ZZ09 Posted July 16, 2020 Share Posted July 16, 2020 (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 July 16, 2020 by ZZ09 aryaryan 1 Link to comment Share on other sites More sharing options...
ZAZ Posted July 17, 2020 Share Posted July 17, 2020 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 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
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