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ZZ09

Added weapon limits to ammunation [Question]

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ZZ09
Posted (edited)

 

Does anyone know how to change the limit of weapons added to the ammunation? For example, the limit of weapons per page is 5, if you put a sixth weapon, this will appear as the baseball bat, and there is a video in which this does not happen. If someone knows how to change this limit, I would be very grateful.

 

Here the video:
https://www.youtube.com/watch?v=5RlzM_DMeLE&feature=emb_logo

Credits to MtaxyZ

 

Edited by ZZ09
  • Like 1

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ZAZ

 

The menue itself don't have a limitaion
There's only a limitaion to the possible weapon collection

 

------------------------------------------------------------------------------

 

1.) As first depending to the storyline

 

The final unlock happens after mission "You've had your Chips"

00D6: if
0018:   $CASINO_TOTAL_PASSED_MISSIONS > 2
004D: jump_if_false @AMUNAT_1638
075F: store_shopping_data_entries_number_to $AMMU_AVAILABLE_WEAPONS

 

It starts with 6 weapons after first opening and after mission "Black Project" can you get 15 weapons (inkl. armour)

Spoiler
:AMUNAT_1638
00D6: if 
0018:   $TORENO_TOTAL_PASSED_MISSIONS > 7 
004D: jump_if_false @AMUNAT_1706 
0004: $AMMU_AVAILABLE_WEAPONS = 15 
00D6: if 
0038:   $2573 == 0 
004D: jump_if_false @AMUNAT_1699 
03E5: show_text_box 'NEWWEAP'  // Es ist eine neue Waffe erhšltlich.
0004: $2573 = 1 

:AMUNAT_1699
0002: jump @AMUNAT_2311 

:AMUNAT_1706
00D6: if 
0018:   $SYNDICATE_TOTAL_PASSED_MISSIONS > 9 
004D: jump_if_false @AMUNAT_1774 
0004: $AMMU_AVAILABLE_WEAPONS = 14 
00D6: if 
0038:   $2572 == 0 
004D: jump_if_false @AMUNAT_1767 
03E5: show_text_box 'NEWWEAP'  // Es ist eine neue Waffe erhšltlich.
0004: $2572 = 1 

:AMUNAT_1767
0002: jump @AMUNAT_2311 

:AMUNAT_1774
00D6: if 
0018:   $WUZIMU_TOTAL_PASSED_MISSIONS > 0 
004D: jump_if_false @AMUNAT_1842 
0004: $AMMU_AVAILABLE_WEAPONS = 13 
00D6: if 
0038:   $2571 == 0 
004D: jump_if_false @AMUNAT_1835 
03E5: show_text_box 'NEWWEAP'  // Es ist eine neue Waffe erhšltlich.
0004: $2571 = 1 

:AMUNAT_1835
0002: jump @AMUNAT_2311 

:AMUNAT_1842
00D6: if 
0018:   $SYNDICATE_TOTAL_PASSED_MISSIONS > 7 
004D: jump_if_false @AMUNAT_1910 
0004: $AMMU_AVAILABLE_WEAPONS = 12 
00D6: if 
0038:   $2570 == 0 
004D: jump_if_false @AMUNAT_1903 
03E5: show_text_box 'NEWWEAP'  // Es ist eine neue Waffe erhšltlich.
0004: $2570 = 1 

:AMUNAT_1903
0002: jump @AMUNAT_2311 

:AMUNAT_1910
00D6: if 
0018:   $TRUTH_TOTAL_PASSED_MISSIONS > 0 
004D: jump_if_false @AMUNAT_1978 
0004: $AMMU_AVAILABLE_WEAPONS = 11 
00D6: if 
0038:   $2569 == 0 
004D: jump_if_false @AMUNAT_1971 
03E5: show_text_box 'NEWWEAP'  // Es ist eine neue Waffe erhšltlich.
0004: $2569 = 1 

