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Pages: (3) 1 [2] 3   ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 Weapon Weight

 realism mod: guns and ammo slow you down
 
ikt  
Posted: Friday, Apr 29 2011, 05:49
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QUOTE (AngryAmoeba @ Apr 29 2011, 04:38)
Sorry for the double post...

I realized that pickups get saved in the save game... This means that if I create a pickup inside a wall or something, and I can't get to it, there's no way to get rid of it. I made a 'cleanup' function to delete pickups after a length of time, but that can't guarantee that they will all be deleted before the game is saved.

Does anyone know of a way to trigger cleanup code right before saving?

IsAutoSaveInProgress()

This is probably the same R* uses for when missions are over, and to remove wanted level and such.
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AngryAmoeba  
Posted: Saturday, May 7 2011, 03:17
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New version in first post!

Changes in v1.2:
- Compiled script and included INI file for settings.
- Incorporated my "Hurry Up" script into the mod. Holding Alt increases movement speed, and while sprinting it drains adrenaline. Without adrenaline, sprinting speed is normal.
- Changed default drop-weapon key to * on the numpad.
- Added "ModifierKey" (PageDown by default), which has to be held down to remove armor, to avoid removing accidentally.
- SMG, grenades, and molotovs are stored in backpack instead of duffel bag.
- Misc. fixes

This post has been edited by AngryAmoeba on Monday, Aug 8 2011, 05:38
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AngryAmoeba  
Posted: Monday, Aug 8 2011, 05:49
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New version in first post. I updated my Hurry Up mod, which is included in this mod. Also fixed some things.

Changes in v1.2.1
- Adrenaline is now shown as a bar under the radar.
- Adrenaline now recharges faster when not running.
- Minor fixes and optimization.
- Changed version numbering scheme.

This post has been edited by AngryAmoeba on Wednesday, Sep 7 2011, 03:49
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ricardo8086  
Posted: Wednesday, Aug 10 2011, 04:27
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QUOTE (ikt @ Friday, Apr 29 2011, 05:49)
QUOTE (AngryAmoeba @ Apr 29 2011, 04:38)
Sorry for the double post...

I realized that pickups get saved in the save game... This means that if I create a pickup inside a wall or something, and I can't get to it, there's no way to get rid of it. I made a 'cleanup' function to delete pickups after a length of time, but that can't guarantee that they will all be deleted before the game is saved.

Does anyone know of a way to trigger cleanup code right before saving?

IsAutoSaveInProgress()

This is probably the same R* uses for when missions are over, and to remove wanted level and such.

Where did you find this function IsAutoSaveInProgress() ? I want to use it, but couldn't find it.

Excelent mod, by the way, AngryAmoeba!
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janusantsky  
Posted: Saturday, Aug 20 2011, 13:47
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hello i have a bug when i use this mod luis go superslow or superfast , if someone has already that and know how to fix it,
maybe the reason is that i use a lot of other mod but maybe someone has the response, thanks
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AngryAmoeba  
Posted: Saturday, Aug 20 2011, 22:54
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When does he go super-slow, and when does he go super-fast?

And does it happen even when carrying only default weapons (no added weapons)?
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janusantsky  
Posted: Wednesday, Aug 24 2011, 08:33
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i think this is with added weapons when i spawn with trainer, but i have a question is there a script to carry medikit, it would be cool cause i'm playing with a bigger difficulty or a script to heal with a small animation
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lolleroz  
Posted: Sunday, Aug 28 2011, 14:36
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hey man, sorry for dissapointing you while we were testing the script, i had some IRL probs and stopped playing IV for a while, but I see you did a great job, nice work!
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AngryAmoeba  
Posted: Wednesday, Sep 7 2011, 03:49
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Small update in first post.


v1.2.2
- Cash is now carried in a backpack if you have at least $65,000, a duffel bag for at least $500,000.
- Cash also has a speed penalty now, 0.003% per $1,000. Adds up if you carry a lot of money.

This post has been edited by AngryAmoeba on Tuesday, Sep 27 2011, 09:54
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AngryAmoeba  
Posted: Tuesday, Sep 27 2011, 09:54
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New update in first post. This is mainly a bug fix update, but the alternate version received some significant changes behind the scenes.


Changes in v1.2.3
- Added MaxTotalPenalty INI setting, default is 30%. This prevents super-slow-mo movement.
- Removed AdrenBarHeight INI setting. The bar now approximately matches the health/armor bar size.
- Fixed bug where a total penalty of over 100% would make you slide around really fast.
- Minor optimization.

This post has been edited by AngryAmoeba on Sunday, Jan 1 2012, 04:25
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AngryAmoeba  
Posted: Sunday, Jan 1 2012, 04:20
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Small update in the first post.

