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h3ckphy

Hold gun like a gang member (In one hand)

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h3ckphy
Posted (edited)

Hello. There was a similar question 6 years ago, but no one gave a solution. I also want to make it. I only could change shot animation to cop's style (holding in 2 hands) via weapon.dat file, buy I don't know how to change parameters properly. Maybe anyone know how to make CJ hold uzi/tec/colt etc. like a gang members. If you don't understand what I mean just look at the screen

http://imgur.com/DT0IsIP

 

 

Please, I need it so much

Edited by h3ckphy

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jojo2971
Posted (edited)

I created a mod a few days ago to change the skill of some weapons.
I use it by example to allows cj to shoot as cop, gang or dual gun.

You can also edit the file WEAPON.DAT and change the animation when cj aim and shoot.

 

Example : just by changing pythonbad and 47021 (in the end of the line) by colt45 and 43033 I can have this result :

200617073004293438.png

 

It has been a long time since I edited my weapons and I forgot how to get the perfect animation.
I think you will need to study the weapon.dat file to get the desired result. And maybe the default.ide file but I forgot if it acts on the weapon animations.

 

The weapon.dat file contains twos very useful lines to help to understand how to edit it :

#-------------------------------ranges------modelIds----slot-animgrp----ammo-dam----offset--------------skill---------------loop1--------loop2----break-flags-------old_shot_data-------
#	A				B			C	 D		E	F		I	J			K	 L		M     N     O		P  Q	R	S	 	T  U  V  	 W  X  Y  Z		a			b    c    d      e

...

#
# ALL WEAPONS
#-----------------------------------------------
#	A:		string weaponType
#	B:		string eFireType
#	C,D:	float targetRange, weaponRange
#	E,F:	int modelId1, modelId2
#	G,H:	int reloadSampleTime1, reloadSampleTime2
#	I:		int weaponslot
#
#GUN DATA	(use $ identifier)
#-----------------------------------------------
#	J:		AssocGroupId
#	K:		int ammoClip
#	L:		int damage
#	M,N,O:	float fireOffset x, y, z
#	P:		int skillLevel 	0:POOR	1:STD	2:PRO
#	Q:		req stat level to get this weapon skill level
#	R, S:	float accuracy (0.5 - 2.0f), move speed (0.5 - 1.5)
#	T,U,V:	int animLoop start, end, fire
#	W,X,Y:	int animLoop2 start, end, fire
#	Z:		int breakoutTime
#
#	a:		hex flags
#
#	b,c:	float speed, radius
#	d,e:	float lifespan, spread

I think the line works like this :

Weapon_Model | Type_of_weapon | Range_Max_Aiming_Target | Range_Max_Shooting_Target | Weapon_ID | Weapon_ID_Secondary_Weapon ? | Weapon_Slot | Weapon_Anim->(slot-animgrp) | Ammo | Weapon_Damage | ? | ? | ? | Skill_Level | Skill_Level_Points | Weapon_Accuracy | Walking_Speed_When_Aiming | Start_Animation_Point | End_Animation_Point (Reduce it to shoot faster) | Weapon_Shoot_Point_In_Animation | Crouch_Start_Animation_Point | Crouch_End_Animation_Point | Crouch_Weapon_Shoot_Point_In_Animation | Break ? | Flags ? (Can be used to shoot with one hand, shoot with two weapons, shoot as the sniper and others...) | Old_Shot_Data (b, c, d, e) never test

 

If you want I can give you my mod to change the skill of weapons (Updated 12/07/2020) :

http://www.mediafire.com/file/pbx0kfqb41bfhc0/Skills_Mod.zip/file

 

Now, an .ini file is used to modify the values of the skill points of your weapons when you write the codes.
It can be very useful if you have modified these values in the Weapon.dat file.
For example if in the Weapon.dat file I modify the number of skill point of the Colt45 GANGSTER level from 40 (by default) to 300, then when you write the code the weapon will not be at gangster level.
This is why you can modify these values in the .ini file to change the number of defined skill point. In the example above, it will therefore be necessary to modify the line "Colt45Gangster = 300.0" in the Skills.ini file.

