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GTA San Andreas : Adding Weapons Help ?


MoonlightRose
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MoonlightRose

Hello, I have followed the instructions in this video :

but when I go into the game, the PPSH I am trying to add in doesn't work, it just appears in CJ's hand when he is supposed to be unarmed and won't let me melee unless I am up close, instead it will lock on and look like it's trying to shoot but the animation is cutting off before it actually fires and once you pick up a gun that works it won't let you switch back to "unarmed" Does anyone have an idea of how to fix this ?

 

Thanks

Edited by MoonlightRose
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Hello, I have followed the instructions in this video :

but when I go into the game, the PPSH I am trying to add in doesn't work, it just appears in CJ's hand when he is supposed to be unarmed and won't let me melee unless I am up close, instead it will lock on and look like it's trying to shoot but the animation is cutting off before it actually fires and once you pick up a gun that works it won't let you switch back to "unarmed" Does anyone have an idea of how to fix this ?

 

Thanks

 

Hello, try this tutorial, it's in Portuguese but I'm sure you will not have problems translating it.

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Hello, I have followed the instructions in this video :

but when I go into the game, the PPSH I am trying to add in doesn't work, it just appears in CJ's hand when he is supposed to be unarmed and won't let me melee unless I am up close, instead it will lock on and look like it's trying to shoot but the animation is cutting off before it actually fires and once you pick up a gun that works it won't let you switch back to "unarmed" Does anyone have an idea of how to fix this ?

 

Thanks

 

Have you tried rigging the weapon to replace another one and see if that works first?

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MoonlightRose

 

Hello, I have followed the instructions in this video :

but when I go into the game, the PPSH I am trying to add in doesn't work, it just appears in CJ's hand when he is supposed to be unarmed and won't let me melee unless I am up close, instead it will lock on and look like it's trying to shoot but the animation is cutting off before it actually fires and once you pick up a gun that works it won't let you switch back to "unarmed" Does anyone have an idea of how to fix this ?

 

Thanks

 

Have you tried rigging the weapon to replace another one and see if that works first?

 

Yes

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  • 4 years later...
Ryabaahd
On 3/21/2018 at 12:25 AM, MoonlightRose said:

Yes

hi
sorry for bump!
any solution found?

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22 hours ago, Ryabaahd said:

hi
sorry for bump!
any solution found?

You add details on how you added your weapon, it could be as simple as missing a step, or a "not" properly adapted model.

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Ryabaahd
4 hours ago, FR4M3 said:

You add details on how you added your weapon, it could be as simple as missing a step, or a "not" properly adapted model.

Hi,
I know the procedure because back in 2019 i've added some weapons succesfully, but now... something gone wrong, I'm sure it's a missing step for defining an animation for a new weapon or smth.
It happens only if I add a new weapon based on PISTOL:
1) In gtasa_weapon_config.dat (Fastman's Limits Adjuster) adding a new line "70 COLT1911 ... " 
2) using ModLoader creating a folder for added weapon, it contains: Loader.txt, Weapon.ide and a folder with weapon .dff, .txd textures
3) in Loader.txt write IDE DATA\MAPS\Weapons.ide as a first line to load my extra Weapons.ide file
4) in Loader.txt write 4 "$COLT1911 ..." with free id (18900) colt_cop animation, weapon skill level as 0, 1, 2, 3 for each line respectively.
Because it's based on PISTOL weapon I'm adding 4 lines for this weapon;
5) In Weapon.ide write line: "18900, colt1911, colt1911, colt45, 1, 30, 0" 

getting in game to test and this rising hand when unarmed happens

when i repeat the same procedure for a weapon based on like M4, it's all fine

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1 hour ago, Ryabaahd said:

Because it's based on PISTOL weapon I'm adding 4 lines for this weapon;

I think this could be the problem since the fourth line is explicitly used by Cops. So adding another one could be causing a problem.

 

Quote

4) in Loader.txt write 4 "$COLT1911 ..." with free id (18900) colt_cop animation, weapon skill level as 0, 1, 2, 3 for each line respectively.

What do you mean by the "4" in this line? It's not supposed to be there, also $ and the weapon name afterwards should have a space in between. 

 

There still could be something else. Check it again step by step.

This is how my Weapons.dat look (I keep a single weapons.dat for all of my weapons.) :

spacer.png

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Ryabaahd
10 minutes ago, FR4M3 said:

I think this could be the problem since the fourth line is explicitly used by Cops. So adding another one could be causing a problem.

 

What do you mean by the "4" in this line? It's not supposed to be there, also $ and the weapon name afterwards should have a space in between. 

 

There still could be something else. Check it again step by step.

This is how my Weapons.dat look (I keep a single weapons.dat for all of my weapons.) :

spacer.png

i've solved it, i had extra line in the original default.ide with different anim for this weapon,
so i deleted it, since i'm using own Weapon.ide for this in modloader folder
 

Quote

What do you mean by the "4" in this line? It's not supposed to be there, also $ and the weapon name afterwards should have a space in between. 

I meant i've added 4(four) lines for "$COLT1911 ..." 
and yes, there should be a space between $ and the weapon name, just a typo of me in that message.

Thanks for the help and making me just check all related files one more time, my vision was really distracted and restricted in that two files i've mentioned

Solution was: 
animation in loader.txt(or weapon.dat if edit original files) lines of the weapon should be the same of animations in Weapon.ide(Default.ide for the original)

 

Edited by Ryabaahd
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