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Deadstroke

Realistic Weapons Settings

Recommended Posts

Deadstroke

Realistic Weapons Settings

 

Version: 1.1.1

Last update: 12/04/17
Author: Deadstroke

 

Credits:

 

- Oksa8 (Realistic Relaod v2.0; Empty Slot v1.0);
- Itawwwa (Ammo Limit);
- Pep Legal (with some help with RES_Weapons.ini);
- ThirteenAG (with some memory address);
- Junior_Djjr (with 'manual fire');
- BMS Forum (with tutorials and helps).


Screenshots

 

General Description

General Description
This a script mod with a lot of changes and improvments in game's weapon system. Resuming, you can:
- Reload Mod: you can reload your weapon with many options any time you need;
- Limited Munition: set a max ammo in each weapon limiting your munition;
- Manual fire: fire manually like FPS games;
- Fixes about weapons;
- Set all functions like you want;
- A separated mod: 'Realistic Recoil', that can make fires more realistic, with a better recoil and scattering.


Complete Description

Fixes
- It fixes when you reload your weapon by changing weapons (called ScrllReloadFix in MixSets, included a compatibility with this one);
- It fixes when you reload your weapon by getting a pickup from the same weapon;
- A fix that avoids more current ammo in weapon than it could carry;

Limited Munition: it will limit your quantity of ammo
- You can decide if it will be limited checking total ammo or reserved ammo;
- You can decide if the limit is by clip or by quantity of ammo;
- You can edit the limit of ammo by weapon;
- You can leave a pickup of excess of munition;
- There is a fix in ammu-nation that you can buy more ammo than limit;
- You can choice if you want limit your weapon in some special moments of missions, when you need infinity ammo.

Reload Mod: it's a mod that you recharge your weapon. It's best mod in reloading mod!!!!
- You can choice the keys of reloading, including for joysticks;
- You can choice if the reload is automatic or manual in empty clip;
- You can put a sound in a empty clip;
- You can choice if you lose the ammo in current clip before reloading, including the weapons that will lose munition;
- You can reload when you're driving.

Manual Fire (Junior_Djjr)
- It forced you to fire each bullet pressing a key like in FPS games. Thanks to Junior_Djjr.

 

Realistic Recoil

- Make fires more realistic, with a better recoil and scattering;
- It doesn't work in drive-by mod.

Extras
- Compatibility with MixSets from Junior_Djjr;
- It works with added weapons with Fastman'92 Limit Adjuster (see http://fastman92.mland http://www.mixmods.com.br/2016/05/tutorial-adicionar-armas-sem-substituir.html );
- Probably compatible with game's original missions;
- Languages: English and Portuguese

Script is open source

 

 


Requirements and instalation

Requirements:
- GTA San Andreas 1.0;
- Crack US Hoodlum (v1.0 in this date);
- Last version of Library Cleo (v4.3.21 in this date).

Recommended:
- Last version of Silent's Asi Loader (v1.3 in this date. It's incluided in library cleo, but it isn't the last version);
- Last version of Modloader (v0.3.5 in this date);
- Last version of Ginput to play with joystick (v1.11 in this date);
- Last version of Fastman'92 Limit Adjuster to add new weapons and others functions (v4.2 in this date).

Instalation:
- With Modloader (reccomended): put the paste 'Realistic Weapons Settings' in the paste 'modloader' in GTA SA directory;
- Without Modloader: put the files inside the paste 'Realistic Weapons Settings' in GTA SA directory. It'll replace weapon.dat in the paste 'data'.

In future:

- A system of drive-by in vehicles (with some upgrades);
- A systems of realistic slots;
- Multifunctional weapons, where you can do many things with them!

 

Change log:

v0.1 (18/07/2016)
- First version of mod, with 'Limited Munition';

v0.2 (20/07/2016)
- Fixes some wrong functions;
- Seccions rewrote and 'GeneralSettings' are created with three new functions, with a compatibility with MixSets;
- Script is more prepared to get more functions in future.

v0.3 (22/07/2016)
- ReloadMod' secction added, giving the player the possibility to reload his weapon;
- Other corrections are done.