 

The codes :

Spoiler
The codes :
COLT45
Colt45 noob skill : COLTSKN
Colt45 gangster skill : COLTSKG
Colt45 pro skill : COLTSKP

SILENCED
Silenced noob skill : SLCDSKN
Silenced gangster skill : SLCDSKG
Silenced pro skill : SLCDSKP

DESERT EAGLE
Desert Eagle noob skill : DSEGSKN
Desert Eagle gangster skill : DSEGSKG
Desert Eagle pro skill : DSEGSKP

SHOTGUN
Shotgun noob skill : STGNSKN
Shotgun gangster skill : STGNSKG
Shotgun pro skill : STGNSKP

SAWN-OFF
Sawn-off noob skill : SNOFSKN
Sawn-off gangster skill : SNOFSKG
Sawn-off pro skill : SNOFSKP

SPAS12
Spas12 noob skill : SPASSKN
Spas12 gangster skill : SPASSKG
Spas12 pro skill : SPASSKP

HANDGUN SMG
Handgun SMG noob skill : HDGNSMGSKN
Handgun SMG gangster skill : HDGNSMGSKG
Handgun SMG pro skill : HDGNSMGSKP

MP5
MP5 noob skill : MPSMGSKN
MP5 gangster skill : MPSMGSKG
MP5 pro skill : MPSMGSKP

AK47
AK47 noob skill : AKARSKN
AK47 gangster skill : AKARSKG
AK47 pro skill : AKARSKP

M4
M4 noob skill : MARSKN
M4 gangster skill : MARSKG
M4 pro skill : MARSKP

ALL WEAPONS
All weapons noob skill : ALLSKN
All weapons gangster skill : ALLSKG
All weapons pro skill : ALLSKP

 

 

Edited by jojo2971
Skills mod update

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h3ckphy
Posted (edited)
On 6/17/2020 at 12:41 PM, jojo2971 said:

I created a mod a few days ago to change the skill of some weapons.
I use it by example to allows cj to shoot as cop, gang or dual gun.

You can also edit the file WEAPON.DAT and change the animation when cj aim and shoot.

 

Example : just by changing pythonbad and 47021 (in the end of the line) by colt45 and 43033 I can have this result :

200617073004293438.png

 

It has been a long time since I edited my weapons and I forgot how to get the perfect animation.
I think you will need to study the weapon.dat file to get the desired result. And maybe the default.ide file but I forgot if it acts on the weapon animations.

 

The weapon.dat file contains twos very useful lines to help to understand how to edit it :

#-------------------------------ranges------modelIds----slot-animgrp----ammo-dam----offset--------------skill---------------loop1--------loop2----break-flags-------old_shot_data-------
#	A				B			C	 D		E	F		I	J			K	 L		M     N     O		P  Q	R	S	 	T  U  V  	 W  X  Y  Z		a			b    c    d      e

...

#
# ALL WEAPONS
#-----------------------------------------------
#	A:		string weaponType
#	B:		string eFireType
#	C,D:	float targetRange, weaponRange
#	E,F:	int modelId1, modelId2
#	G,H:	int reloadSampleTime1, reloadSampleTime2
#	I:		int weaponslot
#
#GUN DATA	(use $ identifier)
#-----------------------------------------------
#	J:		AssocGroupId
#	K:		int ammoClip
#	L:		int damage
#	M,N,O:	float fireOffset x, y, z
#	P:		int skillLevel 	0:POOR	1:STD	2:PRO
#	Q:		req stat level to get this weapon skill level
#	R, S:	float accuracy (0.5 - 2.0f), move speed (0.5 - 1.5)
#	T,U,V:	int animLoop start, end, fire
#	W,X,Y:	int animLoop2 start, end, fire
#	Z:		int breakoutTime
#
#	a:		hex flags
#
#	b,c:	float speed, radius
#	d,e:	float lifespan, spread

I think the line works like this :

Weapon_Model | Type_of_weapon | Range_Max_Aiming_Target | Range_Max_Shooting_Target | Weapon_ID | Weapon_ID_Secondary_Weapon ? | Weapon_Slot | Weapon_Anim->(slot-animgrp) | Ammo | Weapon_Damage | ? | ? | ? | Skill_Level | Skill_Level_Points | Weapon_Accuracy | Walking_Speed_When_Aiming | Start_Animation_Point | End_Animation_Point (Reduce it to shoot faster) | Weapon_Shoot_Point_In_Animation | Crouch_Start_Animation_Point | Crouch_End_Animation_Point | Crouch_Weapon_Shoot_Point_In_Animation | Break ? | Flags ? (Can be used to shoot with one hand, shoot with two weapons, shoot as the sniper and others...) | Old_Shot_Data (b, c, d, e) never test

 

If you want I can give you my mod to change the skill of weapons :

http://www.mediafire.com/file/55ik7uih14xnhb9/Skills.zip/file

The mod can only change skills for Four weapons at the moment. There is no notification so to find out if the mod worked you will have to look at the skill points with TAB.

