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[REL|0.9 BETA] GTA:FPS An inspiration for R*
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AK-73  |
Posted: Thursday, Apr 24 2008, 16:55
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Hustler

Group: Members
Joined: Oct 31, 2005

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| QUOTE (Çãmþ裣 @ Apr 24 2008, 07:04) | do u know what changes there will be in the next version or rougly when it will be released? i am happy to help you with any of it, though my modding talents are quite low.
i'd really love to see this mod complete where once you trigger first person, you will stay in first person until you leave (switching weapons in FP, getting into cars...etc) |
To quote myself from the post above: | QUOTE | Features will include but not be limited to:
- configurable bursts (3 rounds or 2 or more than that) - fully throwable thrown weapons in fps (grenades fly according to button press length and *camera angle*, as in any fps) - configurabe gun accuracy in moa (minutes of angle) - jumping in fps mode - left/right + jumping can be configured to trigger an emergency dive for dodging - weapon slot changes in fps mode can be allowed - various fixes as well as a number of features that I've forgot right about now probably - ah, yeah manual reload can be configured, for example too. |
Maybe I'll even include 3d muzzle flashes... maybe.  As for what you mentioned... switching weapons in FP is already implemented. Staying in FPS when entering a vehicle is not, although I think you can change the vehicle camera to sort of fp. As for the release... I would like to first update VC:Traffic. Next release is going to take some time still. Alex
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AK-73  |
Posted: Wednesday, May 7 2008, 16:23
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Hustler

Group: Members
Joined: Oct 31, 2005

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| QUOTE (VinnyGouveia @ May 1 2008, 02:59) | | Sorry for the kind of bump, but is there any possibility that, in FPS mode, the weapon stays in "shooting" animation? because most weapons are only seen when they are shooting. |
The version I am working on has a burst modus. In this modus, the weapon (arm(s)) keep aiming for a few moment after the shot, then they revert to the normal idle animation, unless more shots are being fired. I haven't extended this to full auto firing though. Why? Well, what you can do is to change the armed idle animation(s). This has nothing to do with the mod (the .asi) directly. These are the animations that the game returns to after firing. You can for example create a new walk_style with GTA:Martial Arts and set this one for all desired actors/peds (for example the player actor and the swat peds). Alex
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AK-73  |
Posted: Thursday, May 15 2008, 14:24
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Hustler

Group: Members
Joined: Oct 31, 2005

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This thing is being called *recoil*.  In the GTA3 generation games, all the weapons that could shoot by default in first person had some form of recoil. So all weapons that can shot in fp mode with this mod have analogous recoil by default. You can change the set-up of weapons, eliminating recoil in the .cfg file. Be warned however: my mod doesn't tolerate errors in .cfg so it's easy to mess things up causing the game to crash on start-up. Backup the .cfg file before messing with it. But you can eliminate or manipulate recoil with it and a host of other things too. Just set columns F and G of the weapon data to 0 and the corresponding weapon will have no recoil anymore. But remember that the .cfg is very touchy to handle. Don't add blank lines, etc or else it will fail. Just change the numbers. Alex PS You will note that fp shotgun firing is inaccurate when firing high upwards or low downwards. That is beign fixed for the next version.
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