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Add weapon in Ammu-Nation?


DavidReyes2250
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DavidReyes2250

Hi ... again, I already made several posts about coding the main script, but I try to understand the operation of some codes to get an idea of how to create or modify a script, but hey.

I'm here to find out how I can add a weapon to purchase from the Ammu-Nation. I had already seen some posts that say how to do it, but the problem is that they only show how to do it but they used the previous versions of Sanny Builder, (because I have the latest version).


In my case, I would like to know for example how to add a weapon in the "Assault" section and how I could do it with any section.
I had seen that ZAZ already did this by adding the heavy weapons, in my case I want to know how to modify the original on my own.

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The Ammu script reads the content of shopping.dat,

then it sort the content by weapon group for the different menues > so you can't add another weapon to the assult menue

 

The assult menue shows M4 as well as AK47

If not, then it's because of the story line check

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

 

 

To find out how to add another weapon to the assault weapon group menue is hard work

What exactly is your plan?

 

 

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DavidReyes2250

The weapons that I want in shopping.dat are already registered and there are 2, and I want to add a weapon in the "assault" section and one in the "rifles" section

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8 hours ago, DavidReyes2250 said:

The weapons that I want in shopping.dat are already registered and there are 2, and I want to add a weapon in the "assault" section and one in the "rifles" section

 

Sorry, but this doesn't sound like exactly informations

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DavidReyes2250
15 hours ago, ZAZ said:

 

Sorry, but this doesn't sound like exactly informations

What I wanted to say is that the weapons that I want to add to the Ammu-Nation, are already registered in "shopping.dat", but in my case I would like to know how to add a weapon in the "Asault" section and one in the "Rifles section. "

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All weapons and the armour, which are listed in originally shopping.dat are available in unlocked Ammunation
To make any of these items available twice isn't possible, because...


The weapon collections of the sub menues are arranged by this jumptable

:AMUNAT_10127
00D6: if 
001C:   $AMMU_AVAILABLE_WEAPONS > $9597 // (int) 
004D: jump_if_false @AMUNAT_10904 
0760: store_shopping_data_index $9597 textureCRC_to $AMMU_SELECTED_WEAPON 
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

 

This code gets the weapon number from shopping.dat entry
 

0760: store_shopping_data_index $9597 textureCRC_to $AMMU_SELECTED_WEAPON


Then the weapon number is used as jumptable selector

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

 

To insert a jumptable selector twice, won't work

___________________________________________________________________________

 

 

 

Now I show how to add the Chainsaw to the Assault collection

 

Add chainsaw to shopping.dat
(Note: adding weapons to shopping.dat requires the entry of weapon.dat > A:    string weaponType)

	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
		chainsaw	CHAINSA		1		respect	0		sexy 0		300
	  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
		item chainsaw
	end

if necessary also to section ammun2,3,4,5

 

 

 

Then modify the jumptable:

0871: init_jump_table $AMMU_SELECTED_WEAPON total_jumps 17 default_jump 0 @AMUNAT_10890 jumps 9 @AMUNAT_10586 16 @AMUNAT_10738 22 @AMUNAT_10282 23 @AMUNAT_10282 24 @AMUNAT_10282 25 @AMUNAT_10358 26 @AMUNAT_10358 
0872: jump_table_jumps 27 @AMUNAT_10358 28 @AMUNAT_10434 29 @AMUNAT_10510 30 @AMUNAT_10586 31 @AMUNAT_10586 32 @AMUNAT_10434 33 @AMUNAT_10662 34 @AMUNAT_10662 39 @AMUNAT_10738 
0872: jump_table_jumps 48 @AMUNAT_10814 -1 @AMUNAT_10890 -1 @AMUNAT_10890 -1 @AMUNAT_10890 -1 @AMUNAT_10890 -1 @AMUNAT_10890 -1 @AMUNAT_10890 -1 @AMUNAT_10890 -1 @AMUNAT_10890

 

 

In addition does the Ammu_Seller need to know what animation he has to do

 

add the neccesarry check

04A3:   $AMMU_SELECTED_WEAPON_MODEL == 341// model id 

 

 

here

:AMUNAT_8960
00D6: if or
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 349 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 351 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 355 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 356 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 358 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 357 // == constant
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 341 // $ == any  
004D: jump_if_false @AMUNAT_9113 
06D1: v$9554 = "SHP_2H_LIFT" // v$ = string 
06D1: v$9558 = "SHP_2H_LIFT_END" // v$ = string 
0086: $9585 = $AMMU_X_SELLER // (float) 
0009: $9585 += 0.231 
0086: $9586 = $AMMU_Y_SELLER // (float) 
0009: $9586 += 0.636 
0086: $9587 = $AMMU_Z_SELLER // (float) 
0009: $9587 += 1.053 