Changes in v1.2.4
- Added readme.
- Fixed bug where sprinting while the sprint key wasn't pressed wouldn't drain Adrenaline properly.
- Fixed bug where the cell phone could be dropped like a weapon.
- Minor optimization and cleanup.

This post has been edited by AngryAmoeba on Sunday, Sep 2 2012, 02:45
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NudasPriest  
Posted: Thursday, Aug 30 2012, 22:38
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QUOTE (AngryAmoeba @ Sunday, Jan 1 2012, 04:20)
Small update in the first post.

Changes in v1.2.4
- Added readme.
- Fixed bug where sprinting while the sprint key wasn't pressed wouldn't drain Adrenaline properly.
- Fixed bug where the cell phone could be dropped like a weapon.
- Minor optimization and cleanup.

Hey, this mod is badass, but for some reason it doesn't seem to be fully working.

IIRC the more guns/ammo/gear you have on you, the slower you move. I used to feel the subtle difference in speed, but now no matter how much i am carrying it seems like the same speed as normal.

I was tweaking with the values to hopefully make having a full loadout (roughly 10 mags for each weapon type + 25 projectiles) be overweight, and try to make something under the default max penalty of 30 that would amount to maybe a pistol + 3 mags, rifle + 10 mags, SMG + 6 mags, rocket launcher + 4 rockets, and armor would be just about under the max penalty.

But now, as I said the speed seems unchanged except for a slight second. I use a trainer to test the mods and I would give myself a full loadout: basically what you'd get with Weapons cheat 1 or 2, and for a second Niko moves slow as if he is affected by the weight, and then it goes back to normal. Are my weight penalties incompatible or what? It seems like speed is now unchanged with i revert to the default INI file as well...

Here is my INI as of right now:

CODE
[FEATURES]
UseHurry = true
UseWeaponBag = true
UseWeaponRemoval = true

[KEYS]
HurryKey = 18
DropWeaponKey = 106
DeletePickupKey = 111
ModifierKey = 34

; Adrenaline values represent percentage of total adrenaline
[HURRY]
HurrySpeedBoost = 20
AdrenDrainPerSec = 13
AdrenRechargePerSec = 3
AdrenRestingBonus = 6
ShowAdrenalineBar = true
AdrenBarPositionX = 0.0
AdrenBarPositionY = 0.0

[SPEED PENALTIES]
; Penalty values represent speed decrease in percent
MaxTotalPenalty = 45.0

; Weapon penalties
RiflePenalty = 2.98
SniperPenalty = 3.1
ShotgunPenalty = 2.6
RocketPenalty = 4.1
SMGPenalty = 2.5
PistolPenalty = 1.5
GrenadePenalty = 0.9
MolotovPenalty = 0.75
KnifePenalty = 0.3
BatPenalty = 0.4

; Ammo penalties, per clip
RifleClipPenalty = 0.6
SniperClipPenalty = 0.46
ShotgunClipPenalty = 0.44
RocketClipPenalty = 1.3
SMGClipPenalty = 0.43
PistolClipPenalty = 0.31

; Other penalties
ArmorPenalty = 2.9
ThousandDollarPenalty = 0.008


By the way, I am using a lot of other mods but I removed some of the ones that I've installed since the speed hasn't been feeling different and it's not fixed.

Edit: Also, the RPG doesn't seem to have a bag when you have one equipped, is it supposed to be concealed in a pocket or the backpack or duffel bag?
Edit2: I think I narrowed the problem down, seems to be an issue with either BasicNeeds.cs and/or Trunk.cs and from HippieCommunist's Modpack. With these mods out of the picture the running speeds are penalized as they should be. It might be something with the way animations are used in these mods?

This post has been edited by NudasPriest on Friday, Aug 31 2012, 00:46
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AngryAmoeba  
Posted: Friday, Aug 31 2012, 00:52
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Thanks for the report! You're right, the code isn't checking for the RPG like it should. Easy fix!

The speed problem, though, sounds harder to figure out. Do the bags work correctly, aside from the RPG? And does hurrying work properly? If not, are there any errors listed in your ScriptHook.log or ScriptHookDotNet.log files (in your main GTA4 folder)?

I don't have a whole lot of time anymore to work on my mods, but I'll try to fix this issue as fast as I can.

EDIT: Just saw your 2nd edit — and now I understand. Weapon Weight slows you down by adjusting the speed of your movement animations. This works quite well, but unfortunately it means that any other mod that also adjusts the animation speed will break Weapon Weight. (I believe BasicNeeds.cs by HippieCommunist makes you move faster after you drink coffee?) This conflict seems unavoidable.

