|
 |
|
|
|
|
|
GTA Modification Forums
[DOC] WeaponInfo.xml documentation
 |
|
 |
| |
rebel_36  |
|
dot connectah

Group: Members
Joined: Mar 14, 2004


|
| QUOTE | <aiming accuracy="" - Auto-aim accuracy while standing. crouchedoffset x="" y="" z="" - Auto-aim accuracy while crouched. |
are you sure these are only used for auto aim? i thought they were global values, for manual aiming too. | QUOTE | | explosion type="" - Defines the explosion model. |
maybe you should write "type" instead of "model" to avoid confusion. not 100% sure about all my flag explanations, some needs testing which i cant be bothered to do but with a bit of imagination and by comparing different weapon data it should be relatively easy for anyone to figure out why which flag is used. <flag>GUN</flag> - identifies weapon as firearm <flag>MELEE_CLUB</flag> - something that smashes, used for victims behaviour when hit <flag>MELEE_BLADE</flag> - something that cuts, used for victims behaviour when hit <flag>2HANDED</flag> - weapon is held in 2 hands <flag>TREAT_AS_2HANDED_IN_COVER</flag> - wether it should be held with 1 or 2 hand when blind fireing from cover? <flag>FIRST_PERSON</flag> - aiming in first person (no crosshair though) <flag>HEAVY</flag> - used to decide which running anims/speed are used <flag>CREATE_VISIBLE_ORDNANCE</flag> - ? <flag>HIGHER_BREAK_FORCE</flag> - breaks dynamic map objects more easily? <flag>EXPLOSION_BASED_ON_IMPACT</flag> - if angle is too shallow -> no explosion? (since its only used for "rocket") <flag>ADD_SMOKE_ON_EXPLOSION</flag> - render additional smoke when exploding? <flag>SILENCED</flag> - Silences the projectile/thrown weapon while in flight. <flag>INSTANT_KILL_IN_MP</flag> - self explanatory, may not even work, since it only used on 1 weapon that that weapon isnt even used in the game <flag>ARMOUR_PENETRATING</flag> - Bypasses body armor hit check. <flag>KEEP_CAMERA_BEHIND</flag> - ? <flag>CAN_AIM</flag> - can lock on to humans when using auto aim? <flag>CAN_FREE_AIM</flag> - can aim freely <flag>ANIM_RELOAD</flag> - wether reload anims should be used or not? <flag>ANIM_CROUCH_FIRE</flag> - wether weapon can be fired while crouching? also, i think you should add something about the ability to generate a projectile like the RL does: | QUOTE | <projectile> <typetocreate type="ROCKET"/> <offset x="0.54" y="0.0" z="0.055"/> <rotoffset x="0.0" y="0.0" z="-1.571"/> </projectile> |
edit: looks like this flag is missing: <flag>THROWN</flag> - weapon is being thrown, even if it isnt a projectile (uses gravity, obviously) maybe theres more missing? This post has been edited by rebel_36 on Sunday, Dec 14 2008, 20:01
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
Costar  |
|
Playa

Group: Members
Joined: Jan 7, 2006


|
| QUOTE (iristrauma @ Dec 15 2008, 15:35) | Does anyone know how to make the punch really strong, like intant kill..? I have seen a vid on youtube with this mod..!
Ohh yeah.. I meant to add physics force, I tried adding that line in weaponsinfo.xml but it didnt seem to work..! The vid had physics applied to punch and shove..!
| I havent tried editing weapons YET, .., but have you tried editing pedpersonality.dat to increase Nikos meleemartiallevel% I've tried to max out his settings in there, my meleelev is set to 100 I think thats the limit, its the 9th value from left - right.. It kills ppl usually w/ one hit and makes for some pretty cool things, I can flip some cars, bash the heck outta them w/ it but I really havent tried punching them w/ his fist ..
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
resignator  |
|
Square Civilian

Group: Members
Joined: Aug 8, 2005

|
| QUOTE (iristrauma @ Dec 15 2008, 09:35) | Does anyone know how to make the punch really strong, like intant kill..? I have seen a vid on youtube with this mod..!
Ohh yeah.. I meant to add physics force, I tried adding that line in weaponsinfo.xml but it didnt seem to work..! The vid had physics applied to punch and shove..! | http://www.gtaforums.com/index.php?showtop...st&p=1058734813 This post has been edited by resignator on Monday, Dec 15 2008, 17:28
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
iristrauma  |
Posted: Tuesday, Dec 16 2008, 12:43
|
Rat

Group: Members
Joined: May 1, 2008

|
How can one set the Grenade to hae huge physics force applied but no damage.. If you look in the Weaponinfo.xml file, you will notice that the grenade part has no mention of player damage exept the MP entry. I have inserted the damage base= 0 but it didnt do anything as far as I can tell. So what gives..? All the other weapons have damage base multiplier but not grenade. I want to be able to drop a grenade at my feet with insane physics force applied so it basicly shoots me into the air, but not kill me in the process. Anybody got any ideas..? <weapon type="GRENADE"> <data slot="THROWN" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="GRENADE" targetrange="35.0" clipsize="1" ammomax="25"> <damage networkplayermod="2.0" networkpedmod="1.0"/> <aiming accuracy="1.0"> <offset x="0.0" y="1.0" z="0.0"/> <crouchedoffset x="0.0" y="1.0" z="0.0"/> </aiming> <pickup regentime="360000" ammoonstreet="8"/> <controller> <rumble duration="50" intensity="0.1"/> </controller> <flags> <flag>THROWN</flag> <flag>CAN_AIM</flag> <flag>CAN_FREE_AIM</flag> <flag>ANIM_RELOAD</flag> <flag>ANIM_CROUCH_FIRE</flag> <flag>ADD_SMOKE_ON_EXPLOSION</flag> <flag>SILENCED</flag> </flags> <projectile type="FUSE" fusetime="5000"> <explosion type="GRENADE"/> <physics force="15000.0" vehiclevelocity="5.0"/> </projectile> </data> <assets model="w_grenade"> <anim group="grenade"/> </assets> </weapon>
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:
Pages:
(15) 1 [2] 3 4 ... Last »
Track this topic
Receive email notification when a reply has been made to this topic and you are not active on the board.
Subscribe to this forum
Receive email notification when a new topic is posted in this forum and you are not active on the board.
Download / Print this Topic
Download this topic in different formats or view a printer friendly version.
| |
 |
|
 |
|
|
|
|