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StJimmy

The GTA V beta hunt

Recommended Posts

Mr. Barão77
44 minutes ago, Naean said:

That doesn't appear to be a valid address either.

http://imgur.com/gallery/gDQdzbR

corrected link

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Naean
3 minutes ago, Mr. Barão77 said:

Ah, that seems to be working. Thanks.  🙂

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Mr. Barão77
10 minutes ago, Naean said:

Ah, isso parece estar funcionando. Obrigado.  🙂

Again, sorry, I'm a layman in these things of posting photos on forums rs.

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Naean
3 minutes ago, Mr. Barão77 said:

Again, sorry, I'm a layman in these things of posting photos on forums rs.

No worries.  🙂

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WildBrick142
On 3/28/2018 at 5:05 PM, cp1dell said:

God, I really love the cut mission passed themes. I've been praying that someone would judge which ones would play for what missions based on how "important" or "intense" the mission was, and script them in.

2 years later, this can finally be answered;

 

it was pretty simple. the longer, or 'big' themes would play for every story mission, while the shorter ('small') themes played for strangers & freaks and side missions like races. wasn't anything like gta iv where the theme depended on the mission's importance.

 

i just restored it back to how it originally was. r* actually removed these in a really dumb way. basically every single functionality or whatever for these themes is still intact. all 6 audio entries still exist. obviously the sounds exist too in the files.

 

what they did was set all 6 entries to play that generic sound you hear in the final game. that's all. no magic, no permanent removal. just replaced audio names. everything still works just as r* originally intended lol

 

https://www.gta5-mods.com/misc/restored-beta-mission-passed-themes-add-on-replace

 

  • Like 29
  • fir thi bairns 1

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BlackScout
Posted (edited)
1 hour ago, WildBrick142 said:

2 years later, this can finally be answered;

 

it was pretty simple. the longer, or 'big' themes would play for every story mission, while the shorter ('small') themes played for strangers & freaks and side missions like races. wasn't anything like gta iv where the theme depended on the mission's importance.

 

i just restored it back to how it originally was. r* actually removed these in a really dumb way. basically every single functionality or whatever for these themes is still intact. all 6 audio entries still exist. obviously the sounds exist too in the files.

 

what they did was set all 6 entries to play that generic sound you hear in the final game. that's all. no magic, no permanent removal. just replaced audio names. everything still works just as r* originally intended lol

 

https://www.gta5-mods.com/misc/restored-beta-mission-passed-themes-add-on-replace

Nice work! Pretty funny that those sounds can be restored this easily. Now we need 2011 trees back. :V

Edited by BlackScout
  • Like 3
  • KEKW 1

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cp1dell
5 hours ago, WildBrick142 said:

2 years later, this can finally be answered;

 

it was pretty simple. the longer, or 'big' themes would play for every story mission, while the shorter ('small') themes played for strangers & freaks and side missions like races. wasn't anything like gta iv where the theme depended on the mission's importance.

 

i just restored it back to how it originally was. r* actually removed these in a really dumb way. basically every single functionality or whatever for these themes is still intact. all 6 audio entries still exist. obviously the sounds exist too in the files.

 

what they did was set all 6 entries to play that generic sound you hear in the final game. that's all. no magic, no permanent removal. just replaced audio names. everything still works just as r* originally intended lol

 

https://www.gta5-mods.com/misc/restored-beta-mission-passed-themes-add-on-replace

 

I’m so f*cking glad that you fixed this, and I’m even happier that you went through the trouble of notifying me so I could download this. Much appreciated!

  • Like 3

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zanesix

Now how exactly did that take so long to figure out? lol.

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rollschuh2282
10 hours ago, zanesix said:

Now how exactly did that take so long to figure out? lol.

audio .rel files not easily editable.

like a lot of hashed names and such, so those had to be figured out first

  • Like 4

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Spider-Vice

I can actually think of one reason they were removed, it's a nice job that it was restored but it does sound kinda lame imo. :p 

  • Like 7

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gunziness

Michael's themes are actually pretty cool IMO

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Ash_735
18 hours ago, Spider-Vice said:

I can actually think of one reason they were removed, it's a nice job that it was restored but it does sound kinda lame imo. :p 

I always wonder how things would've gone if they went with the original plan of having a different score for each character, especially how it would sound during crossover missions.

