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Pages: (15) « First ... 11 12 [13] 14 15   ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 [DOC] WeaponInfo.xml

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crevlthe  
Posted: Tuesday, Apr 6 2010, 05:10
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QUOTE (XTREME0235 @ Apr 6 2010, 13:57)
QUOTE (EduardKoeleJuck @ Mar 6 2010, 15:17)
For those who want to change the rate of fire:

I made a formula for it. Normally the rate of fire is in rounds/min, so look that up on Wikipedia or something, and use it in the following formula:

1/(Rounds per Min./60) x 1000 = ROF in Milliseconds

Example:

1200RPM:

1/(1200/60=20) x 1000 = 50

EduardKoeleJuck: I was wondering where you would insert this formula, and could you give us a tutorial on how to edit it?
I would like to change my Rate of Fire for the pistol, so it can be like the Automatic pistol in MW 2.

Thanks in advance if you can help with this.
XTREME0235.

urm, the pistol rate of fire is held back by the fact that the speed of the animation isn't that quick. I think you can only apply this to weapons that already fire in full automatic. what that means is that despite how fast you make it, it'll only be limited by how fast the animation is for that gun. however, if you shoot the weapon whilst the animation is not required (i.e. when you're falling and you hit fire) it will shoot at the rate you have defined.

what I presume however is that you may be able to use one of the episode weapon slots (if I remember they do not have animations mapped to them) to make a fully automatic pistol.

oh and to create a weapon for an episodic content slot, refer to a link I posted a few posts ago.

crevlthe
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XTREME0235  
Posted: Tuesday, Apr 6 2010, 06:15
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QUOTE (crevlthe @ Apr 6 2010, 05:10)
QUOTE (XTREME0235 @ Apr 6 2010, 13:57)
QUOTE (EduardKoeleJuck @ Mar 6 2010, 15:17)
For those who want to change the rate of fire:

I made a formula for it. Normally the rate of fire is in rounds/min, so look that up on Wikipedia or something, and use it in the following formula:

1/(Rounds per Min./60) x 1000 = ROF in Milliseconds

Example:

1200RPM:

1/(1200/60=20) x 1000 = 50

EduardKoeleJuck: I was wondering where you would insert this formula, and could you give us a tutorial on how to edit it?
I would like to change my Rate of Fire for the pistol, so it can be like the Automatic pistol in MW 2.

Thanks in advance if you can help with this.
XTREME0235.

urm, the pistol rate of fire is held back by the fact that the speed of the animation isn't that quick. I think you can only apply this to weapons that already fire in full automatic. what that means is that despite how fast you make it, it'll only be limited by how fast the animation is for that gun. however, if you shoot the weapon whilst the animation is not required (i.e. when you're falling and you hit fire) it will shoot at the rate you have defined.

what I presume however is that you may be able to use one of the episode weapon slots (if I remember they do not have animations mapped to them) to make a fully automatic pistol.

oh and to create a weapon for an episodic content slot, refer to a link I posted a few posts ago.

crevlthe

Ok thanks, well i saw this method line maybe on this topic, [not sure] but i used this line in this picture, and added it to the desert eagle, and now it's shooting like a rapid firing fully automatic machine gun. Here is the line i used:

user posted image

So now, i'm going to try it on the shotgun and Glock pistol, if it does work, we will now know what simple code to input. notify.gif
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XTREME0235  
Posted: Wednesday, Apr 7 2010, 16:07
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Ok guys, i have inserted the same code into the info for the Pistol and Shotgun. My results ended up crashing and freezing my computer [idk why it freezes the computer]
One shot from any of them causes this but the Desert Eagle remains the same, no idea why.