:AMUNAT_9113
00D6: if 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 350 // == constant 
004D: jump_if_false @AMUNAT_9226 
06D1: v$9554 = "SHP_2H_LIFT" // v$ = string 
06D1: v$9558 = "SHP_2H_LIFT_END" // v$ = string 
0086: $9585 = $AMMU_X_SELLER // (float) 
0009: $9585 += 0.231 
0086: $9586 = $AMMU_Y_SELLER // (float) 
0009: $9586 += 0.636 
0086: $9587 = $AMMU_Z_SELLER // (float) 
0009: $9587 += 1.053 

:AMUNAT_9226
00D6: if or
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 346 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 347 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 348 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 342 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 352 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 353 // == constant 
004D: jump_if_false @AMUNAT_9379 
06D1: v$9554 = "SHP_1H_LIFT" // v$ = string 
06D1: v$9558 = "SHP_1H_LIFT_END" // v$ = string 
0086: $9585 = $AMMU_X_SELLER // (float) 
0009: $9585 += 0.108 
0086: $9586 = $AMMU_Y_SELLER // (float) 
0009: $9586 += 0.654 
0086: $9587 = $AMMU_Z_SELLER // (float) 
0009: $9587 += 1.053 

:AMUNAT_9379
00D6: if or
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 363 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 372 // == constant 
004D: jump_if_false @AMUNAT_9500 
06D1: v$9554 = "SHP_1H_LIFT" // v$ = string 
06D1: v$9558 = "SHP_1H_LIFT_END" // v$ = string 
0086: $9585 = $AMMU_X_SELLER // (float) 
0009: $9585 += 0.108 
0086: $9586 = $AMMU_Y_SELLER // (float) 
0009: $9586 += 0.654 
0086: $9587 = $AMMU_Z_SELLER // (float) 
0009: $9587 += 1.053 

:AMUNAT_9500
00D6: if 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 373 // == constant 
004D: jump_if_false @AMUNAT_9613 
06D1: v$9554 = "SHP_AR_LIFT" // v$ = string 
06D1: v$9558 = "SHP_AR_LIFT_END" // v$ = string 
0086: $9585 = $AMMU_X_SELLER // (float) 
0009: $9585 += 0.175 
0086: $9586 = $AMMU_Y_SELLER // (float) 
0009: $9586 += 0.676 
0086: $9587 = $AMMU_Z_SELLER // (float) 
0009: $9587 += 1.5 

:AMUNAT_9613
0051: return

 

 


and here

:AMUNAT_9615
00D6: if or
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 349 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 351 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 355 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 356 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 358 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 357 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 341 // $ == any 
004D: jump_if_false @AMUNAT_9710 
06D1: v$AMMU_SELLER_ANIMATION = "SHP_2H_RET_S" // v$ = string 
06D1: v$9566 = "SHP_2H_RET" // v$ = string 

:AMUNAT_9710
00D6: if 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 350 // == constant 
004D: jump_if_false @AMUNAT_9765 
06D1: v$AMMU_SELLER_ANIMATION = "SHP_2H_RET_S" // v$ = string 
06D1: v$9566 = "SHP_2H_RET" // v$ = string 

:AMUNAT_9765
00D6: if or
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 346 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 347 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 348 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 342 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 352 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 353 // == constant 
004D: jump_if_false @AMUNAT_9860 
06D1: v$AMMU_SELLER_ANIMATION = "SHP_1H_RET_S" // v$ = string 
06D1: v$9566 = "SHP_1H_RET" // v$ = string 

:AMUNAT_9860
00D6: if or
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 363 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 372 // == constant 
004D: jump_if_false @AMUNAT_9923 
06D1: v$AMMU_SELLER_ANIMATION = "SHP_1H_RET_S" // v$ = string 
06D1: v$9566 = "SHP_1H_RET" // v$ = string 

:AMUNAT_9923
00D6: if 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 373 // == constant 
004D: jump_if_false @AMUNAT_9978 
06D1: v$AMMU_SELLER_ANIMATION = "SHP_AR_RET_S" // v$ = string 
06D1: v$9566 = "SHP_AR_RET" // v$ = string 

:AMUNAT_9978
0051: return

 

 

 

 

 

 

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DavidReyes2250

The method worked for me, but other problems arose, in my case, the "Armor" section has disappeared and in the "Thrown" section is the sniper that I put in, and the grenades and explosive charges have disappeared and the assault weapon that I wanted to put in the "Assault" section does not appear :/
I guess the problem is in the jumptable, here is my jumptable:

 

0871: init_jump_table $AMMU_SELECTED_WEAPON total_jumps 18 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 74 @AMUNAT_10586 32 @AMUNAT_10434 33 @AMUNAT_10662 34 @AMUNAT_10662 76 @AMUNAT_10662
0872: jump_table_jumps 39 @AMUNAT_10738 48 @AMUNAT_10814 -1 @AMUNAT_10890 -1 @AMUNAT_10890 -1 @AMUNAT_10890 -1 @AMUNAT_10890 -1 @AMUNAT_10890 -1 @AMUNAT_10890 -1 @AMUNAT_10890

 

Edited by DavidReyes2250
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weapon number 74 and 76, how should i help there