:AMUNAT_1971
0002: jump @AMUNAT_2311 

:AMUNAT_1978
00D6: if 
0038:   $ALL_CATALINA_MISSIONS_PASSED == 1 
004D: jump_if_false @AMUNAT_2046 
0004: $AMMU_AVAILABLE_WEAPONS = 10 
00D6: if 
0038:   $2568 == 0 
004D: jump_if_false @AMUNAT_2039 
03E5: show_text_box 'NEWWEAP'  // Es ist eine neue Waffe erhšltlich.
0004: $2568 = 1 

:AMUNAT_2039
0002: jump @AMUNAT_2311 

:AMUNAT_2046
00D6: if 
0018:   $OG_LOC_TOTAL_PASSED_MISSIONS > 4 
004D: jump_if_false @AMUNAT_2114 
0004: $AMMU_AVAILABLE_WEAPONS = 9 
00D6: if 
0038:   $2567 == 0 
004D: jump_if_false @AMUNAT_2107 
03E5: show_text_box 'NEWWEAP'  // Es ist eine neue Waffe erhšltlich.
0004: $2567 = 1 

:AMUNAT_2107
0002: jump @AMUNAT_2311 

:AMUNAT_2114
00D6: if 
0018:   $SMOKE_TOTAL_PASSED_MISSIONS > 3 
004D: jump_if_false @AMUNAT_2182 
0004: $AMMU_AVAILABLE_WEAPONS = 8 
00D6: if 
0038:   $2566 == 0 
004D: jump_if_false @AMUNAT_2175 
03E5: show_text_box 'NEWWEAP'  // Es ist eine neue Waffe erhšltlich.
0004: $2566 = 1 

:AMUNAT_2175
0002: jump @AMUNAT_2311 

:AMUNAT_2182
00D6: if 
0018:   $RYDER_TOTAL_PASSED_MISSIONS > 2 
004D: jump_if_false @AMUNAT_2250 
0004: $AMMU_AVAILABLE_WEAPONS = 7 
00D6: if 
0038:   $2565 == 0 
004D: jump_if_false @AMUNAT_2243 
03E5: show_text_box 'NEWWEAP'  // Es ist eine neue Waffe erhšltlich.
0004: $2565 = 1 

:AMUNAT_2243
0002: jump @AMUNAT_2311 

:AMUNAT_2250
00D6: if 
001A:   2 > $LS_FINAL_TOTAL_PASSED_MISSIONS 
004D: jump_if_false @AMUNAT_2311 
0004: $AMMU_AVAILABLE_WEAPONS = 6 
00D6: if 
0038:   $2564 == 0 
004D: jump_if_false @AMUNAT_2311 
03E5: show_text_box 'NEWWEAP'  // Es ist eine neue Waffe erhšltlich.

 

 

---------------------------------------------------------------------------------------------------------

 

2.) As second by this jump table

0871: init_jump_table $AMMU_SELECTED_WEAPON total_jumps 16 default_jump 0 @AMUNAT_10890 jumps 16 @AMUNAT_10738 22 @AMUNAT_10282 23 @AMUNAT_10282 24 @AMUNAT_10282 25 @AMUNAT_10358 26 @AMUNAT_10358 27 @AMUNAT_10358 
0872: jump_table_jumps 28 @AMUNAT_10434 29 @AMUNAT_10510 30 @AMUNAT_10586 31 @AMUNAT_10586 32 @AMUNAT_10434 33 @AMUNAT_10662 34 @AMUNAT_10662 39 @AMUNAT_10738 48 @AMUNAT_10814

it is possible to expand this jump table by using hardcoded weapon number as "jump number"

 

Basicly does the script reads the entries of shopping.dat

A valid gxt entry is required to get access to the menue

 