v0.4 (03/08/2016)
- The mod has two files .ini: RES_infos (general informations) and RES_weapons (with informations from weapons each one, thanks to Pep Legal to help with its file);
- Added the functions: PickupReloadFix, NoMoreAmmoClip, EmptyClip;
- Some functions was remaked: ActiveLimitAmmo, ReloadModActive;
- Compatibility with joystick added (not tested);
- Many other corrections are done in script;
- A new edited weapon.dat added with possibility to through granade and others when the player is crouched (Thanks to Minhkute360)

v0.5 (03/12/2016)
- A trying to fix joystick compability (it's necessary to be checked) to reload mod;
- The script of checking all weapon is fixed, correcting all functions in section 'limitedmunition', but new weapons (added, not replaced) won't be checked yet (I'll only be checked when it's current player's weapon).

v1.0 (19/12/2016)
- Joystick keys probably is fixed;
- Reload Mod works much better and you have to make reload process before you keep shooting (not necessary with an animation, it's not perfect yet);
- In submission 'Shooting Range', in Ammu-Nation, you always have much munition independely of 'InfAmmoMiss' (limited munition doesn't work);
- Added the function 'Manual Fire', like the Junior_Djjr's mod (see in Portuguese on http://www.mixmods.com.br/2012/12/tiros-manuais-atirar-como-jogos-fps.html);
- Weapon.dat changed: it was some wrong slots and some values changed;
- Added an optional shoopíng.dat with price and ammo of weapons to buy changed;
- Better organization and names of files and pasts;
- Soruce code is more organizated too;
- The mod is tested with added weapons with Fastman'92 Limit Adjuster and it works perfect;
- Apparently it works perfectly with original mission of game;
- Portuguese version.

v1.0.1 (22/12/2016)
- A error fixed on 'Reload Mod' when there is no reserved ammo;

- Limit of lines to weapons on RWS_Weapons.ini is broken.

 

v1.0.2 (09/01/2017)
- Fixes in reload mod.
v1.0.3 (31/01/2017)
- Firearms with maximum one ammo by clip (shotgun, sniper and country sniper) now has sound and time when you're reloading them in reloadmodactive = 2;
- A error in pickupreloadfix to firearms when ammo in clip is empty is fixed;
- Manual Fire isn't be used worngly to weapons that don't be set on RWS_Weapons.ini ;

- Weapon.dat is removed temporally (or used in another mod of mine) because some fixes that I want to do.

v1.1 (09/04/2017)
- Finally! Mod is completely compatible with joystick, it's tested by author;
- A bug is corrected with weapon that isn't set on RWS_Weapons.ini with reload mod;
- Realistic Recoil is done, with a .cs separated;

- Optional shopping.dat was removed. A separated mod will be done.

 

v1.1.1 (12/04/17)

- Buttons to reload mod are corrected. KKeyType was inserted on RWS_Infos.ini .

 

 

Download

 

Check the developing on BMS Forum

Edited by Deadstroke

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Deadstroke
v1.0.1 (22/12/2016)

- A error fixed on 'Reload Mod' when there is no reserved ammo;

- Limit of lines to weapons on RWS_Weapons.ini is broken.

Edited by Deadstroke

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Deadstroke
v1.0.2 (09/01/2017)

- Fixes in reload mod.


v1.0.3 (31/01/2017)

- Firearms with maximum one ammo by clip (shotgun, sniper and country sniper) now has sound and time when you're reloading them in reloadmodactive = 2;

- A error in pickupreloadfix to firearms when ammo in clip is empty is fixed;

- Manual Fire isn't be used worngly to weapons that don't be set on RWS_Weapons.ini ;

- Weapon.dat is removed temporally (or used in another mod of mine) because some fixes that I want to do.

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Deadstroke
v1.1 (09/04/2017)

- Finally! Mod is completely compatible with joystick, it's tested by author;

- A bug is corrected with weapon that isn't set on RWS_Weapons.ini with reload mod;

- Realistic Recoil is done, with a .cs separated;

- Optional shopping.dat was removed. A separated mod will be done.

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lolleroz

Amazing work but it seems that reloading doesn't work no matter what key I set it to. I tried both mode 1 and mode 2 and I still can't manually reload. If it matters, I'm loading a save where I'm already pass max ammo, maybe it's caused by that (but the weapons drop as intended on the ground)

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Deadstroke

Amazing work but it seems that reloading doesn't work no matter what key I set it to. I tried both mode 1 and mode 2 and I still can't manually reload. If it matters, I'm loading a save where I'm already pass max ammo, maybe it's caused by that (but the weapons drop as intended on the ground)

 

- Where did you install: GTA SA Folder or modloader ?;

- Did you check keys button to press? I think in the version I upload I set <AIM> + <GROUP FOLLOW>. I updated with <R> button as standard;

- Did you change anything on RWS_Weapons.ini ?

