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Welcome to the GTA: Liberty City forum. This forum is led by SteaVor, Craig Kostelecky, Y_Less, and ModelingMan.
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Pages: (11) « First ... 9 10 [11]   ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 WEAPONS

 slots, stats, etc
 
spaceeinstein  
Posted: Thursday, Jun 2 2005, 19:24
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GTA: LC Weapons.dat v7.3
-File nicely tabbed in Notepad
-Stubby Shotgun is used, still you need to change the cop's Chrome to that Stubby one.
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--Cole--  
Posted: Thursday, Dec 8 2005, 17:07
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stfu n00b lol
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I find it odd that the shotgun for LC is the buddyshot and not the chrome. Anytime I get into a cop car I get the chrome and not the LC shotgun.

And, I dont remember the GTAIII shotgun having a 5-point spray...in fact, I think it was a 3-point spray, like the chrome.

Since it is hardcoded, and nobody likes mem-hacking, why not just change the LC shotgun to replace the chrome. You could even make the chrome replace the buddyshot, if you miss it.

(Although technically, I think the III shotgun is supposed to be like the VC spaz12.)
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AK-73  
Posted: Thursday, Jun 1 2006, 16:16
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Two points:

1. The 1st post table could use a column with the new LC slot numbers. smile.gif Then the second table would become obsolete. :-)

2. Why does LC include VC vehicles but not want to include VC weapons? It would only *make sense* if a cop car would give you a chromegun and not a GTA3 shotgun, I think NY cops would rather be equpped with a Remington-like shotgun rather than the more Franchi-SPAS-lookalike GTA3 shotgun. Maybe it's a question that goes beyond the scope of a weapons topic; I mentioned before that I don't consider myself technically part of the LC project (although I sympathize with it wink.gif ), so I would be curious to know what the philosphy behind LC is - a GTA3 with some VC vehicles and stuff as extension or something more of a true hybrid (trying to keep the setting but incorporating as many of vice's extending features as possible). I mean, putting the PCJ 600 onto Portland makes all unique jumps very easy. What's to say against leaving the chromegun in the cop cars? If that ain't authentic, the PCJ 600 in Portland ain't either? As mentioned, just curious to understand the reasoning behind the decision.

Alex


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--Cole--  
Posted: Thursday, Jun 1 2006, 16:42
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I made that case a long time ago. I said (in an infamous topic which has since been deleted) that we should have all the LC cars and all the VC cars. And VC boats. But, they said if I wanted that, I should make an unofficial mod for it- which I did.
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AK-73  
Posted: Thursday, Jun 1 2006, 17:43
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QUOTE (--Cole-- @ Jun 1 2006, 16:42)
I made that case a long time ago.  I said (in an infamous topic which has since been deleted) that we should have all the LC cars and all the VC cars.  And VC boats.  But, they said if I wanted that, I should make an unofficial mod for it- which I did.


Well, as I have said I would like to understand the reasoning behind it, but not because I want to influence the decision either way. I'm more interested in my own mod (which has a number of things in common) than in LC, to be honest. smile.gif

Alex
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Craig Kostelecky  
Posted: Thursday, Jun 1 2006, 20:25
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It's been a while since I said this stuff, so I don't mind repeating it here.

My goal since taking over this mod was to make the game that I think Rockstar would have made if they didn't have to worry about deadlines. It's a known fact that Rockstar tried to include bikes and helicopters in GTA3, but they couldn't figure out the physics in the time they had. It was during that extra year that they figured it out (and included them in Vice City).

That being said, the only VC vehicles that are included are the bikes and helicopters (plus the Packer, that was a minor decision that was made early that I never felt the need to change).

Now there's a lot of stuff that was in Vice that simply doesn't logically belong in Liberty City. The Vice Cheetah is a prime example of that. It was included in Vice City because it fit the late 80s atmosphere which is best seen in the Miami Vice TV series.

Every decision I've made regarding such issues goes back to the question of what I think Rockstar would have done. There's not really a downside to not including certain features in the official version as those features are very easy for the users to enable. But some people don't want those features. But if we provide a base game that's as close to R*s vision as possible, then it's like getting a new game from the source with the potential of the newer engine.
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Outback  
Posted: Thursday, Jun 1 2006, 22:08
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QUOTE (--Cole-- @ Jun 1 2006, 12:42)
I made that case a long time ago. I said (in an infamous topic which has since been deleted) that we should have all the LC cars and all the VC cars. And VC boats. But, they said if I wanted that, I should make an unofficial mod for it- which I did.

The engine doesn't support that many vehicle slots. Case Closed.
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Ben  
Posted: Friday, Jun 2 2006, 00:53
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QUOTE (AK-73 @ Jun 2 2006, 02:16)
The 1st post table could use a column with the new LC slot numbers. smile.gif Then the second table would become obsolete. :-)

The second post differs from the first - it shows only the LC weapons, but in the order they appear in terms of the GTA3 slot numbers. This is important/useful because we haven't been able to recreate this thus far, and will come in handy later.

