Deadstroke Posted December 19, 2016 Share Posted December 19, 2016 (edited) Realistic Weapons Settings Version: 1.1.1 Last update: 12/04/17Author: 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 PortugueseScript 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 April 12, 2017 by Deadstroke Silent, fannys, TJGM and 3 others 6 Link to comment Share on other sites More sharing options...
Deadstroke Posted December 22, 2016 Author Share Posted December 22, 2016 (edited) 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 January 31, 2017 by Deadstroke Link to comment Share on other sites More sharing options...
Deadstroke Posted January 31, 2017 Author Share Posted January 31, 2017 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. Link to comment Share on other sites More sharing options...
Deadstroke Posted April 9, 2017 Author Share Posted April 9, 2017 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. Link to comment Share on other sites More sharing options...
lolleroz Posted April 10, 2017 Share Posted April 10, 2017 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) Link to comment Share on other sites More sharing options...
Deadstroke Posted April 11, 2017 Author Share Posted April 11, 2017 (edited) 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 April 11, 2017 by Deadstroke Link to comment Share on other sites More sharing options...
thalilmythos Posted April 11, 2017 Share Posted April 11, 2017 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. Link to comment Share on other sites More sharing options...
Deadstroke Posted April 11, 2017 Author Share Posted April 11, 2017 About reload mod, I discover a error of mine. I'll correct and launch before. About limited munition, it's all right until now... thalilmythos 1 Link to comment Share on other sites More sharing options...
thalilmythos Posted April 12, 2017 Share Posted April 12, 2017 i was talking about reloading, limited munition works perfectly. Link to comment Share on other sites More sharing options...
Deadstroke Posted April 12, 2017 Author Share Posted April 12, 2017 (edited) v1.1.1 (12/04/17) - Buttons to reload mod are corrected. KKeyType was inserted on RWS_Infos.ini . Edited April 12, 2017 by Deadstroke Link to comment Share on other sites More sharing options...
Minhkute360 Posted April 15, 2017 Share Posted April 15, 2017 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? Link to comment Share on other sites More sharing options...
Deadstroke Posted April 15, 2017 Author Share Posted April 15, 2017 (edited) 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 April 15, 2017 by Deadstroke Link to comment Share on other sites More sharing options...
Davve95 Posted April 16, 2017 Share Posted April 16, 2017 Cool! I gotta test this! Link to comment Share on other sites More sharing options...
Super Shizuku Posted April 16, 2017 Share Posted April 16, 2017 (edited) 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 April 16, 2017 by Light Syde Riandy Link to comment Share on other sites More sharing options...
Deadstroke Posted April 17, 2017 Author Share Posted April 17, 2017 (edited) 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 April 17, 2017 by Deadstroke Link to comment Share on other sites More sharing options...
unknownsoldier23 Posted March 10, 2019 Share Posted March 10, 2019 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? Link to comment Share on other sites More sharing options...
thalilmythos Posted March 10, 2019 Share Posted March 10, 2019 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. Link to comment Share on other sites More sharing options...
unknownsoldier23 Posted March 10, 2019 Share Posted March 10, 2019 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 Link to comment Share on other sites More sharing options...
kden1337 Posted June 7, 2019 Share Posted June 7, 2019 Hey man, the link doesn't work anymore. Link to comment Share on other sites More sharing options...
The Lucky Mole Posted June 7, 2019 Share Posted June 7, 2019 Yeah, the link is dead! Link to comment Share on other sites More sharing options...
Striker02 Posted August 5, 2019 Share Posted August 5, 2019 I have a bug with this mod, when it talks about remaining ammo clip after reload Link to comment Share on other sites More sharing options...
harakat Posted August 11, 2019 Share Posted August 11, 2019 download link dead Link to comment Share on other sites More sharing options...
grepitu Posted August 11, 2019 Share Posted August 11, 2019 https://drive.google.com/file/d/0B1sAJQAUfOOYOVFNRDRrdFVSMWs/view Link to comment Share on other sites More sharing options...
lascha2nd Posted September 7, 2019 Share Posted September 7, 2019 oof, this mod dead now Link to comment Share on other sites More sharing options...
Spidermanblack4 Posted December 13, 2020 Share Posted December 13, 2020 someone has provided a new link use this https://drive.google.com/file/d/0B1sAJQAUfOOYOVFNRDRrdFVSMWs/view On 8/11/2019 at 9:25 PM, harakat said: download link dead On 9/7/2019 at 5:25 PM, lascha2nd said: oof, this mod dead now someone provided a new link here https://drive.google.com/file/d/0B1sAJQAUfOOYOVFNRDRrdFVSMWs/view Link to comment Share on other sites More sharing options...
Probably_Worth Posted July 17, 2021 Share Posted July 17, 2021 The link has moved to this Brazilian websitehttps://www.mixmods.com.br/2016/10/realistic-weapons-settings-uso-de-armas.html Link to comment Share on other sites More sharing options...
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