- Are you using keyboard or joystick?

 

In last case, send your RWS_Infos.ini and/or RWS_Weapons.ini .

 

---------------------------------------------------------------------------------------------------------------------------------------------------------------

 

The second case, it's right. It's a function that drop excess of ammo: function LeavePickup.

 

You can disable it in RWS_Infos.in in section [LimitedMunition]:

LeavePickup = 0 (or -1)

 

I disable it too as standard in download.

Edited by Deadstroke

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thalilmythos

Is not an isolated case, the same happens to me and i installed it in the default cleo folder without changing anything in the ini.

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Deadstroke

About reload mod, I discover a error of mine. I'll correct and launch before.

 

About limited munition, it's all right until now...

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thalilmythos

i was talking about reloading, limited munition works perfectly.

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Deadstroke
v1.1.1 (12/04/17)

- Buttons to reload mod are corrected. KKeyType was inserted on RWS_Infos.ini .

Edited by Deadstroke

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Minhkute360

In future:

- A system of drive-by in vehicles (with some upgrades);

- A systems of realistic slots;

- Multifunctional weapons, where you can do many things with them!

 

 

@Deadstroke what do u mean with those three?

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Deadstroke

 

In future:

- A system of drive-by in vehicles (with some upgrades);

- A systems of realistic slots;

- Multifunctional weapons, where you can do many things with them!

 

@Deadstroke what do u mean with those three?

 

- I was thinking to make a better configurable drive-by;

- A realistic system of slots, with fewer slots on game than exists;

- Create some special functions to weapons.

 

I'm not sure if I'll do that, but who knows....

Edited by Deadstroke

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Davve95

Cool! I gotta test this!

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Light Syde Riandy

I don't understand about the limit "munition" part. How can I make limit as follows:

 

9mm: 34/17 or 68/34 if hitman

Silenced 9mm: 34/17

Silenced 9mm modded(Silenced P90): 60/30

Desert Eagle and Spaz 12: 14/7

Tec 9: 60/30 or 60/60 if hitman

Uzi: 80/40 or 80/80 if hitman

MP5 and AK47: 60/30

M4: 150/50

Remington: 12

Sawn Off: 6/2 or 8/4 if hitman

Vanilla rifle: 10

Rifle modded(M14): 50/25

Rifle modded(M249): 100/100

Flamethrower: 50/50

RPG 7 and SA-Igla: 5

Minigun: 0/500

Spray can and Extinguisher:0/200

Camera: 0/36

Edited by Light Syde Riandy

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Deadstroke

I don't understand about the limit "munition" part. How can I make limit as follows:

 

9mm: 34/17 or 68/34 if hitman

Silenced 9mm: 34/17

Silenced 9mm modded(Silenced P90): 60/30

Desert Eagle and Spaz 12: 14/7

Tec 9: 60/30 or 60/60 if hitman

Uzi: 80/40 or 80/80 if hitman

MP5 and AK47: 60/30

M4: 150/50

Remington: 12

Sawn Off: 6/2 or 8/4 if hitman

Vanilla rifle: 10

Rifle modded(M14): 50/25

Rifle modded(M249): 100/100

Flamethrower: 50/50

RPG 7 and SA-Igla: 5

Minigun: 0/500

Spray can and Extinguisher:0/200

Camera: 0/36

 

It can be a profile for you. But it's good if you check the explanation too.

 

 

