Douglas DC-3 Posted January 8, 2017 Share Posted January 8, 2017 (edited) Basically thing i want is making MP5 silenced TECHNİCALLY but i failed to find a flag for it in weapon.dat How i can make MP5 silenced or even its possible or not ? EDİT:İ Dont have any modding experience except editing .dat and .cfg files with notepad and using img tool Edited January 8, 2017 by Troll Sniper Link to comment https://gtaforums.com/topic/878980-is-it-possible-to-make-weapons-silenced-in-sa/ Share on other sites More sharing options...
Jack Posted January 8, 2017 Share Posted January 8, 2017 void __thiscall CAEWeaponAudioEntity::WeaponFire(CAEPedWeaponAudioEntity *this, eWeaponType weaponType, CPhysical *entity, int audioEventId){ CAEPedWeaponAudioEntity *v4; // esi@1 int v5; // [sp-10h] [bp-14h]@12 signed int v6; // [sp-8h] [bp-Ch]@12 signed int v7; // [sp-4h] [bp-8h]@12 v4 = this; if ( entity ) { switch ( weaponType ) { case WEAPON_PISTOL: CAEWeaponAudioEntity::PlayGunSounds(this, entity, 52, 53, 6, 7, 8, audioEventId, 0.0, 1.41421, 1.0); break; case WEAPON_DESERT_EAGLE: CAEWeaponAudioEntity::PlayGunSounds(this, entity, 52, 53, 6, 7, 8, audioEventId, 0.0, 0.94387001, 1.0); break; case WEAPON_PISTOL_SILENCED: CAEWeaponAudioEntity::PlayGunSounds(this, entity, 76, 77, 24, 24, -1, audioEventId, -7.0, 1.0, 1.0); break; case WEAPON_AK47: case WEAPON_M4: CAEWeaponAudioEntity::PlayGunSounds(this, entity, 33, 53, 3, 4, 5, audioEventId, 0.0, 1.0, 1.0); break; case WEAPON_MICRO_UZI: CAEWeaponAudioEntity::PlayGunSounds(this, entity, 29, 30, 0, 1, 2, audioEventId, 0.0, 1.0, 1.0); break; case WEAPON_TEC9: CAEWeaponAudioEntity::PlayGunSounds(this, entity, 29, 30, 0, 1, 2, audioEventId, 0.0, 1.25992, 1.0); break; case WEAPON_MP5: CAEWeaponAudioEntity::PlayGunSounds(this, entity, 29, 30, 17, 18, 2, audioEventId, 0.0, 1.0, 1.0); break; case WEAPON_SNIPERRIFLE: CAEWeaponAudioEntity::PlayGunSounds(this, entity, 52, 53, 26, 27, 23, audioEventId, 0.0, 1.0, 1.0); break; case WEAPON_COUNTRYRIFLE: CAEWeaponAudioEntity::PlayGunSounds(this, entity, 52, 53, 26, 27, 23, audioEventId, 0.0, 0.88999999, 1.0); break; case WEAPON_SHOTGUN: case WEAPON_SPAS12: v7 = 0x3F800000; v6 = 0x3F800000; v5 = audioEventId; goto LABEL_14; case WEAPON_SAWNOFF: v7 = 0x3F6E147B; v6 = 0x3F4B2FEC; v5 = audioEventId;LABEL_14: CAEWeaponAudioEntity::PlayGunSounds(this, entity, 73, 74, 21, 22, 23, v5, 0.0, *(float *)&v6, *(float *)&v7); break; case WEAPON_FTHROWER: if ( !this->m_dwFlameThrowerLastPlayedTime ) CAEWeaponAudioEntity::PlayFlameThrowerSounds(this, entity, 83, 26, audioEventId, -14.0, 1.0); v4->m_dwFlameThrowerLastPlayedTime = CTimer::m_snTimeInMilliseconds; break; case WEAPON_SPRAYCAN: if ( !this->m_dwSpraycanLastPlayedTime ) CAEWeaponAudioEntity::PlayWeaponLoopSound(this, entity, 28, audioEventId, -20.0, 1.0, 3u); v4->m_dwSpraycanLastPlayedTime = CTimer::m_snTimeInMilliseconds; break; case WEAPON_EXTINGUISHER: if ( !this->m_dwExtinguisherLastPlayedTime ) CAEWeaponAudioEntity::PlayWeaponLoopSound(this, entity, 9, audioEventId, -20.0, 0.79369998, 4u); v4->m_dwExtinguisherLastPlayedTime = CTimer::m_snTimeInMilliseconds; break; case WEAPON_CAMERA: CAEWeaponAudioEntity::PlayCameraSound(this, entity, audioEventId, -14.0); break; case WEAPON_DETONATOR: CAEWeaponAudioEntity::PlayGunSounds(this, entity, 49, -1, -1, -1, -1, audioEventId, -14.0, 1.0, 1.0); break; case WEAPON_MINIGUN: CAEWeaponAudioEntity::PlayMiniGunFireSounds(this, entity, audioEventId); break; case WEAPON_NIGHTVISION: case WEAPON_INFRARED: CAEWeaponAudioEntity::PlayGoggleSound(this, 64, audioEventId); break; default: return; } }} 0A8C: write_memory 0x505248 size 4 value 0x504FF4 virtual_protect 0 // case WEAPON_PISTOL_SILENCED0A8C: write_memory 0x505260 size 4 value 0x505093 virtual_protect 0 // case WEAPON_MP5 Douglas DC-3 1 Link to comment https://gtaforums.com/topic/878980-is-it-possible-to-make-weapons-silenced-in-sa/#findComment-1069335940 Share on other sites More sharing options...
Douglas DC-3 Posted January 8, 2017 Author Share Posted January 8, 2017 (edited) void __thiscall CAEWeaponAudioEntity::WeaponFire(CAEPedWeaponAudioEntity *this, eWeaponType weaponType, CPhysical *entity, int audioEventId){ CAEPedWeaponAudioEntity *v4; // esi@1 int v5; // [sp-10h] [bp-14h]@12 signed int v6; // [sp-8h] [bp-Ch]@12 signed int v7; // [sp-4h] [bp-8h]@12 v4 = this; if ( entity ) { switch ( weaponType ) { case WEAPON_PISTOL: CAEWeaponAudioEntity::PlayGunSounds(this, entity, 52, 53, 6, 7, 8, audioEventId, 0.0, 1.41421, 1.0); break; case WEAPON_DESERT_EAGLE: CAEWeaponAudioEntity::PlayGunSounds(this, entity, 52, 53, 6, 7, 8, audioEventId, 0.0, 0.94387001, 1.0); break; case WEAPON_PISTOL_SILENCED: CAEWeaponAudioEntity::PlayGunSounds(this, entity, 76, 77, 24, 24, -1, audioEventId, -7.0, 1.0, 1.0); break; case WEAPON_AK47: case WEAPON_M4: CAEWeaponAudioEntity::PlayGunSounds(this, entity, 33, 53, 3, 4, 5, audioEventId, 0.0, 1.0, 1.0); break; case WEAPON_MICRO_UZI: CAEWeaponAudioEntity::PlayGunSounds(this, entity, 29, 30, 0, 1, 2, audioEventId, 0.0, 1.0, 1.0); break; case WEAPON_TEC9: CAEWeaponAudioEntity::PlayGunSounds(this, entity, 29, 30, 0, 1, 2, audioEventId, 0.0, 1.25992, 1.0); break; case WEAPON_MP5: CAEWeaponAudioEntity::PlayGunSounds(this, entity, 29, 30, 17, 18, 2, audioEventId, 0.0, 1.0, 1.0); break; case WEAPON_SNIPERRIFLE: CAEWeaponAudioEntity::PlayGunSounds(this, entity, 52, 53, 26, 27, 23, audioEventId, 0.0, 1.0, 1.0); break; case WEAPON_COUNTRYRIFLE: CAEWeaponAudioEntity::PlayGunSounds(this, entity, 52, 53, 26, 27, 23, audioEventId, 0.0, 0.88999999, 1.0); break; case WEAPON_SHOTGUN: case WEAPON_SPAS12: v7 = 0x3F800000; v6 = 0x3F800000; v5 = audioEventId; goto LABEL_14; case