The codes :

Colt45 noob skill : COLTSKN

Colt45 gangster skill : COLTSKG

Colt45 pro skill : COLTSKP

Sawn-Off noob skill : SNOFSKN

Sawn-Off gangster skill : SNOFSKG

Sawn-Off pro skill : SNOFSKP

Handgun SMG noob skill : HDGNSMGSKN

Handgun SMG gangster skill : HDGNSMGSKG

Handgun SMG pro skill : HDGNSMGSKP

 

Sorry for answering too late. In your example you say you changed pythonbad to colt45 and 47021 to 43033 in the end of the line. But I can't find 47021 number in weapon.dat file. I even tried to find it through Ctrl + F - no result.

https://imgur.com/k5dQ0Yn

Thank you for your script, maybe it will be useful for me to test game after changing weapon.dat.

I guess I really need to understand weapon.dat file deeply. I read somewhere that gang members use colt_cop animation too, but I didn't check it yet. I hope I can make my childhood dream come true. If anyone else can help me, please, answer in this thread.

Edited by h3ckphy

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jojo2971
5 hours ago, h3ckphy said:

 

I can't find 47021 number in weapon.dat file. I even tried to find it through Ctrl + F - no result.

https://imgur.com/k5dQ0Yn

 

I probably changed it before.
I downloaded another weapon.dat and the values are different.

 

In the original file, the colt45 use the flag 3033 and the desert eagle use the flag 7001 at their first line.

 

5 hours ago, h3ckphy said:

 

I read somewhere that gang members use colt_cop animation too, but I didn't check it yet.

Personally I have always seen them shoot like gangsters.

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h3ckphy
19 hours ago, jojo2971 said:

I probably changed it before.
I downloaded another weapon.dat and the values are different.

 

In the original file, the colt45 use the flag 3033 and the desert eagle use the flag 7001 at their first line.

 

Personally I have always seen them shoot like gangsters.

Maybe you know someone who make mods for money?

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jojo2971
3 hours ago, h3ckphy said:

Maybe you know someone who make mods for money?

No

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h3ckphy
On 7/11/2020 at 2:00 PM, jojo2971 said:

No

Ok, it seems that I got closer to the answer. I find out that gang members use second skill level from weapon.dat file (there are 3 levels for player: poor, gangster and hitman). So now I can change how gangs handle with guns. For example, I make them to shoot like cops by changing anim group from colt45 to colt_cop and hex flags from 3033 to 3031.

qFseCYz.png

Last digit 1 do not allow CJ to run while shooting, but if I don't set it to 1 for gang members, they still can't run and move like with Deagle and I don't know why.

Anyway, I've come to the conclusion, that gangs use parameters from second skill level (gangster), BUT, CJ with this skill level act different. In the other thread (6 years ago) someone said, that CJ and gangs have different idle animations and I think it is the problem. So I have to change CJ animations to gangs animations completely and see what it would be like. Do you know how to do it?

 

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jojo2971

Yes, all the others characters use the skill Gangster except the police with the colt45.

 

I found this that can help you with the flags :

https://gtaforums.com/topic/532888-sa-weapondat/?tab=comments#comment-1061915612

https://wiki.multitheftauto.com/wiki/Weapon_Flags

https://wiki.multitheftauto.com/wiki/SetWeaponProperty

 

If you want change the animations of the player to gangster you can use the walkstyle mod.

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h3ckphy
On 7/18/2020 at 12:30 PM, jojo2971 said:

Yes, all the others characters use the skill Gangster except the police with the colt45.

 

I found this that can help you with the flags :

https://gtaforums.com/topic/532888-sa-weapondat/?tab=comments#comment-1061915612

https://wiki.multitheftauto.com/wiki/Weapon_Flags

https://wiki.multitheftauto.com/wiki/SetWeaponProperty

 

If you want change the animations of the player to gangster you can use the walkstyle mod.

Well, I give up. I have no ideas any more

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