This post has been edited by AngryAmoeba on Friday, Aug 31 2012, 00:57
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NudasPriest  
Posted: Friday, Aug 31 2012, 01:01
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Thanks, I sent a PM to another mod author as I think it is an incompatibility (With BasicNeeds.cs perhaps) but the other things I noticed, it seemed like only a few of the 2-handed weapons actually give the player a dufflebag. RPG, Snipers, didn't give me a bag. Niko had a knife, PSG-1, RPG, and glock with loads of ammo for each and no bag lol. I may have stumbled upon the issue itself, which has to do with BasicNeeds.cs, from HippieCommunist's modpack.

I think BasicNeeds has a caffeine bonus for drinking coffee, and it looked like it was setting player speed here and there at different levels and making the player not get tired. Could be an interesting tie in, some of the usable items in BasicNeeds giving you a speed boost...

Edit: Wow, I was pretty spot on. I will comment out the coffee stuff then, see if it fixes. But I noticed it gives a boost when the Caffeine level is as "1.00f". Don't know what it initializes at but if it starts at a level and that level has an effect, then it's probably getting mixed it. Thanks for your fast response, though, and the effort in your mods.

This post has been edited by NudasPriest on Friday, Aug 31 2012, 01:04
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AngryAmoeba  
Posted: Friday, Aug 31 2012, 01:09
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You're right again... The code doesn't check for sniper rifles either. What the hell. At some point, I must have accidentally copied code from my personal version, where assault rifles, sniper rifles, and RPGs all use the assault rifle inventory slot. How long has the mod had this bug? confused.gif

I'll post a fixed version either tonight or tomorrow night after work.

This post has been edited by AngryAmoeba on Friday, Aug 31 2012, 01:14
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NudasPriest  
Posted: Friday, Aug 31 2012, 01:18
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Nice. And I don't know if I know what I'm doing, but I might have just made a modified version of Basic Needs that won't dick with the speed bonus, but if you drink enough caffeine you won't get tired. Does Weapon Weight do anything with that? I took out the references to Player Movement speed and it looks like solid enough coding to not crash. Gonna test in a bit. Edit2: It works, so far so good!

Edit: Also, if you could do it but just didn't decide to, is it a quick thing or even possible to have the AK and M4 ammo separate; same with Deagle and Glock? If that's the case then i think it'd add even more variation with this mod and Weapon Storage. I have a customized WeaponInfo.xml that I'm working on: most guns have a simulated bullet travel time, realistic rate of fire, range, ammo caps, damage and force, faster rockets, throw molotovs farther in a vehicle so you dont kill yourself on motorcycles.... With it feels like a whole new shooter IMO compared to GTA 4 vanilla. it's just a weapons.xml but I am actually pretty proud of how it's turning out. But what I'm saying is, I have my AK and M4 have different ammo caps because in reality 5.56 ammo is a lot lighter than 7.62, so the AK has like 3 mags less. If this could be actually adjusted in the weight mod, it'd be pretty legit.... Would make the AKM skin i got feel even more beefy.

This post has been edited by NudasPriest on Friday, Aug 31 2012, 01:30
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AngryAmoeba  
Posted: Sunday, Sep 2 2012, 02:45
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@NudasPriest: No, Weapon Weight doesn't change how fast you get tired. And it's technically possible to give the AK and M4 different speed penalties, but then non-vanilla assault rifles (i.e. EFLC or custom weapons) wouldn't be detected. Right now, the mod uses two different methods to detect weapons: usually it just checks your inventory slots, which works for non-vanilla weapons, but it checks for the knife, bat, grenades, and molotovs separately. Unfortunately that means non-vanilla melee/thrown weapons aren't detected by the mod. I'll try to think of a better solution in the future.

Anyway, I just put the fixed version in the first post. Sorry it took longer than I said it would!


Changes in v1.2.5
- Ammo is measured per round instead of per clip.
- Fixed bug where sniper rifles and heavy weapons wouldn't give you a duffel bag.
- Fixed bug where dropped melee weapons weren't removed from your inventory.
- Minor optimization and significant cleanup.

This post has been edited by AngryAmoeba on Monday, Sep 3 2012, 08:35
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AngryAmoeba  
Posted: Monday, Sep 3 2012, 08:35
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Another minor update in the first post.

Changes in v1.2.6
- Added INI settings for bag behavior.
- Fixed incorrect setting in INI file (was RemoveArmorModifier instead of RemoveArmorModifierKey).
- Renamed AdrenRechargePerSec INI setting to AdrenRegenPerSec.
- Code cleanup.

This post has been edited by AngryAmoeba on Wednesday, Oct 24 2012, 04:43
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AngryAmoeba  
Posted: Monday, Sep 3 2012, 22:38
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Aaand a hotfix.

Changes in v1.2.6 hotfix
- Fixed constant player animation twitching caused by updating the bag too often.
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AngryAmoeba  
Posted: Saturday, Sep 29 2012, 07:13
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Another hotfix! (Damn it.)

Changes in v1.2.6 hotfix 2
- Fixed bug where cash never gave you a bag.
- Very minor optimization when loading.
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