Spoiler

 

	section Weapons
		# weapontype,	nametag,	ammo,	stats to change,			price
		pistol			PISTOL		30		respect 0 		sexy 0		200
		pistol_silenced	PISTSL		30		respect 0 		sexy 0		600
		desert_eagle    DEAGLE		15		respect	0		sexy 0		1200
		grenade			GRENADE		5		respect	0		sexy 0		300
	   	shotgun			SHOTGN1		15		respect	0		sexy 0		600
		spas12			SHOTGN2 	10		respect	0 		sexy 0		1000
		sawnoff			SHOTGN3 	12		respect	0 		sexy 0		800
		micro_uzi		UZI			60		respect	0		sexy 0		500
		tec9			TEC9		60		respect	0		sexy 0		300 
		mp5				MP5			90		respect	0		sexy 0		2000
		ak47			AK			120		respect	0		sexy 0		3500
		m4				M4			150		respect	0		sexy 0		4500
		countryrifle	RIFLE		20		respect	0		sexy 0		1000
		sniperrifle		SNIPE		10		respect	0		sexy 0		5000
	   	rlauncher		ROCKET		5		respect 0		sexy 0		10000
		rlauncher_hs	ROCKHS		5		respect 0		sexy 0		12000
		fthrower		FLAMET		80		respect	0		sexy 0		6000
		satchel_charge	DETONA		1		respect	0		sexy 0		2000
		minigun			MINIGU		500		respect	0		sexy 0		10000
		armour			ARMOUR		1		respect 0		sexy 0		200
	  end












	section ammun1
		type weapons
		item pistol
		item tec9
		item micro_uzi
		item shotgun
		item grenade
		item armour
		item mp5
		item sawnoff
		item pistol_silenced
		item satchel_charge
		item countryrifle
		item sniperrifle
		item ak47
		item m4
		item desert_eagle		
		item spas12
	end

	section ammun2
		type weapons
		item pistol
		item tec9
		item micro_uzi
		item shotgun
		item grenade
		item armour
		item mp5
		item sawnoff
		item pistol_silenced
		item satchel_charge
		item countryrifle
		item sniperrifle
		item ak47
		item m4
		item desert_eagle		
		item spas12
	end

	section ammun3
		type weapons
		item pistol
		item tec9
		item micro_uzi
		item shotgun
		item grenade
		item armour
		item mp5
		item sawnoff
		item pistol_silenced
		item satchel_charge
		item countryrifle
		item sniperrifle
		item ak47
		item m4
		item desert_eagle		
		item spas12	
	end
	
	section ammun4
		type weapons
		item pistol
		item tec9
		item micro_uzi
		item shotgun
		item grenade
		item armour
		item mp5
		item sawnoff
		item pistol_silenced
		item satchel_charge
		item countryrifle
		item sniperrifle
		item ak47
		item m4
		item desert_eagle		
		item spas12	
	end

	section ammun5 # countryside one
		type weapons
		item pistol
		item tec9
		item micro_uzi
		item shotgun
		item grenade
		item armour
		item mp5
		item sawnoff
		item pistol_silenced
		item satchel_charge
		item countryrifle
		item sniperrifle
		item ak47
		item m4
		item desert_eagle		
		item spas12
	end

 

 

I already tried that long time ago
I made a test cleo script that reads shopping.dat entries
It worked, but minigun returned buggy data
So i gave it up and and made the ammunat mod by adding own and explicite code blocks
 

I pasted the modified ammu script at pastebin as Strippedmain+AmunatExternScript : GTA SA Strippedmain+ExternScript Amunat-mod

 

Copy the whole script and compile it as main.scm and script.img and test it.

Test it first to see that you can buy Rocketlauncher, Minigun and Firethrower (don't forget to start new game ).

Then copy the Amunatscript and replace the original one.

 

Search in the AMUNAT script for these comments: modification ,to find the 5 added code blocks

It adds a submenue for heavy weapons and the 4 heavy weapons for purchase

 

read also here, B1ack_Wh1te made a version with further modifications

 

 

 

 

 

 

 

 

 

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