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Naean
Posted (edited)
6 minutes ago, Ash_735 said:

I always wonder how things would've gone if they went with the original plan of having a different score for each character, especially how it would sound during crossover missions.

I really wish they had not only kept the character-specific event/mission complete music tracks, but also given every character their own pause menu music tracks. The vanilla final game is rather disappointingly generic and non-specific by comparison. Additionally, it feels like a significant step back from all the unique music tracks for each playable character in Grand Theft Auto IV and Episodes From Liberty City combined.

Edited by Naean
  • Like 1

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cp1dell

IIRC the current pause menu music was going to be Michael’s.

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Naean
5 hours ago, cp1dell said:

IIRC the current pause menu music was going to be Michael’s.

Oh yeah, I remember hearing that before too. It fits Michael as well, especially when paired with his unused event/mission complete music tracks.

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killso
On 6/25/2020 at 1:27 AM, gunziness said:

Michael's themes are actually pretty cool IMO

all sound amateur'ish to me. Cool, but not professional and as serious as V is still trying to be ( even though it lost its seriousness compared to IV ).

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LordBooyah

Does anyone know what kind of siren was used on police vehicles in the game trailers?  

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Originope
Posted (edited)

I've found a weapon metadata file in the Casino Heist's DLC files that suggests there was going to be a proper Tranquilizer Gun weapon at some point, that could be directly wielded by the player rather than as part of the Nano Drone.

 

If you want to take a look at it yourself, the file is weapon_tranquilizer.meta, located in update/x64/dlcpacks/mpheist3/dlc.rpf/common/data/ai

 

...I've also pasted the whole file below if you can't be bothered looking for it and opening it up yourself:

Spoiler

<?xml version="1.0" encoding="UTF-8"?>

<CWeaponInfoBlob>
  <SlotNavigateOrder>
    <Item>
      <WeaponSlots>
        <Item>
          <OrderNumber value="460" />
          <Entry>SLOT_TRANQUILIZER</Entry>
        </Item>
      </WeaponSlots>
    </Item>
    <Item>
      <WeaponSlots>
        <Item>
          <OrderNumber value="460" />
          <Entry>SLOT_TRANQUILIZER</Entry>
        </Item>
      </WeaponSlots>
    </Item>
  </SlotNavigateOrder>
  <SlotBestOrder>
    <WeaponSlots>
      <Item>
        <OrderNumber value="1002" />
        <Entry>SLOT_TRANQUILIZER</Entry>
      </Item>
    </WeaponSlots>
  </SlotBestOrder>
  <TintSpecValues />
  <FiringPatternAliases />
  <UpperBodyFixupExpressionData />
  <AimingInfos />
  <Infos>
    <Item>
      <Infos>
        <Item type="CAmmoInfo">
          <Name>AMMO_TRANQUILIZER</Name>
          <Model />
          <Audio />
          <Slot />
          <AmmoMax value="250" />
          <AmmoMax50 value="1000" />
          <AmmoMax100 value="9999" />
          <AmmoMaxMP value="250" />
          <AmmoMax50MP value="1000" />
          <AmmoMax100MP value="9999" />
          <AmmoFlags>InfiniteAmmo</AmmoFlags>
          <AmmoSpecialType>None</AmmoSpecialType>
        </Item>
      </Infos>
    </Item>
    <Item>
      <Infos>
        <Item type="CWeaponInfo">
          <Name>WEAPON_TRANQUILIZER</Name>
          <Model>w_pi_stungun</Model>
          <Audio>AUDIO_ITEM_TRANQUILIZER</Audio>
          <Slot>SLOT_TRANQUILIZER</Slot>
          <DamageType>TRANQUILIZER</DamageType>
          <Explosion>
            <Default>DONTCARE</Default>
            <HitCar>DONTCARE</HitCar>
            <HitTruck>DONTCARE</HitTruck>
            <HitBike>DONTCARE</HitBike>
            <HitBoat>DONTCARE</HitBoat>
            <HitPlane>DONTCARE</HitPlane>
          </Explosion>
          <FireType>INSTANT_HIT</FireType>
          <WheelSlot>WHEEL_PISTOL</WheelSlot>
          <Group>GROUP_TRANQILIZER</Group>
          <AmmoInfo ref="AMMO_TRANQUILIZER" />
          <AimingInfo ref="PISTOL_2H_BASE_STRAFE" />
          <ClipSize value="2104529083" />
          <AccuracySpread value="1.000000" />
          <AccurateModeAccuracyModifier value="0.500000" />
          <RunAndGunAccuracyModifier value="2.000000" />
          <RunAndGunAccuracyMinOverride value="-1.000000" />
          <RecoilAccuracyMax value="1.000000" />
          <RecoilErrorTime value="0.000000" />
          <RecoilRecoveryRate value="1.000000" />
          <RecoilAccuracyToAllowHeadShotAI value="1000.000000" />
          <MinHeadShotDistanceAI value="1000.000000" />
          <MaxHeadShotDistanceAI value="1000.000000" />
          <HeadShotDamageModifierAI value="1000.000000" />
          <RecoilAccuracyToAllowHeadShotPlayer value="0.175000" />
          <MinHeadShotDistancePlayer value="5.000000" />
          <MaxHeadShotDistancePlayer value="40.000000" />
          <HeadShotDamageModifierPlayer value="18.000000" />
          <Damage value="1.000000" />
          <DamageTime value="4.000000" />
          <DamageTimeInVehicle value="5.000000" />
          <DamageTimeInVehicleHeadShot value="5.000000" />
          <HitLimbsDamageModifier value="0.500000" />
          <NetworkHitLimbsDamageModifier value="0.800000" />
          <LightlyArmouredDamageModifier value="0.750000" />
          <VehicleDamageModifier value="1.000000" />
          <Force value="0.000000" />
          <ForceHitPed value="0.000000" />
          <ForceHitVehicle value="0.000000" />
          <ForceHitFlyingHeli value="0.000000" />
          <OverrideForces />
          <ForceMaxStrengthMult value="1.000000" />
          <ForceFalloffRangeStart value="0.000000" />
          <ForceFalloffRangeEnd value="50.000000" />
          <ForceFalloffMin value="1.000000" />
          <ProjectileForce value="0.000000" />
          <FragImpulse value="0.000000" />
          <Penetration value="0.000000" />
          <VerticalLaunchAdjustment value="0.000000" />
          <DropForwardVelocity value="0.000000" />
          <Speed value="2000.000000" />
          <BulletsInBatch value="1" />
          <BatchSpread value="0.000000" />