WEAPON_SAWNOFF: v7 = 0x3F6E147B; v6 = 0x3F4B2FEC; v5 = audioEventId;LABEL_14: CAEWeaponAudioEntity::PlayGunSounds(this, entity, 73, 74, 21, 22, 23, v5, 0.0, *(float *)&v6, *(float *)&v7); break; case WEAPON_FTHROWER: if ( !this->m_dwFlameThrowerLastPlayedTime ) CAEWeaponAudioEntity::PlayFlameThrowerSounds(this, entity, 83, 26, audioEventId, -14.0, 1.0); v4->m_dwFlameThrowerLastPlayedTime = CTimer::m_snTimeInMilliseconds; break; case WEAPON_SPRAYCAN: if ( !this->m_dwSpraycanLastPlayedTime ) CAEWeaponAudioEntity::PlayWeaponLoopSound(this, entity, 28, audioEventId, -20.0, 1.0, 3u); v4->m_dwSpraycanLastPlayedTime = CTimer::m_snTimeInMilliseconds; break; case WEAPON_EXTINGUISHER: if ( !this->m_dwExtinguisherLastPlayedTime ) CAEWeaponAudioEntity::PlayWeaponLoopSound(this, entity, 9, audioEventId, -20.0, 0.79369998, 4u); v4->m_dwExtinguisherLastPlayedTime = CTimer::m_snTimeInMilliseconds; break; case WEAPON_CAMERA: CAEWeaponAudioEntity::PlayCameraSound(this, entity, audioEventId, -14.0); break; case WEAPON_DETONATOR: CAEWeaponAudioEntity::PlayGunSounds(this, entity, 49, -1, -1, -1, -1, audioEventId, -14.0, 1.0, 1.0); break; case WEAPON_MINIGUN: CAEWeaponAudioEntity::PlayMiniGunFireSounds(this, entity, audioEventId); break; case WEAPON_NIGHTVISION: case WEAPON_INFRARED: CAEWeaponAudioEntity::PlayGoggleSound(this, 64, audioEventId); break; default: return; } }} 0A8C: write_memory 0x505248 size 4 value 0x504FF4 virtual_protect 0 // case WEAPON_PISTOL_SILENCED0A8C: write_memory 0x505260 size 4 value 0x505093 virtual_protect 0 // case WEAPON_MP5 Well i dont even know c so i need a very basic way of doing it........ but dont take it wrong i have some very basic skills (only using img and editing dat files with txt...) (i need mods and such) Edited January 9, 2017 by Troll Sniper Link to comment https://gtaforums.com/topic/878980-is-it-possible-to-make-weapons-silenced-in-sa/#findComment-1069335945 Share on other sites More sharing options...
crashoverride93 Posted January 15, 2017 Share Posted January 15, 2017 void __thiscall CAEWeaponAudioEntity::WeaponFire(CAEPedWeaponAudioEntity *this, eWeaponType weaponType, CPhysical *entity, int audioEventId){ CAEPedWeaponAudioEntity *v4; // esi@1 int v5; // [sp-10h] [bp-14h]@12 signed int v6; // [sp-8h] [bp-Ch]@12 signed int v7; // [sp-4h] [bp-8h]@12 v4 = this; if ( entity ) { switch ( weaponType ) { case WEAPON_PISTOL: CAEWeaponAudioEntity::PlayGunSounds(this, entity, 52, 53, 6, 7, 8, audioEventId, 0.0, 1.41421, 1.0); break; case WEAPON_DESERT_EAGLE: CAEWeaponAudioEntity::PlayGunSounds(this, entity, 52, 53, 6, 7, 8, audioEventId, 0.0, 0.94387001, 1.0); break; case WEAPON_PISTOL_SILENCED: CAEWeaponAudioEntity::PlayGunSounds(this, entity, 76, 77, 24, 24, -1, audioEventId, -7.0, 1.0, 1.0); break; case WEAPON_AK47: case WEAPON_M4: CAEWeaponAudioEntity::PlayGunSounds(this, entity, 