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Pages: (15) 1 [2] 3 4 ... Last »  ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 [DOC] WeaponInfo.xml

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resignator  
Posted: Sunday, Dec 14 2008, 17:44
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QUOTE (laso49 @ Dec 14 2008, 11:37)
QUOTE (MasterK @ Dec 14 2008, 17:29)
Hmm, just one question... what does the silenced flag stand for? It's used for the molotov as far as I know  mercie_blink.gif

I'm not sure, my guess is the flag is so the projectile doesnt make a loud sound like a rocket on impact?

I imagine it is so the weapon doesn't make noise while flying through the air. Wont know until someone tests it :cough:
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rebel_36  
Posted: Sunday, Dec 14 2008, 19:07
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it does work, it can be used to eliminate the rocket flying sound for example, it needs to be set on the "rocket" though, not the "Rlauncher"

also, i dont think the minigun or flamer will every work, ive tried to load their weapon models but they dont exist so we will have to get our own model ingame.

too bad that the first person view doesnt have a crosshair..


also, i made a grenade launcher today: user posted image


i may list some flag explanations
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resignator  
Posted: Sunday, Dec 14 2008, 19:20
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QUOTE (rebel_36 @ Dec 14 2008, 13:07)
it does work, it can be used to eliminate the rocket flying sound for example, it needs to be set on the "rocket" though, not the "Rlauncher"

also, i dont think the minigun or flamer will every work, ive tried to load their weapon models but they dont exist so we will have to get our own model ingame.

too bad that the first person view doesnt have a crosshair..


also, i made a grenade launcher today: user posted image


i may list some flag explanations

Thanks for checking it out. Updating the info now...
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rebel_36  
Posted: Sunday, Dec 14 2008, 19:57
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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
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resignator  
Posted: Sunday, Dec 14 2008, 21:10
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QUOTE (rebel_36 @ Dec 14 2008, 13:57)
<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?

Thanks for all the descriptions rebel_36 smile.gif. I also appreciate the feedback.

About the auto aim accuracy...it wasn't too clear either way from the few tests I ran. Any additional input from the community would be great.
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DeeperRed  
Posted: Sunday, Dec 14 2008, 22:12
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Did anyone else notice
QUOTE
<weapon type="FTHROWER"/>


So there were originally Flamethrowers! Damn you rockstar devil.gif If only they had left the values!
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MasterK  
Posted: Sunday, Dec 14 2008, 22:42
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QUOTE (rebel_36 @ Dec 14 2008, 19:07)
it does work, it can be used to eliminate the rocket flying sound for example, it needs to be set on the "rocket" though, not the "Rlauncher"

also, i dont think the minigun or flamer will every work, ive tried to load their weapon models but they dont exist so we will have to get our own model ingame.

too bad that the first person view doesnt have a crosshair..


also, i made a grenade launcher today: user posted image


i may list some flag explanations

Have you tried loading the models using names of the ones used in San Andreas? It could be possible. On a side note... has anyone tried editing the m4, so it's data is replaced with the minigun's? smile.gif
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jiahsuan  
Posted: Monday, Dec 15 2008, 15:19
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How can I buy rocket one time a lot in gunshop


sorry poor english
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iristrauma  
Posted: Monday, Dec 15 2008, 15:35
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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..!
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Costar  
Posted: Monday, Dec 15 2008, 16:22
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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 ..
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morphadron  
Posted: Monday, Dec 15 2008, 16:24
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QUOTE (resignator @ Dec 14 2008, 21:10)
About the auto aim accuracy...it wasn't too clear either way from the few tests I ran. Any additional input from the community would be great.


The "aiming accuracy" is only for auto aim.Free aim has no cone spread at all.
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resignator  
Posted: Monday, Dec 15 2008, 16:48
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QUOTE (morphadron @ Dec 15 2008, 10:24)
QUOTE (resignator @ Dec 14 2008, 21:10)
About the auto aim accuracy...it wasn't too clear either way from the few tests I ran. Any additional input from the community would be great.


The "aiming accuracy" is only for auto aim.Free aim has no cone spread at all.

Thanks for clearing that up morphadron smile.gif Updating the info now.
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resignator  
Posted: Monday, Dec 15 2008, 17:00
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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
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Zonked223  
Posted: Monday, Dec 15 2008, 19:26
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Could someone upload the weaponinfo.XML for me. I forgot to backup mine. Would be very helpful!!
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resignator  
Posted: Monday, Dec 15 2008, 19:38
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QUOTE (Zonked223 @ Dec 15 2008, 13:26)
Could someone upload the weaponinfo.XML for me. I forgot to backup mine. Would be very helpful!!

Added a link to the original at the bottom of my documentation smile.gif
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Zonked223  
Posted: Monday, Dec 15 2008, 19:52
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THANKS !! Works perfectly. I managed to make mye mp5 and m4 disappear lol
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Jost_Vice  
Posted: Monday, Dec 15 2008, 22:19
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Just found out Minigun is Annhiliator's weapons. I tried adding projectile info to have some RPG but the game crashed... will try more on this...
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rebel_36  
Posted: Monday, Dec 15 2008, 23:13
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totally forgot that heli had guns, ill need to play around with this tomorrow, good find smile.gif
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iristrauma  
Posted: Tuesday, Dec 16 2008, 12:43
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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..? icon14.gif

<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>
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illdan  
Posted: Tuesday, Dec 16 2008, 15:15
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Well, i couldnt find how to make grenade with no damage, but there is a thing u could do: u can set it to 15000 physics force and than go online in free mod and dont allow friendly fire and ask someone to throw a grenade at u, than u will be flying away smile.gif.
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