          <ReloadTimeMP value="-1.000000" />
          <ReloadTimeSP value="-1.000000" />
          <VehicleReloadTime value="2.000000" />
          <AnimReloadRate value="1.000000" />
          <BulletsPerAnimLoop value="1" />
          <TimeBetweenShots value="2.800000" />
          <TimeLeftBetweenShotsWhereShouldFireIsCached value="-1.000000" />
          <SpinUpTime value="0.000000" />
          <SpinTime value="0.000000" />
          <SpinDownTime value="0.000000" />
          <AlternateWaitTime value="-1.000000" />
          <BulletBendingNearRadius value="0.000000" />
          <BulletBendingFarRadius value="0.250000" />
          <BulletBendingZoomedRadius value="0.150000" />
          <FirstPersonBulletBendingNearRadius value="0.000000" />
          <FirstPersonBulletBendingFarRadius value="0.250000" />
          <FirstPersonBulletBendingZoomedRadius value="0.150000" />
          <Fx>
            <EffectGroup>WEAPON_EFFECT_GROUP_RUBBER</EffectGroup>
            <FlashFx />
            <FlashFxAlt />
            <FlashFxFP />
            <FlashFxFPAlt />
            <MuzzleSmokeFx />
            <MuzzleSmokeFxFP />
            <MuzzleSmokeFxMinLevel value="0.000000" />
            <MuzzleSmokeFxIncPerShot value="0.000000" />
            <MuzzleSmokeFxDecPerSec value="0.000000" />
            <MuzzleOverrideOffset x="0.000000" y="0.000000" z="0.000000" />
            <MuzzleUseProjTintColour value="false" />
            <ShellFx />
            <ShellFxFP />
            <TracerFx>bullet_tracer</TracerFx>
            <PedDamageHash />
            <TracerFxChanceSP value="0.150000" />
            <TracerFxChanceMP value="0.750000" />
            <TracerFxIgnoreCameraIntersection value="false" />
            <FlashFxChanceSP value="1.000000" />
            <FlashFxChanceMP value="1.000000" />
            <FlashFxAltChance value="0.000000" />
            <FlashFxScale value="0.500000" />
            <FlashFxLightEnabled value="false" />
            <FlashFxLightCastsShadows value="false" />
            <FlashFxLightOffsetDist value="0.000000" />
            <FlashFxLightRGBAMin x="0.000000" y="0.000000" z="0.000000" />
            <FlashFxLightRGBAMax x="0.000000" y="0.000000" z="0.000000" />
            <FlashFxLightIntensityMinMax x="0.000000" y="0.000000" />
            <FlashFxLightRangeMinMax x="0.000000" y="0.000000" />
            <FlashFxLightFalloffMinMax x="0.000000" y="0.000000" />
            <GroundDisturbFxEnabled value="false" />
            <GroundDisturbFxDist value="5.000000" />
            <GroundDisturbFxNameDefault />
            <GroundDisturbFxNameSand />
            <GroundDisturbFxNameDirt />
            <GroundDisturbFxNameWater />
            <GroundDisturbFxNameFoliage />
          </Fx>
          <InitialRumbleDuration value="100" />
          <InitialRumbleIntensity value="0.800000" />
          <InitialRumbleIntensityTrigger value="0.300000" />
          <RumbleDuration value="100" />
          <RumbleIntensity value="0.800000" />
          <RumbleIntensityTrigger value="0.300000" />
          <RumbleDamageIntensity value="1.000000" />
          <InitialRumbleDurationFps value="150" />
          <InitialRumbleIntensityFps value="1.000000" />
          <RumbleDurationFps value="95" />
          <RumbleIntensityFps value="1.000000" />
          <NetworkPlayerDamageModifier value="1.000000" />
          <NetworkPedDamageModifier value="1.000000" />
          <NetworkHeadShotPlayerDamageModifier value="1.000000" />
          <LockOnRange value="10.000000" />
          <WeaponRange value="11.000000" />
          <BulletDirectionOffsetInDegrees value="0.000000" />
          <BulletDirectionPitchOffset value="0.000000" />
          <BulletDirectionPitchHomingOffset value="0.000000" />
          <AiSoundRange value="5.000000" />
          <AiPotentialBlastEventRange value="-1.000000" />
          <DamageFallOffRangeMin value="11.000000" />
          <DamageFallOffRangeMax value="11.000000" />
          <DamageFallOffModifier value="0.300000" />
          <VehicleWeaponHash />
          <DefaultCameraHash>DEFAULT_THIRD_PERSON_PED_AIM_CAMERA</DefaultCameraHash>