Here is a screen of what it looks like:

user posted image

Also, when your in a vehicle, the Desert Eagle does not rapid fire like it does if shot on foot, maybe that's in another line.
If anyone else has anymore information on this, please reply.
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crevlthe  
Posted: Thursday, Apr 8 2010, 00:47
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QUOTE (XTREME0235 @ Apr 8 2010, 02:07)
Ok guys, i have inserted the same code into the info for the Pistol and Shotgun. My results ended up crashing and freezing my computer [idk why it freezes the computer]
One shot from any of them causes this but the Desert Eagle remains the same, no idea why.

Here is a screen of what it looks like:

user posted image

Also, when your in a vehicle, the Desert Eagle does not rapid fire like it does if shot on foot, maybe that's in another line.
If anyone else has anymore information on this, please reply.

ah interesting. I guess that's an alternative to changing the fire rate tounge.gif

the way I did it was just editing "timebetweenshots" which would allow me to slow down the fire rate, but not speed it up.

good work!

crevlthe
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quechus13  
Posted: Thursday, Apr 8 2010, 00:51
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QUOTE (XTREME0235 @ Apr 7 2010, 16:07)
Ok guys, i have inserted the same code into the info for the Pistol and Shotgun. My results ended up crashing and freezing my computer [idk why it freezes the computer]
One shot from any of them causes this but the Desert Eagle remains the same, no idea why.

Here is a screen of what it looks like:

user posted image

Also, when your in a vehicle, the Desert Eagle does not rapid fire like it does if shot on foot, maybe that's in another line.
If anyone else has anymore information on this, please reply.

you have to be f*cking crazy to test that ingame!

it will shot super fast thats too much for the game to handle

use less that 100

even 3.0 is too much ingame
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XTREME0235  
Posted: Thursday, Apr 8 2010, 02:38
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QUOTE (quechus13 @ Apr 8 2010, 00:51)
QUOTE (XTREME0235 @ Apr 7 2010, 16:07)
Ok guys, i have inserted the same code into the info for the Pistol and Shotgun. My results ended up crashing and freezing my computer [idk why it freezes the computer]
One shot from any of them causes this but the Desert Eagle remains the same, no idea why.

Here is a screen of what it looks like:

user posted image

Also, when your in a vehicle, the Desert Eagle does not rapid fire like it does if shot on foot, maybe that's in another line.
If anyone else has anymore information on this, please reply.

you have to be f*cking crazy to test that ingame!

it will shot super fast thats too much for the game to handle

use less that 100

even 3.0 is too much ingame

The Desert Eagle is just f*cking crazy when you shoot it, and my game handles it just fine.
But that doesn't explain why it crashes when it's inputed on another weapon. confused.gif
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crevlthe  
Posted: Thursday, Apr 8 2010, 03:08
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QUOTE (XTREME0235 @ Apr 8 2010, 12:38)
QUOTE (quechus13 @ Apr 8 2010, 00:51)
QUOTE (XTREME0235 @ Apr 7 2010, 16:07)
Ok guys, i have inserted the same code into the info for the Pistol and Shotgun. My results ended up crashing and freezing my computer [idk why it freezes the computer]
One shot from any of them causes this but the Desert Eagle remains the same, no idea why.

Here is a screen of what it looks like:

user posted image

Also, when your in a vehicle, the Desert Eagle does not rapid fire like it does if shot on foot, maybe that's in another line.
If anyone else has anymore information on this, please reply.

you have to be f*cking crazy to test that ingame!

it will shot super fast thats too much for the game to handle

use less that 100

even 3.0 is too much ingame

The Desert Eagle is just f*cking crazy when you shoot it, and my game handles it just fine.
But that doesn't explain why it crashes when it's inputed on another weapon. confused.gif

meh. I didn't even know you could use that simple line of code to speed up the reloading/shooting animation tounge.gif

nice find.

p.s. additional findings - rates firerate isn't the actual firerate, its the multiplier at which the animation is played at. so 1 would be the animation played at 100%, 2 would be 200%, and 999.9 (as you've put in tounge.gif) would be 9,999.99%. which is a hell of a lot of a fast firing gun.