33, 53, 3, 4, 5, audioEventId, 0.0, 1.0, 1.0); break; case WEAPON_MICRO_UZI: CAEWeaponAudioEntity::PlayGunSounds(this, entity, 29, 30, 0, 1, 2, audioEventId, 0.0, 1.0, 1.0); break; case WEAPON_TEC9: CAEWeaponAudioEntity::PlayGunSounds(this, entity, 29, 30, 0, 1, 2, audioEventId, 0.0, 1.25992, 1.0); break; case WEAPON_MP5: CAEWeaponAudioEntity::PlayGunSounds(this, entity, 29, 30, 17, 18, 2, audioEventId, 0.0, 1.0, 1.0); break; case WEAPON_SNIPERRIFLE: CAEWeaponAudioEntity::PlayGunSounds(this, entity, 52, 53, 26, 27, 23, audioEventId, 0.0, 1.0, 1.0); break; case WEAPON_COUNTRYRIFLE: CAEWeaponAudioEntity::PlayGunSounds(this, entity, 52, 53, 26, 27, 23, audioEventId, 0.0, 0.88999999, 1.0); break; case WEAPON_SHOTGUN: case WEAPON_SPAS12: v7 = 0x3F800000; v6 = 0x3F800000; v5 = audioEventId; goto LABEL_14; case WEAPON_SAWNOFF: v7 = 0x3F6E147B; v6 = 0x3F4B2FEC; v5 = audioEventId;LABEL_14: CAEWeaponAudioEntity::PlayGunSounds(this, entity, 73, 74, 21, 22, 23, v5, 0.0, *(float *)&v6, *(float *)&v7); break; case WEAPON_FTHROWER: if ( !this->m_dwFlameThrowerLastPlayedTime ) CAEWeaponAudioEntity::PlayFlameThrowerSounds(this, entity, 83, 26, audioEventId, -14.0, 1.0); v4->m_dwFlameThrowerLastPlayedTime = CTimer::m_snTimeInMilliseconds; break; case WEAPON_SPRAYCAN: if ( !this->m_dwSpraycanLastPlayedTime ) CAEWeaponAudioEntity::PlayWeaponLoopSound(this, entity, 28, audioEventId, -20.0, 1.0, 3u); v4->m_dwSpraycanLastPlayedTime = CTimer::m_snTimeInMilliseconds; break; case WEAPON_EXTINGUISHER: if ( !this->m_dwExtinguisherLastPlayedTime ) CAEWeaponAudioEntity::PlayWeaponLoopSound(this, entity, 9, audioEventId, -20.0, 0.79369998, 4u); v4->m_dwExtinguisherLastPlayedTime = CTimer::m_snTimeInMilliseconds; break; case WEAPON_CAMERA: CAEWeaponAudioEntity::PlayCameraSound(this, entity, audioEventId, -14.0); break; case WEAPON_DETONATOR: CAEWeaponAudioEntity::PlayGunSounds(this, entity, 49, -1, -1, -1, -1, audioEventId, -14.0, 1.0, 1.0); break; case WEAPON_MINIGUN: CAEWeaponAudioEntity::PlayMiniGunFireSounds(this, entity, audioEventId); break; case WEAPON_NIGHTVISION: case WEAPON_INFRARED: CAEWeaponAudioEntity::PlayGoggleSound(this, 64, audioEventId); break; default: return; } }} 0A8C: write_memory 0x505248 size 4 value 0x504FF4 virtual_protect 0 // case WEAPON_PISTOL_SILENCED0A8C: write_memory 0x505260 size 4 value 0x505093 virtual_protect 0 // case WEAPON_MP5 Well i dont even know c so i need a very basic way of doing it........ but dont take it wrong i have some very basic skills (only using img and editing dat files with txt...) (i need mods and such) . This is a Cleo script he wrote for you just paste in in sannybuilder and compile it as a .cs file Link to comment https://gtaforums.com/topic/878980-is-it-possible-to-make-weapons-silenced-in-sa/#findComment-1069350020 Share on other sites More sharing options...