          <AimCameraHash />
          <FireCameraHash />
          <CoverCameraHash>DEFAULT_THIRD_PERSON_PED_AIM_IN_COVER_CAMERA</CoverCameraHash>
          <CoverReadyToFireCameraHash />
          <RunAndGunCameraHash>DEFAULT_THIRD_PERSON_PED_RUN_AND_GUN_CAMERA</RunAndGunCameraHash>
          <CinematicShootingCameraHash>DEFAULT_THIRD_PERSON_PED_CINEMATIC_SHOOTING_CAMERA</CinematicShootingCameraHash>
          <AlternativeOrScopedCameraHash />
          <RunAndGunAlternativeOrScopedCameraHash />
          <CinematicShootingAlternativeOrScopedCameraHash />
          <PovTurretCameraHash />
          <CameraFov value="45.000000" />
          <FirstPersonAimFovMin value="42.000000" />
          <FirstPersonAimFovMax value="47.000000" />
          <FirstPersonScopeFov value="30.000000" />
          <FirstPersonScopeAttachmentFov value="0.000000" />
          <FirstPersonDrivebyIKOffset x="0.000000" y="0.000000" z="0.000000" />
          <FirstPersonRNGOffset x="0.000000" y="0.000000" z="0.000000" />
          <FirstPersonRNGRotationOffset x="0.000000" y="0.000000" z="0.000000" />
          <FirstPersonLTOffset x="0.000000" y="0.000000" z="0.000000" />
          <FirstPersonLTRotationOffset x="0.000000" y="0.000000" z="0.000000" />
          <FirstPersonScopeOffset x="-0.003000" y="0.000000" z="0.009000" />
          <FirstPersonScopeAttachmentOffset x="0.000000" y="0.000000" z="0.000000" />
          <FirstPersonScopeRotationOffset x="-0.300000" y="0.000000" z="0.000000" />
          <FirstPersonScopeAttachmentRotationOffset x="0.000000" y="0.000000" z="0.000000" />
          <FirstPersonAsThirdPersonIdleOffset x="0.075000" y="0.000000" z="0.000000" />
          <FirstPersonAsThirdPersonRNGOffset x="-0.025000" y="-0.025000" z="-0.040000" />
          <FirstPersonAsThirdPersonLTOffset x="0.050000" y="0.060000" z="-0.025000" />
          <FirstPersonAsThirdPersonScopeOffset x="0.070000" y="0.000000" z="-0.020000" />
          <FirstPersonAsThirdPersonWeaponBlockedOffset x="0.000000" y="0.000000" z="0.000000" />
          <FirstPersonDofSubjectMagnificationPowerFactorNear value="1.025000" />
          <FirstPersonDofMaxNearInFocusDistance value="0.000000" />
          <FirstPersonDofMaxNearInFocusDistanceBlendLevel value="0.300000" />
          <FirstPersonScopeAttachmentData />
          <ZoomFactorForAccurateMode value="1.300000" />
          <RecoilShakeHash>PISTOL_RECOIL_SHAKE</RecoilShakeHash>
          <RecoilShakeHashFirstPerson>FPS_PISTOL_RECOIL_SHAKE</RecoilShakeHashFirstPerson>
          <AccuracyOffsetShakeHash />
          <MinTimeBetweenRecoilShakes value="150" />
          <RecoilShakeAmplitude value="0.333000" />
          <ExplosionShakeAmplitude value="-1.000000" />
          <IkRecoilDisplacement value="0.000000" />
          <IkRecoilDisplacementScope value="0.004000" />
          <IkRecoilDisplacementScaleBackward value="1.000000" />
          <IkRecoilDisplacementScaleVertical value="0.400000" />
          <ReticuleHudPosition x="0.000000" y="0.000000" />
          <ReticuleHudPositionOffsetForPOVTurret x="0.000000" y="0.000000" />
          <AimOffsetMin x="0.200000" y="0.100000" z="0.600000" />
          <AimProbeLengthMin value="0.380000" />
          <AimOffsetMax x="0.170000" y="-0.200000" z="0.500000" />
          <AimProbeLengthMax value="0.315000" />
          <AimOffsetMinFPSIdle x="0.178000" y="0.392000" z="0.135000" />
          <AimOffsetMedFPSIdle x="0.169000" y="0.312000" z="0.420000" />
          <AimOffsetMaxFPSIdle x="0.187000" y="0.064000" z="0.649000" />
          <AimOffsetMinFPSLT x="0.009000" y="0.334000" z="0.555000" />
          <AimOffsetMaxFPSLT x="0.062000" y="-0.164000" z="0.588000" />
          <AimOffsetMinFPSRNG x="0.114000" y="0.390000" z="0.485000" />
          <AimOffsetMaxFPSRNG x="0.113000" y="-0.263000" z="0.586000" />
          <AimOffsetMinFPSScope x="0.009000" y="0.421000" z="0.462000" />
          <AimOffsetMaxFPSScope x="0.037000" y="-0.224000" z="0.639000" />
          <AimOffsetEndPosMinFPSIdle x="0.208000" y="0.700000" z="0.003000" />
          <AimOffsetEndPosMedFPSIdle x="0.203000" y="0.604000" z="0.553000" />
