since you can lower the resolution of the texture and the gun will look pretty much SA Style.

Edited by Jeansowaty

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GODOFGAME

It's AMAZING! :lol: It's Compatible With The 2 Players Mod And Manual DriveBy.

Edited by GODOFGAME

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Ss4gogeta0

Good. I have some more ideas if you are interested. Well the models I've got an eye on are for VC, but you could try converting them. You were once asking if you should add Manhunt weapons, yeah, do it, since you can lower the resolution of the texture and the gun will look pretty much SA Style.

everythings already converted dont worry ;)

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JJ_Judge

First of all, your mod is awesome and actually stable, bu... (there are always these "buts")

As someone noticed earlier, the game crashes when shooting an RPG, or rockets from a Hydra or Hunter. It can be solved by disabling (setting to 0) "Explosion proxy", but I think you should document this so the nex mod users wont have to search for it like I did ;)

And the most important part - with this mod the jetpack becomes unusable, as CJ wont pick it up. It can be only acquired through chearing (like ROCKETMAN), whe CJ automatically "enters" the jetpack after the cheat. But after you "exit" it and it is left as a pickup, CJ can't "enter" it again.

Can you please check it out and try to make a fix?

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GODOFGAME

To Fix The Problem With The Hydra Or Hunter You Need Disable The "ProxyExplodeType=0", "ProxyPhysicType=0" and "ProxyProjectType=0" In weaponlimit.ini

For The JetPack Press action/secondary fire By Default Is TAB To PickUp The JetPack :cool:

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JJ_Judge

To Fix The Problem With The Hydra Or Hunter You Need Disable The "ProxyExplodeType=0", "ProxyPhysicType=0" and "ProxyProjectType=0" In weaponlimit.ini

For The JetPack Press action/secondary fire By Default Is TAB To PickUp The JetPack :cool:

Well the first problem I'm aware about, as I wrote.

But with the jetpack - big thanks, really. I can't believe I didn't think of it myself!

Anyway, I think OP should document these issues.

 

P.S. Don't Type Like This Please It May Sometimes Be Rather Irritating ;)

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JJ_Judge

Sorry for bumping this, but I wanna get attention from OP, I have some questions about this awesome mod.

1. Is there a way to make experience gain for new weapons? I mean, lvl-ing up the skill to dual wield, to have better accuracy or whatsoever.

2. Is there any way to add new weapons to the Ammu-Nation shop?

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Jeansowaty

Sorry for bumping this, but I wanna get attention from OP, I have some questions about this awesome mod.

1. Is there a way to make experience gain for new weapons? I mean, lvl-ing up the skill to dual wield, to have better accuracy or whatsoever.

2. Is there any way to add new weapons to the Ammu-Nation shop?

1. Nope, I think you would have to add more lines to the weapon.dat to make that work...

2. I dunno...

 

 

 

Anyways, I'm slowly porting your weapons to GTA Liberty City (VC mod) on MVL. I'm going to remake most hud icons you made too. If you want I can post progress here :)

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JJ_Judge

 

Sorry for bumping this, but I wanna get attention from OP, I have some questions about this awesome mod.

1. Is there a way to make experience gain for new weapons? I mean, lvl-ing up the skill to dual wield, to have better accuracy or whatsoever.

2. Is there any way to add new weapons to the Ammu-Nation shop?

1. Nope, I think you would have to add more lines to the weapon.dat to make that work...

Doesn't work by simply adding lines, that's why I'm asking :)

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Jeansowaty

 

 

Sorry for bumping this, but I wanna get attention from OP, I have some questions about this awesome mod.

1. Is there a way to make experience gain for new weapons? I mean, lvl-ing up the skill to dual wield, to have better accuracy or whatsoever.

2. Is there any way to add new weapons to the Ammu-Nation shop?

1. Nope, I think you would have to add more lines to the weapon.dat to make that work...

Doesn't work by simply adding lines, that's why I'm asking :)

 

Ah. Well to be honest I never liked CJ to dual-weild weapons so I never tooled around with it :p

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JJ_Judge

Stumbled upon a strange issue. The specshot shotgun is not picked up. It appears as a pickup totally ok, the model is ok, the data lines seem to be ok, the only string changed in the basic config is the proxy for explosions set to 0.

However, when CJ walks over it, the pickup dissapers, however the shotgun does not appear in the "inventory", independent if he already has a shotgun, of he is totally without weapons.

Other weapons have been working ok. However still haven't tested the second added sawn-gun, as didn't find it yet. So maybe it's a problem regarding added-in shotguns, dunno.

 

P.S. OP don't be ridiculous, please add coords of all spawned-in weapons (the ones in Weapon Spawn.txt don't seem to be right), as it's a pain to do it all manually and finding them.

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Ss4gogeta0

Stumbled upon a strange issue. The specshot shotgun is not picked up. It appears as a pickup totally ok, the model is ok, the data lines seem to be ok, the only string changed in the basic config is the proxy for explosions set to 0.

However, when CJ walks over it, the pickup dissapers, however the shotgun does not appear in the "inventory", independent if he already has a shotgun, of he is totally without weapons.

Other weapons have been working ok. However still haven't tested the second added sawn-gun, as didn't find it yet. So maybe it's a problem regarding added-in shotguns, dunno.

 

P.S. OP don't be ridiculous, please add coords of all spawned-in weapons (the ones in Weapon Spawn.txt don't seem to be right), as it's a pain to do it all manually and finding them.

Been busy with college and havnt updated this in a while...

 

Anyway I kmow about the bug, happens to other guns (I believe its either an ID issue or name issue)

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universetwisters

Foam Finger? GTA didn't have on did it? Or did you make it?

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theNGclan

Foam Finger? GTA didn't have on did it? Or did you make it?

Saints Row. Edited by theNGclan

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Ss4gogeta0

 

Foam Finger? GTA didn't have on did it? Or did you make it?

Saints Row.Saints Row 2

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theNGclan

 

 

Foam Finger? GTA didn't have on did it? Or did you make it?

Saints Row.
Saints Row 2It was in the original game as a multiplayer only weapon. :)

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