This post has been edited by crevlthe on Thursday, Apr 8 2010, 03:52
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quechus13  
Posted: Thursday, Apr 8 2010, 03:41
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QUOTE (XTREME0235 @ Apr 8 2010, 02:38)
QUOTE (quechus13 @ Apr 8 2010, 00:51)
QUOTE (XTREME0235 @ Apr 7 2010, 16:07)
Ok guys, i have inserted the same code into the info for the Pistol and Shotgun. My results ended up crashing and freezing my computer [idk why it freezes the computer]
One shot from any of them causes this but the Desert Eagle remains the same, no idea why.

Here is a screen of what it looks like:

user posted image

Also, when your in a vehicle, the Desert Eagle does not rapid fire like it does if shot on foot, maybe that's in another line.
If anyone else has anymore information on this, please reply.

you have to be f*cking crazy to test that ingame!

it will shot super fast thats too much for the game to handle

use less that 100

even 3.0 is too much ingame

The Desert Eagle is just f*cking crazy when you shoot it, and my game handles it just fine.
But that doesn't explain why it crashes when it's inputed on another weapon. confused.gif

but thats just 1 weapon you cant have that kind of speed on 2 more weapons without bugs or crashing my friend
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crevlthe  
Posted: Thursday, Apr 8 2010, 03:53
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QUOTE (quechus13 @ Apr 8 2010, 13:41)
QUOTE (XTREME0235 @ Apr 8 2010, 02:38)
QUOTE (quechus13 @ Apr 8 2010, 00:51)
QUOTE (XTREME0235 @ Apr 7 2010, 16:07)
Ok guys, i have inserted the same code into the info for the Pistol and Shotgun. My results ended up crashing and freezing my computer [idk why it freezes the computer]
One shot from any of them causes this but the Desert Eagle remains the same, no idea why.

Here is a screen of what it looks like:

user posted image

Also, when your in a vehicle, the Desert Eagle does not rapid fire like it does if shot on foot, maybe that's in another line.
If anyone else has anymore information on this, please reply.

you have to be f*cking crazy to test that ingame!

it will shot super fast thats too much for the game to handle

use less that 100

even 3.0 is too much ingame

The Desert Eagle is just f*cking crazy when you shoot it, and my game handles it just fine.
But that doesn't explain why it crashes when it's inputed on another weapon. confused.gif

but thats just 1 weapon you cant have that kind of speed on 2 more weapons without bugs or crashing my friend

erm, it works for me. I've tested this out for the ordinary pistol, the deagle and the semi-auto shotgun already. no crashes.

the only time its ever crashed is when my graphics card runs out of memory.

p.s. hello Quechus13 biggrin.gif

perhaps you could use this sped-up animation for your AA-12 mod tounge.gif should work pretty well. oh and - nice modeling on that.

crevlthe

This post has been edited by crevlthe on Thursday, Apr 8 2010, 03:59
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XTREME0235  
Posted: Thursday, Apr 8 2010, 03:59
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Hmm, well i wonder what could possibly be the problem then......
I shall investigate more.
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quechus13  
Posted: Thursday, Apr 8 2010, 06:00
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QUOTE (crevlthe @ Apr 8 2010, 03:53)
QUOTE (quechus13 @ Apr 8 2010, 13:41)
QUOTE (XTREME0235 @ Apr 8 2010, 02:38)
QUOTE (quechus13 @ Apr 8 2010, 00:51)
QUOTE (XTREME0235 @ Apr 7 2010, 16:07)
Ok guys, i have inserted the same code into the info for the Pistol and Shotgun. My results ended up crashing and freezing my computer [idk why it freezes the computer]
One shot from any of them causes this but the Desert Eagle remains the same, no idea why.