And besides, the first table does include all the relevant details in terms of slot numbers, VC replacements, etc. wink.gif

Thanks to Craig for making those 2 (that's all I saw tounge.gif!) minor fixes icon14.gif.

And to address your second point - we held a poll of sorts to decide which VC features people wanted to have in LC prior to the release of the first v6test package. You can view the results here smile.gif.

@[4D]Outback - That's true, unless someone figures an EXE hack. And LC uses more vehicles than I thought it did (see the first post of the Vehicles topic), so there's not that many left over either.

EDIT - Actually, on re-reading your post Alex, I think I know what you mean now. Although I won't be changing the tables - if you knew how sh*tty BB code table source was, you wouldn't go there either tounge2.gif!


This post has been edited by Ben on Friday, Jun 2 2006, 00:55
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ChrisGuy  
Posted: Tuesday, Jun 27 2006, 06:15
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Is it possible to run around with the AK-47 like in GTAIII? Meaning holding the gun with 2 hands like running with the Shotgun. The current one-arm run with the Ak just irks me for some reason biggrin.gif
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Ben  
Posted: Tuesday, Jun 27 2006, 06:36
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Not at the moment - an EXE hack will be required to fix that particular issue. But I don't know if that's going to fixable - fingers crossed those doing the mem hacking will find a way wink.gif.
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larosco  
Posted: Friday, Jan 26 2007, 05:19
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so wtf is the m16 weapon stats?
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AK-73  
Posted: Friday, Jan 26 2007, 11:02
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QUOTE (Ben @ Jun 27 2006, 06:36)
Not at the moment - an EXE hack will be required to fix that particular issue.  But I don't know if that's going to fixable - fingers crossed those doing the mem hacking will find a way wink.gif.


Just stumbled across that post... don't know if it's relevant still but... animation is configured in the weapons.dat. If you want the AK to use rifle animations just change the animation name in the anim column to rifle. Has probably been fixed in the meantime, can't remember. Just thought I'd mention in case it wasn't. Otherwise, I think the AK-47 needs a quick fix - the pivot point/origin doesn't appear to be right, so the AK doesn't seem to fit right into Claude's hands... if I remember it correctly it is also smaller (whimpier) than the M-16 model.

@larosco: Please be more specific with your question.

Alex
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Konstantinos  
Posted: Friday, Jan 26 2007, 12:06
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QUOTE (AK-73 @ Jan 26 2007, 12:02)
Just stumbled across that post... don't know if it's relevant still but... animation is configured in the weapons.dat. If you want the AK to use rifle animations just change the animation name in the anim column to rifle. Has probably been fixed in the meantime, can't remember. Just thought I'd mention in case it wasn't.

We had a discussion about this, remember? And it was stated that weapon.dat will NOT solve this. The 'animation' column only controls the shooting animation, which is indeed two-handed. The value is set to 'rifle' by default, just like the entry in default.ide - but Claude still carries it with one hand. So the holding stance, as well as the ability to sprint with the gun must be hardcoded somehow.
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larosco  
Posted: Friday, Jan 26 2007, 12:56
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well i dont know it

1. it is in weapons.dat for GTA3(M16)
2. it's has stats(notepad) -like you have been talkin about- like so:

CODE
M60 INSTANT_HIT 75.0 1 500 100 130 -1.0 -1.0 -1.0 -1.0 1.0 0.00 0.23 m60 12 16 13 10 12 10 30 289 -1 8040 8

okay thank you devil.gif devil.gif devil.gif devil.gif devil.gif suicidal.gif mad.gif anuj_cop.gif

This post has been edited by larosco on Friday, Jan 26 2007, 12:58
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AK-73  
Posted: Monday, Jan 29 2007, 14:28
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QUOTE (Konstantinos @ Jan 26 2007, 12:06)

We had a discussion about this, remember? And it was stated that weapon.dat will NOT solve this. The 'animation' column only controls the shooting animation, which is indeed two-handed. The value is set to 'rifle' by default, just like the entry in default.ide - but Claude still carries it with one hand. So the holding stance, as well as the ability to sprint with the gun must be hardcoded somehow.


Yeah I do remember now! smile.gif Well, I'll have a look at it, this cannot be too complicated.

Alex

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AK-73  
Posted: Wednesday, Jan 31 2007, 14:04
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I don't remember the exact address of the proc doing it but the variable for the movement style is the dword at +1F4 into the player object. That information should be sufficient for mm or some other hacker to find where the value gets set upon weapon change and adapt the working of the exe accordingly.

Alex
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