# Realistic Weapons Settings v1.1# In this section, you set the weapons configurations.#--------------------------------------------------------------------------------------------------------------------------------------# A - Weapon Number# B - Limited Munition - type of check (where the amount of ammo will be checked)	# 0 = there isn't a limit of ammo in this weapon	# 1 = In total ammo (standard)	# 2 = In reserved ammo (that's not used in current weapon in clip)# C - Limited Munition - type of limit	# 1 = limit by total of ammo (standard)	# 2 = limit by clip (ammo will be multiplied by the maximum ammo in clip)# D - Limited Munition - Max quantity of ammo that you can use, depends of type of limit C and where it's allocated in B# E - rechargeable weapon (Reload Mod): 1 - activatable; 0 - not activatable# F - Lose Current Ammo in Reload.	# 1 = Lose current ammo in clip (standard)	# 0 = Don't lose current ammo in clip# G - Manual Fire: it'll force a weapon to fire manually	# 0 - Manual	# 1 - Automatic	#--------------------------------------------------------------------------------------------------------------------------------------[WeaponsValues] #A	  B		C		D		E		F		G#Pistols22 : 2		2		4		1		1		1	;Pistol23 : 2		2		4		1		1		1	;Silenced Pistol24 : 2		2		2		1		1		1	;Desert Eagle#Shotguns25 : 2		2		12		1		0		1	;Shotgun26 : 2		2		4		1		0		1	;Sawnoff Shotgun27 : 2		2		2		1		0		1	;Combat Shotgun#Sub machine guns28 : 2		2		2		1		1		0	;Micro-uzi32 : 2		2		2		1		1		0	;Tec929 : 2		2		2		1		1		0	;MP5#Assault rifles30 : 2		2		2		1		1		0	;AK-4731 : 2		2		3		1		1		0	;M4#Rifles33 : 2		2		10		1		1		1	;Rifle34 : 2		2		20		1		1		1	;Sniper rifle#Heavy weapons35 : 1		2		5		1		1		1	;RPG36 : 1		2		5		1		1		1	;Missile Launcher37 : 2		2		1		0		0		0	;Flame Thrower38 : 1		1		500		0		0		0	;Minigun#Through weapons16 : 1		2		6		1		1		0	;Grenade17 : 1		2		8		1		1		0	;Teargas18 : 1		2		8		1		1		0	;Coquetel Molotov39 : 1		2		6		1		1		0	;Satchel Charges#Other weapons41 : 1		1		200		0		1		0	;Spray can42 : 1		1		200		0		1		0	;Extinguisher43 : 2		2		0		0		1		1	;Camera#NEW WEAPONS#Pistols84 : 2		2		10		1		1		1	;Beretta87 : 2		2		8		1		0		1	;Python96 : 2		2		6		1		1		0	;Uzi 

 

 

 

B - Limited Munition - type of check: it can active/desactive limited ammo for a weapon and indicate where the munition will be limited.

0 = this weapon don't have limit of ammo;
1 = this weapon has limit of ammo, and it'll be based on total munition (ammo in clip and reserved ammo);
2 = this weapon has limit of ammo, and it'll be basedon only reserved ammo. In other words, the ammo inside weapon (using to fire) won't be checked.
C - Limited Munition - type of limit: choice if you will limit amount of ammo itself or ammo in clip.
1 = limit by total of ammo (standard)
2 = limit by clip (ammo will be multiplied by the maximum ammo in clip)
D - Limited Munition - Max quantity of ammo: it's the max ammo that you have in a weapon. If you set 2 on C, it'll be multiplied by amount of ammo that fits on clip of a weapon.
Example:
22 : 2 2 6 1 1 1 ;Pistol (9mm or colt45)
B = 2 -> the weapon will be checked in reserved ammo;
C = 2 -> the limit of ammo will be based on ammo in clip;
D = 6 -> your limit is 6 clips of ammo in reserved ammo.

If 9mm's max ammo on clip is 17, your limit is 17*6 = 102 bullets. So, you can have 17 bullets (inside weapon) + 102 bullets (reserved to be reload).

 

You cannot set diferents limits in hitman level (double weapons), and the limit is based on if you have only one weapon. If you have two pistols, the limit of ammo is the same as if you have one weapon: 34 bullets (inside weapon) + 102 bullets (reserved to be reload).

 

If B = 1, your limit is 102 bullets regardless of your ammo in clip, nothing more.

 

And If C = 1, you need to set D = 102 to have 102 bullets.

 

To use in a custo weapon, you need to get its number, like 22 = 9mm and edit like you want to.

 

Do you think my explanation on .ini is bad? Please, give me a feedback.

 

And sorry for my bad English.

Edited by Deadstroke

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unknownsoldier23

Hi guys I have a problem, I edited the mod so it could be compatible with manual driveby, but now everytime I receive a call the phone disappears, I just don´t know why, can someone help me?

 

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thalilmythos
10 hours ago, unknownsoldier23 said:

Hi guys I have a problem, I edited the mod so it could be compatible with manual driveby, but now everytime I receive a call the phone disappears, I just don´t know why, can someone help me?

 

It is this mod, but, it's not really that important, it doesn't causes crashes or anything, and besides i think the autor is not working on this anymore.

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unknownsoldier23
8 hours ago, thalilmythos said:

It is this mod, but, it's not really that important, it doesn't causes crashes or anything, and besides i think the autor is not working on this anymore.

Yeah I just removed the mod and the problem disappeared, I hope there´s a fix for this.....thanks for replying

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