JanyaGalactic Posted January 16, 2017 Share Posted January 16, 2017 (edited) if he didn't know what code it was then probably someone else should compile it for him, he might mess up in sannybuilder EDIT: this script will crash the game when only those 2 lines are compiled Edited January 16, 2017 by ACM-Jan Link to comment https://gtaforums.com/topic/878980-is-it-possible-to-make-weapons-silenced-in-sa/#findComment-1069350455 Share on other sites More sharing options...
Jack Posted January 16, 2017 Share Posted January 16, 2017 There's nothing wrong with those 2 lines. Link to comment https://gtaforums.com/topic/878980-is-it-possible-to-make-weapons-silenced-in-sa/#findComment-1069350957 Share on other sites More sharing options...
Alihunter Posted January 16, 2017 Share Posted January 16, 2017 I guess not such all-in-one mod for that. But all i know is you should change your own weapon sound in "Audio" folder. You need to request a modeler too, for making a silenced weapon for you. Or just he\she add a simple silencer model top of one of Game's guns. Link to comment https://gtaforums.com/topic/878980-is-it-possible-to-make-weapons-silenced-in-sa/#findComment-1069351015 Share on other sites More sharing options...
Douglas DC-3 Posted January 16, 2017 Author Share Posted January 16, 2017 I guess not such all-in-one mod for that. But all i know is you should change your own weapon sound in "Audio" folder. You need to request a modeler too, for making a silenced weapon for you. Or just he\she add a simple silencer model top of one of Game's guns. İ Meant technically Link to comment https://gtaforums.com/topic/878980-is-it-possible-to-make-weapons-silenced-in-sa/#findComment-1069351509 Share on other sites More sharing options...
JanyaGalactic Posted January 16, 2017 Share Posted January 16, 2017 (edited) There's nothing wrong with those 2 lines. but simple compiling into cs and loading game with it will crash it, how about that, prove on the video it is working actually or is there something you not telling, maybe you are using some line in front and end of those lines, until you prove otherwise you are full of BS THOSE 2 LINES ALONE combined with {$CLEO .cs} (which will make those 2 lines cs file accepted by sanny builder) will not let the game load up when used in cleo, there must be some lines more! Edited January 16, 2017 by ACM-Jan Link to comment https://gtaforums.com/topic/878980-is-it-possible-to-make-weapons-silenced-in-sa/#findComment-1069351994 Share on other sites More sharing options...
Jeansowaty Posted January 17, 2017 Share Posted January 17, 2017 Calm down, you have to START the script. The two lines itself will replace your main.scm, you have to add a $CLEO definition, start the thread, put the two lines and end the thread. dkluin 1 Link to comment https://gtaforums.com/topic/878980-is-it-possible-to-make-weapons-silenced-in-sa/#findComment-1069352837 Share on other sites More sharing options...
JanyaGalactic Posted January 18, 2017 Share Posted January 18, 2017 only problem is the newbie was suggested to compile only those 2 lines i was trying to prove this is impossible, i was aware of the thread thing but i do not know yet can this thread be called just 'weapon_MP5' Jeansowaty 1 Link to comment https://gtaforums.com/topic/878980-is-it-possible-to-make-weapons-silenced-in-sa/#findComment-1069355965 Share on other sites More sharing options...
crashoverride93 Posted January 20, 2017 Share Posted January 20, 2017 only problem is the newbie was suggested to compile only those 2 lines i was trying to prove this is impossible, i was aware of the thread thing but i do not know yet can this thread be called just 'weapon_MP5'Yes you did need to make a thread the entire argument was my fault sorry Link to comment https://gtaforums.com/topic/878980-is-it-possible-to-make-weapons-silenced-in-sa/#findComment-1069359452 Share on other sites More sharing options...
Tk armakar Posted January 23, 2017 Share Posted January 23, 2017 Can we make a small silencer model and make a cleo script for it, with cleo sounds ? I think it's the only way Link to comment https://gtaforums.com/topic/878980-is-it-possible-to-make-weapons-silenced-in-sa/#findComment-1069364718 Share on other sites More sharing options...
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