Here is a screen of what it looks like:


Also, when your in a vehicle, the Desert Eagle does not rapid fire like it does if shot on foot, maybe that's in another line.
If anyone else has anymore information on this, please reply.

you have to be f*cking crazy to test that ingame!

it will shot super fast thats too much for the game to handle

use less that 100

even 3.0 is too much ingame

The Desert Eagle is just f*cking crazy when you shoot it, and my game handles it just fine.
But that doesn't explain why it crashes when it's inputed on another weapon. confused.gif

but thats just 1 weapon you cant have that kind of speed on 2 more weapons without bugs or crashing my friend

erm, it works for me. I've tested this out for the ordinary pistol, the deagle and the semi-auto shotgun already. no crashes.

the only time its ever crashed is when my graphics card runs out of memory.

p.s. hello Quechus13 biggrin.gif

perhaps you could use this sped-up animation for your AA-12 mod tounge.gif should work pretty well. oh and - nice modeling on that.

crevlthe

Well i already did it when i released all the packs updated with their own weaponinfo.xml files biggrin.gif
1 week ago i was one of the first ones to find out how to do this thing but 999 is kinda too much XD
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Marcin6  
Posted: Saturday, Apr 17 2010, 20:12
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How to open this file in EFLC ?


When trying to open it i get this :
http://forum.gram.pl/upl/forum/2010_15/20100417211622.jpg
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crevlthe  
Posted: Sunday, Apr 18 2010, 01:25
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QUOTE (Marcin6 @ Apr 18 2010, 06:12)
How to open this file in EFLC ?


When trying to open it i get this :
http://forum.gram.pl/upl/forum/2010_15/20100417211622.jpg

well, from the new patch onwards they encrypted (the majority?) of the files, so frankly I have no idea how we're going to edit them from now on.

crevlthe
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cocoman213  
Posted: Monday, Apr 19 2010, 23:42
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in the codes, why dont you put the spaces like the orginal script? doesnt this make it work?
also i cant have any episodic weapons, it says that it is disabled...

This post has been edited by cocoman213 on Tuesday, Apr 20 2010, 00:11
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zBobG  
Posted: Tuesday, Apr 20 2010, 03:11
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QUOTE (Marcin6 @ Apr 17 2010, 20:12)
How to open this file in EFLC ?

Some of the files are encryted by SecuRom SDFA (SecuRom Data File Activation).

Use the Unlocker to decrypt the files.

Then either copy over the unlocked file you are interested in or copy over all the files that the unlocker has unlocked.

Note that this utility only unlocks the files for the retail disk version of EFLC (at this time).
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resignator  
Posted: Tuesday, Apr 20 2010, 10:53
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QUOTE (Yangster @ Dec 21 2009, 17:33)
QUOTE (AFA @ Sep 27 2009, 19:24)
Most of the time, when i change the animation, the game crashes. Does anyone know what to do?

You need to change the weapon's anim in default.dat or default.ide (can't remember which) as well. I used this method to make the combat shotgun use the pump animation, since Niko pumps it when blind firing anyway.


EDIT: Also, just noticed an error in the first post.

QUOTE
physics force="" - Projectile's impact force. Can also be defined under "PROJECTILE TYPE=".
...
vehiclevelocity="" - Defines the projectile's speed.


For guns, 'physics force' defines the impact force (as stated), but for projectiles (ie, grenade, molotov, rocket), 'physics force' changes the force with which Niko "throws" the projectile (ie, the speed of the projectile). I don't know what 'vehiclevelocity' does, but it didn't change the projectile's speed for me.

I changed the rocket's 'physics force' param to 260 (instead of 30), and now the rocket travels much much faster and more realistically (the range is also increased, since it takes the same amount of time to self-detonate). Note: as with most other data mods, I had to delete filelist.pak to get it working (using patch 1.0.0.4).

Don't know if anyone else has posted this already, but thought the first post should be updated.