          <AimOffsetEndPosMaxFPSIdle x="0.207000" y="-0.040000" z="0.942000" />
          <AimOffsetEndPosMinFPSLT x="0.000000" y="0.000000" z="0.000000" />
          <AimOffsetEndPosMedFPSLT x="0.000000" y="0.000000" z="0.000000" />
          <AimOffsetEndPosMaxFPSLT x="0.000000" y="0.000000" z="0.000000" />
          <AimProbeRadiusOverrideFPSIdle value="0.000000" />
          <AimProbeRadiusOverrideFPSIdleStealth value="0.000000" />
          <AimProbeRadiusOverrideFPSLT value="0.000000" />
          <AimProbeRadiusOverrideFPSRNG value="0.000000" />
          <AimProbeRadiusOverrideFPSScope value="0.000000" />
          <TorsoAimOffset x="-1.300000" y="0.550000" />
          <TorsoCrouchedAimOffset x="0.200000" y="0.050000" />
          <LeftHandIkOffset x="-0.025000" y="0.100000" z="-0.050000" />
          <ReticuleMinSizeStanding value="0.650000" />
          <ReticuleMinSizeCrouched value="0.550000" />
          <ReticuleScale value="0.300000" />
          <ReticuleStyleHash>WEAPON_PISTOL</ReticuleStyleHash>
          <FirstPersonReticuleStyleHash />
          <PickupHash>PICKUP_WEAPON_STUNGUN</PickupHash>
          <MPPickupHash>PICKUP_AMMO_BULLET_MP</MPPickupHash>
          <HumanNameHash>WT_STUN</HumanNameHash>
          <MovementModeConditionalIdle>MMI_1Handed</MovementModeConditionalIdle>
          <StatName>TRANQ</StatName>
          <KnockdownCount value="-1" />
          <KillshotImpulseScale value="1.000000" />
          <NmShotTuningSet>normal</NmShotTuningSet>
          <AttachPoints />
          <GunFeedBone />
          <TargetSequenceGroup />
          <WeaponFlags>CarriedInHand Silenced Gun CanLockonOnFoot CanLockonInVehicle CanFreeAim AnimCrouchFire UsableOnFoot UsableClimbing UsableInCover DoesRevivableDamage DisplayRechargeTimeHUD OnlyFireOneShot NonLethal AllowCloseQuarterKills DisablePlayerBlockingInMP CanPerformArrest SuppressGunshotEvent HasLowCoverSwaps DontBreakRopes QuitTransitionToIdleIntroOnWeaponChange DisableLeftHandIkWhenOnFoot TorsoIKForWeaponBlock UseFPSAimIK UseFPSSecondaryMotion</WeaponFlags>
          <TintSpecValues ref="TINT_DEFAULT" />
          <FiringPatternAliases ref="NULL" />
          <ReloadUpperBodyFixupExpressionData ref="default" />
          <AmmoDiminishingRate value="0" />
          <AimingBreathingAdditiveWeight value="1.000000" />
          <FiringBreathingAdditiveWeight value="1.000000" />
          <StealthAimingBreathingAdditiveWeight value="1.000000" />
          <StealthFiringBreathingAdditiveWeight value="1.000000" />
          <AimingLeanAdditiveWeight value="1.000000" />
          <FiringLeanAdditiveWeight value="1.000000" />
          <StealthAimingLeanAdditiveWeight value="1.000000" />
          <StealthFiringLeanAdditiveWeight value="1.000000" />
          <ExpandPedCapsuleRadius value="0.000000" />
          <AudioCollisionHash />
          <HudDamage value="1" />
          <HudSpeed value="10" />
          <HudCapacity value="100" />
          <HudAccuracy value="40" />
          <HudRange value="5" />
          <VehicleAttackAngle value="25.000000" />
          <TorsoIKAngleLimit value="-1.000000" />
          <MeleeDamageMultiplier value="-1.000000" />
          <MeleeRightFistTargetHealthDamageScaler value="-1.000000" />
          <AirborneAircraftLockOnMultiplier value="1.000000" />
          <ArmouredVehicleGlassDamageOverride value="-1.000000" />
          <CamoDiffuseTexIdxs />
          <RotateBarrelBone />
          <RotateBarrelBone2 />
          <FrontClearTestParams>
            <ShouldPerformFrontClearTest value="false" />
            <ForwardOffset value="0.000000" />
            <VerticalOffset value="0.000000" />
            <HorizontalOffset value="0.000000" />
            <CapsuleRadius value="0.000000" />
            <CapsuleLength value="0.000000" />
          </FrontClearTestParams>
        </Item>
      </Infos>
    </Item>
    <Item>
      <Infos />
    </Item>
    <Item>
      <Infos />
    </Item>
  </Infos>
  <VehicleWeaponInfos />
  <WeaponGroupDamageForArmouredVehicleGlass />
  <Name>DLC - Tranquilizer</Name>
</CWeaponInfoBlob>