 

As first, take the cleo script below and check if the game returns all necessary informations of your shopping.dat entries

{$CLEO .cs}
:GET_SHOPPING_DAT_data
thread 'SHOPDAT'

wait 1000
075E: set_shopping_item_pool_items_section_to "ammun1" // 
075F: store_shopping_data_entries_number_to 5@
1@ = -1
3@ = 0
4@ = 0

while true
    wait 0
    03F0: enable_text_draw 1 
    045A: text_draw_1number  50.0  120.0 'NUMBER' 5@    // amount of shopping_data_entries
    045A: text_draw_1number  50.0  140.0 'NUMBER' 1@    // current shopping_data_entry
    033E: set_draw_text_position 50.0 160.0 GXT 15@s    // item name
    045A: text_draw_1number  50.0  180.0 'NUMBER' 3@    // weapon number
    045A: text_draw_1number  50.0  200.0 'NUMBER' 6@    // model id    
    045A: text_draw_1number  50.0  220.0 'NUMBER' 4@    // weapon group 
    if
        0AB0:   key_pressed 8//-----------------------press backspace
    then
        1@ += 1
        if
            002D:   1@ >= 5@
        then
            1@ = 0
        end
        0760: store_shopping_data_index 1@ textureCRC_to 3@
        0781: get_weapon_with_ID 3@ model_to 6@ 
        0782: get_weapon_with_ID 3@ weapon_group_to 4@
        078C: get_shopping_item_with_textureCRC 3@ nametag_to 15@s // 8-byte string
        00BC: show_text_highpriority GXT 15@s time 1000 flag 1
        wait 1000
    end
end

 

 

 

Then build the jumptable in that way, that the weapon numbers are arranged in ascending order

0871: init_jump_table $AMMU_SELECTED_WEAPON total_jumps 18 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
0872: jump_table_jumps 74 @AMUNAT_10586 76 @AMUNAT_10662 -1 @AMUNAT_10890 -1 @AMUNAT_10890 -1 @AMUNAT_10890 -1 @AMUNAT_10890 -1 @AMUNAT_10890 -1 @AMUNAT_10890 -1 @AMUNAT_10890

 

 

 

 

 

Edited by ZAZ
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DavidReyes2250

Ah, is that guns 74 and 76 are new weapons that I added to the game without replacing, the 74 is an assault weapon and the 76 is a new sniper

 

The weapons appear to me correctly but there is only one small problem ... again, now from what I see, the new sniper (76) apparently replaced the grenade for some reason and the assault weapon (74) is in the section " rifles "and this replaces the rifle ://

Edited by DavidReyes2250
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On 2/28/2021 at 11:20 AM, ZAZ said:

weapon number 74 and 76, how should i help there

 

As first, take the cleo script below and check if the game returns all necessary informations of your shopping.dat entries

{$CLEO .cs}
:GET_SHOPPING_DAT_data
thread 'SHOPDAT'

wait 1000
075E: set_shopping_item_pool_items_section_to "ammun1" // 
075F: store_shopping_data_entries_number_to 5@
1@ = -1
3@ = 0
4@ = 0

while true
    wait 0
    03F0: enable_text_draw 1 
    045A: text_draw_1number  50.0  120.0 'NUMBER' 5@    // amount of shopping_data_entries
    045A: text_draw_1number  50.0  140.0 'NUMBER' 1@    // current shopping_data_entry
    033E: set_draw_text_position 50.0 160.0 GXT 15@s    // item name
    045A: text_draw_1number  50.0  180.0 'NUMBER' 3@    // weapon number
    045A: text_draw_1number  50.0  200.0 'NUMBER' 6@    // model id    
    045A: text_draw_1number  50.0  220.0 'NUMBER' 4@    // weapon group 
    if
        0AB0:   key_pressed 8//-----------------------press backspace
    then
        1@ += 1
        if
            002D:   1@ >= 5@
        then
            1@ = 0
        end
        0760: store_shopping_data_index 1@ textureCRC_to 3@
        0781: get_weapon_with_ID 3@ model_to 6@ 
        0782: get_weapon_with_ID 3@ weapon_group_to 4@
        078C: get_shopping_item_with_textureCRC 3@ nametag_to 15@s // 8-byte string
        00BC: show_text_highpriority GXT 15@s time 1000 flag 1
        wait 1000
    end
end

 

 

 

Then build the jumptable in that way, that the weapon numbers are arranged in ascending order

0871: init_jump_table $AMMU_SELECTED_WEAPON total_jumps 18 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
0872: jump_table_jumps 74 @AMUNAT_10586 76 @AMUNAT_10662 -1 @AMUNAT_10890 -1 @AMUNAT_10890 -1 @AMUNAT_10890 -1 @AMUNAT_10890 -1 @AMUNAT_10890 -1 @AMUNAT_10890 -1 @AMUNAT_10890

 

 

 

 

 

 dude Could You PLease Make Knife Throw Script FOr GTA VC

  • Bruh 1
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