Thanks, updated the doc. Perhaps, 'vehicle velocity' is projectile speed when shot from a vehicle. I need to reinstall GTAIV again so I can test this stuff tounge.gif

This post has been edited by resignator on Tuesday, Apr 20 2010, 11:05
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crevlthe  
Posted: Tuesday, Apr 20 2010, 13:55
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QUOTE (resignator @ Apr 20 2010, 20:53)
QUOTE (Yangster @ Dec 21 2009, 17:33)
QUOTE (AFA @ Sep 27 2009, 19:24)
Most of the time, when i change the animation, the game crashes. Does anyone know what to do?

You need to change the weapon's anim in default.dat or default.ide (can't remember which) as well. I used this method to make the combat shotgun use the pump animation, since Niko pumps it when blind firing anyway.


EDIT: Also, just noticed an error in the first post.

QUOTE
physics force="" - Projectile's impact force. Can also be defined under "PROJECTILE TYPE=".
...
vehiclevelocity="" - Defines the projectile's speed.


For guns, 'physics force' defines the impact force (as stated), but for projectiles (ie, grenade, molotov, rocket), 'physics force' changes the force with which Niko "throws" the projectile (ie, the speed of the projectile). I don't know what 'vehiclevelocity' does, but it didn't change the projectile's speed for me.

I changed the rocket's 'physics force' param to 260 (instead of 30), and now the rocket travels much much faster and more realistically (the range is also increased, since it takes the same amount of time to self-detonate). Note: as with most other data mods, I had to delete filelist.pak to get it working (using patch 1.0.0.4).

Don't know if anyone else has posted this already, but thought the first post should be updated.

Thanks, updated the doc. Perhaps, 'vehicle velocity' is projectile speed when shot from a vehicle. I need to reinstall GTAIV again so I can test this stuff tounge.gif

wow.gif

remember to pop in <rate firerate="number (multiplier)" blindfirerate="number (multiplier)"/> under <anim group>.

crevlthe
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Dorak  
Posted: Wednesday, Apr 21 2010, 16:45
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TRY TO CREATE SOME WEAPONS. VAIN.
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I was thinking, it's actually possible to do something with " the one handed gun " ? When aiming, Niko hold the gun with one hand, not two. Actually possible ?
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playaindahood  
Posted: Friday, Apr 30 2010, 04:12
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if someone can upload the TBOGT weaponinfo thatd be great.
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resignator  
Posted: Wednesday, May 5 2010, 09:37
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QUOTE (crevlthe @ Apr 20 2010, 07:55)
QUOTE (resignator @ Apr 20 2010, 20:53)
QUOTE (Yangster @ Dec 21 2009, 17:33)
QUOTE (AFA @ Sep 27 2009, 19:24)
Most of the time, when i change the animation, the game crashes. Does anyone know what to do?

You need to change the weapon's anim in default.dat or default.ide (can't remember which) as well. I used this method to make the combat shotgun use the pump animation, since Niko pumps it when blind firing anyway.


EDIT: Also, just noticed an error in the first post.

QUOTE
physics force="" - Projectile's impact force. Can also be defined under "PROJECTILE TYPE=".
...
vehiclevelocity="" - Defines the projectile's speed.


For guns, 'physics force' defines the impact force (as stated), but for projectiles (ie, grenade, molotov, rocket), 'physics force' changes the force with which Niko "throws" the projectile (ie, the speed of the projectile). I don't know what 'vehiclevelocity' does, but it didn't change the projectile's speed for me.

I changed the rocket's 'physics force' param to 260 (instead of 30), and now the rocket travels much much faster and more realistically (the range is also increased, since it takes the same amount of time to self-detonate). Note: as with most other data mods, I had to delete filelist.pak to get it working (using patch 1.0.0.4).

Don't know if anyone else has posted this already, but thought the first post should be updated.

Thanks, updated the doc. Perhaps, 'vehicle velocity' is projectile speed when shot from a vehicle. I need to reinstall GTAIV again so I can test this stuff tounge.gif

wow.gif

remember to pop in <rate firerate="number (multiplier)" blindfirerate="number (multiplier)"/> under <anim group>.

crevlthe

Added smile.gif
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