 

Take note of how it mentions stuff like weapon wheel slots, first person ADS camera offsets and the weapon flags - this proves that the tranquilizer gun this file is speaking of was going to be a proper weapon and is not just the one that we get with the Nano Drone.

Edited by Originope
  • Like 1

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HeySlickThatsMe

It's used by the drone ingame, so not cut

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Originope
1 minute ago, HeySlickThatsMe said:

It's used by the drone ingame, so not cut

Refresh and read again please.

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rollschuh2282
1 hour ago, Originope said:

Refresh and read again please.

yeah, it´s for the new drone that you can trigger from the interaction menu.

bc you don´t trigger it via the terrorbyte or the stations in the arcade planning room, they just made it for the drone to make it selectable with the interaction menu.

and the offsets are probs either so that the drone won´t clip with the camera, or just are default values they get when creating the files.

 

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HeySlickThatsMe
2 hours ago, Originope said:

Refresh and read again please.

The trailer from gunrunning has first person stuff too though, and so does tampa mortar

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Cutter De Blanc
5 hours ago, Originope said:

-Snip-

CanPerformArrest

-Snip-

🤔

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DeGeneratorX
Posted (edited)

I'm trying to restore the beta timecycle of the game. Hopefully I made some progress. Tips are welcome

 

91j6TeN.png

 

PS: i'm using the original PC timecycle, but this was only a test, I will move to the old gen timecycle and then start working on it.

Edited by DeGeneratorX
English mistake (i think)
  • Like 9

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HeySlickThatsMe
13 hours ago, Cutter De Blanc said:

🤔

That's in stungun entry aswell, considering this file was based on stun gun they probably didn't even bother to remove it, actually maybe someone could compare stungun values to tranquilizer ones

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Americana
9 hours ago, DeGeneratorX said:

I'm trying to restore the beta timecycle of the game. Hopefully I made some progress. 

 

91j6TeN.png

 


Ah yes, Grand Theft Auto V for PlayStation 2.

 


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OhMrZack
11 hours ago, DeGeneratorX said:

I'm trying to restore the beta timecycle of the game. Hopefully I made some progress. Tips are welcome

 

91j6TeN.png

 

PS: i'm using the original PC timecycle, but this was only a test, I will move to the old gen timecycle and then start working on it.

Best way to restore the beta timecyc is just use the Xbox 360 & PS3 version and tweak it from there

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D T
11 hours ago, DeGeneratorX said:

I'm trying to restore the beta timecycle of the game. Hopefully I made some progress. Tips are welcome

 

91j6TeN.png

 

PS: i'm using the original PC timecycle, but this was only a test, I will move to the old gen timecycle and then start working on it.

That looks pretty damn close. Let us know when you finish it! A side note: I really wish someone would port over all the tree models from 360/PS3. They look so much better.

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OhMrZack
6 minutes ago, D T said:

That looks pretty damn close. Let us know when you finish it! A side note: I really wish someone would port over all the tree models from 360/PS3. They look so much better.

You’re in luck;

 

https://www.gta5-mods.com/misc/old-gen-vegetation-mod

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Spider-Vice
18 hours ago, Cutter De Blanc said:

🤔

For the original CnC.

  • KEKW 1

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