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thecommand07

How could we add ak47 and the other missing models

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thecommand07

Couple of days ago I found some program called VC Limit Adjuster. Well, I don't know how can use this program called VC Limit Adjuster. I want to add ak47 into the game as a new weapon. Not as replacing.. But I don't know how can I do this just all I know I need to editing weapon.dat and default.ide files.

Have any way add a AK47 as new weapon model into the game? I know the MVL but I'm using CLEO mod if I use it the game'll crash.

We're developing two mods on there:Vice City Beta(Updated Thread) - My nickname is "James Sonny Crockett"

Miami Vice Conversion

Edited by thecommand07

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lolleroz

You can't add new weapons using VC limit adjuster, you need to use maxorator's vehicle loader since the newest versions have options to add new weapons.

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thecommand07
You can't add new weapons using VC limit adjuster, you need to use maxorator's vehicle loader since the newest versions have options to add new weapons.

But it doesn't work with Cleo.. I mean freezing when starting a new game.

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cst1992

You should add a tag of VC (like I have) at the start of your post.

That will help people know which game the problem is about.

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thecommand07

How can I add ak47 back to Vice City ? I gotta edit weapon.dat and default.ide I know that. But I don't know how can I find and ak47's values add. We know ak47.txd and ak47.dff have been in gta3.img

 

# A B C D E F G H I J K L M N P R S T U V W X Y Y a b

Ruger INSTANT_HIT 90.0 250 1000 30 35 -1.0 -1.0 -1.0 -1.0 1.00 -0.06 0.17 rifle 12 17 14 11 16 13 99 276 -1 28040 6

 

For example this is the Ruger's values. How can I find this values for ak47 and add weapon.dat ? Has this been in ak47.dff ? Please, I need some help with these.

 

About of Digits:

#
# Weapons data
# A: Weapon name
# B: Fire type
# C: Range
# D: Firing Rate
# E: Reload
# F: Amount of Ammunition
# G: Damage
# H: Speed
# I: Radius
# J: Life span
# K: Spread
# L,M,N: Fire offset vector
# P: animation to play
# Q: animation to play
# R: animation loop start
# S: animation loop end
# T: point in animation where weapon is fired
# U: animation2 loop start
# V: animation2 loop end
# W: point in animation2 where weapon is fired
# X: point in anim where we can breakout of anim/attack and run away
# Y: model id
# Z: model2 id
# a: Flags -> Stored in HEX... so (from right to left)
# 1st digit 1:USE_GRAVITY 2:SLOWS_DOWN 4:DISSIPATES 8:RAND_SPEED
# 2nd digit 1:EXPANDS 2:EXPLODES 4:CANAIM 8:CANAIM_WITHARM
# 3rd digit 1:1ST_PERSON 2:HEAVY 4:THROW 8:RELOAD_LOOP2START
# 4th digit 1:USE_2ND 2:GROUND_2ND 4:FINISH_3RD 8:RELOAD
# 5th digit 1:FIGHTMODE 2:CROUCHFIRE 4:COP3_RD 8:GROUND_3RD
# 6th digit 1:PARTIALATTACK 2:ANIMDETONATE
#
# b: Weapon Slot (Group to which this weapon belongs to, different from Fire type)
#
###### NOT USED IN THIS VERSION ##############
# a: 1st person version of anim (using orig HGUN & PUMP cause they work better at mo')
# b: 1st person vers of 2nd anim
#
# FPS anims loaded (ie available): FPS_PUNCH, FPS_BAT, FPS_UZI, FPS_PUMP, FPS_AK, FPS_M16, FPS_ROCKET
##############################################

 

# A B C D E F G H I J K L M N P R S T U V W X Y Y a b

Ruger INSTANT_HIT 90.0 250 1000 30 35 -1.0 -1.0 -1.0 -1.0 1.00 -0.06 0.17 rifle 12 17 14 11 16 13 99 276 -1 28040 6

Edited by thecommand07

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