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dullspot

How do i switch Smoke's AK-47 with SPAS shotgun as seen in the End of the line cutscene?

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dullspot

It just kinda bugs me when the game breaks consistency like that. 

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dullspot

Is there a specific code that needs changing or what?

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ZAZ

To give actor a weapon need first to load the model and then check if it's loaded

The code to give the weapon require to enter a special weapon number,
which can be found in in Sannybuilder Help: SCM Documentation: GTA SA:Weapon numbers

Then comes the code to unload the model, but that's not very important
Below a cleo script as example

{$CLEO .cs}
thread 'SPACTOR'

:SPLACTOR_2
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @SPLACTOR_2
if
0AB0:   key_pressed 8//---- Backspace key
jf @SPLACTOR_2

023C: load_special_actor 'SMOKE' as 1        //--------> load models
0247: request_model #AK47
0247: request_model #shotgspa //  #shotgspa = SPAS shotgun

:SPLACTOR_5
wait 0
if and
023D:   special_actor  1 loaded       //-------->  check if models are loaded
0248:   model #AK47 available
0248:   model #shotgspa available
jf @SPLACTOR_5



04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0.0  4.0  0.2
009A: 0@ = create_actor_pedtype 24 model #SPECIAL01 at 11@ 12@ 13@

//-------->   give_actor weapon  by special number, look in Sannybuilder Help
 
//01B2: give_actor 0@ weapon  30 ammo  99999// -->   30 =  AK47
01B2: give_actor 0@ weapon  27 ammo  99999// --> 27 =  SPAS shotgun


// unload models

0296: unload_special_actor  1
0249: release_model #AK47
0249: release_model #shotgspa

wait 5000
01C2: remove_references_to_actor 0@
wait 5000
jump @SPLACTOR_2

now search the relevant lines inside main.scm

consider that the AK47 can also be given to other actors

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dullspot

Since it already has the lines for the spas in there, do i simply delete the ak47 ones and leave it be?

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ZAZ

i would keep it

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dullspot

So in my file i have these codes regarding Smoke.

 

:FINALEA_27386
$ACTOR_SMOKE = Actor.Create(Special, 291, 2549.918, -1284.457, 1060.016)
Actor.Angle($ACTOR_SMOKE) = 250.566
060B: set_actor $ACTOR_SMOKE decision_maker_to [email protected] 
Actor.GiveWeaponAndAmmo($ACTOR_SMOKE, AK47, 999999)
Actor.WeaponAccuracy($ACTOR_SMOKE) = 70
093B: set_actor $ACTOR_SMOKE upper_body_damage_anims_only 1 
Actor.Health($ACTOR_SMOKE) = 10000
Actor.SetMaxHealth($ACTOR_SMOKE, 2000)
0446: set_actor $ACTOR_SMOKE dismemberment_possible 0 
02A9: set_actor $ACTOR_SMOKE immune_to_nonplayer 1 
[email protected] = Marker.CreateAboveActor($ACTOR_SMOKE)
08AD: link_actor $ACTOR_SMOKE to_enex_marker_at 2540.83 -1304.05 radius 1.0 
0648: unknown_actor $ACTOR_SMOKE task_set 2.0 // float 
0860: link_actor $ACTOR_SMOKE to_interior 2 
03C4: set_status_text $8000 type 1 GXT 'RM4_39' // global_variable 
0946: set_actor $ACTOR_SMOKE actions_uninterupted_by_weapon_fire 1 

 

What value do i change for the weapons? Is it the ''GiveWeaponAndAmmo'' one?

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