P90 and AA12

by JhoWadr
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como instalar as armas:

1:) Abra Spark, abrir o weapons.img."C:Arquivos de programas/Rockstar Games/Grand Theft Auto IV/pc/models/cdimages/weapons.img"
2:) Importe w_pumpshot.wdr e w_mp5.wdr, escolha a textura da arma "Artic ou Normal"
e depois salve.
3:) Abra o anim:"C:Arquivos de programas/Rockstar Games/Grand Theft Auto IV/pc/anim/anim"
4:) Importe os arquivos: gun@baretta.wad e gun@mp5k.wad, e depois salve.
5:) se divirta

English:


1:) Open Spark weapons.img. "C:/Profram Files/Rockstar Games/ Grand Theft Auto IV/pc/models/cdimages/weapons.img"
2:) w_mp5.wdr and w_pumpshot.wdr Import, choose the texture of the gun "or Normal Artic"
and then save.
3:) Open the anim: "C:/Program Files/Rockstar Games/Grand Theft Auto iv/pc/anim/anim.img"
4:) Import the files: gun@baretta.wad and gun@mp5k.wad, then save.
5:) have fun Replaces: pumpshot and mp5
Rating:
5.75/10 - 16 votes
Downloads: 4,035
Added: August 13, 2011 7:19PM
Last Downloaded: September 1, 2014 8:08AM
File Size: 3.75 MB

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FOR GTA 4!!!
Posted on August 13, 2011 9:38PM by JhoWadr
woohoo?
Posted on August 13, 2011 9:45PM by Cubexd
good job getting the AA 12 to fit his hands as a Pumpshot replacement...the others I've tried looked a bit off.
Posted on August 13, 2011 11:13PM by DaBurna
thanks, =D
Posted on August 13, 2011 11:33PM by JhoWadr
is beta version

Posted on August 13, 2011 11:37PM by JhoWadr
AA12 is fully automatic, coulndnt you change the weapon settings?
Posted on August 14, 2011 1:15PM by tehlolzpooch
haha i love the pics XD

good job on the shot gun it looks amazing(:
Posted on August 15, 2011 1:23PM by ItZaMiZf0RTUN3
P90 looks AWFULLY alike Trixies...
Posted on August 15, 2011 2:19PM by TheProLMZ
FAIL model is original and textures too ....
Posted on August 16, 2011 8:51AM by keijo fin
FAIL all it keeps doing on my game is crashing it...mainly on the "Meltdown" mission with Ray :-/
Posted on October 8, 2011 9:14PM by Dacentabaal
i want niko to look like that!!
Posted on October 30, 2011 8:33PM by Alesandro
So I really like both of these weapons, and to find them in a nice, neat little pack like this, with the model quality that these are was quite pleasant. My only disappointment was that there was no actual mechanics change (especially with the AA12, which is a fully auto weapon). So I did a little research on the web and tweaked the weaponinfo.xml file a bit, and I'm rather pleased with the results. I'm not stingy, so I'll share here.

Open weaponinfo.xml, and replace the entries for the Baretta with this:

<weapon type="BARETTA">

<data slot="SHOTGUN" firetype="INSTANT_HIT" damagetype="BULLET" group="SHOTGUN" targetrange="125.0" weaponrange="175.0" clipsize="32" ammomax="999" timebetweenshots="25">

<damage base="90" networkplayermod="5.0" networkpedmod="1.0"/>

<physics force="27.0"/>

<reload time="2000" fasttime="1100" crouchtime="2000"/>

<aiming accuracy="0.65">

<offset x="0.14" y="1.0" z="0.55"/>

<crouchedoffset x="0.15" y="1.0" z="0.05"/>

<reticule standing="1.0" ducked="1.0" scale="0.0"/>

</aiming>

<pickup regentime="480000" ammoonstreet="12"/>

<controller>

<rumble duration="200" intensity="1.0"/>

</controller>

<flags>

<flag>GUN</flag>

<flag>CAN_AIM</flag>

<flag>2HANDED</flag>

<flag>ANIM_RELOAD</flag>

<flag>CAN_FREE_AIM</flag>

<flag>ANIM_CROUCH_FIRE</flag>

<flag>ARMOUR_PENETRATING</flag>

<flag>HIGHER_BREAK_FORCE</flag>

</flags>

</data>

<assets model="w_pumpshot">

<anim group="gun@baretta">

<rates firerate="2.55" blindfirerate="2.55"/>

</anim>

<effects>

<muzzle fx="muz_shotgun"/>

<shell fx="weap_ejected_shotgun"/>

</effects>

</assets>

</weapon>

Then find and replace the entry for the MP5 with this:

<weapon type="MP5">

<data slot="SMG" firetype="INSTANT_HIT" damagetype="BULLET" group="SMG" targetrange="80.0" weaponrange="90.0" clipsize="50" ammomax="999" timebetweenshots="78">

<damage base="30" networkplayermod="3.0" networkpedmod="1.0"/>

<physics force="4.0"/>

<reload time="1666" fasttime="1666" crouchtime="2533"/>

<aiming accuracy="0.55">

<offset x="0.13" y="1.0" z="0.45"/>

<crouchedoffset x="0.11" y="1.0" z="-0.02"/>

<reticule standing="0.75" ducked="0.6" scale="0.3"/>

</aiming>

<pickup regentime="360000" ammoonstreet="90"/>

<controller>

<rumble duration="100" intensity="0.02"/>

</controller>

<flags>

<flag>GUN</flag>

<flag>CAN_AIM</flag>

<flag>SILENCED</flag>

<flag>ANIM_RELOAD</flag>

<flag>CAN_FREE_AIM</flag>

<flag>ANIM_CROUCH_FIRE</flag>

<flag>TREAT_AS_2HANDED_IN_COVER</flag>

</flags>

</data>

<assets model="w_mp5">

<anim group="gun@mp5k" meleegroup1="firearm_core">

<rates firerate="1.65" blindfirerate="1.65"/>

</anim>

<effects>

<muzzle fx="muz_smg"/>

<shell fx="weap_ejected_smg"/>

</effects>

</assets>

</weapon>

These should make the weapons a bit more like what they are supposed to represent. Any suggestions, by all means I'd like to hear them. Hopefully others find my work useful. :)
Posted on November 2, 2011 1:20AM by Voraxith
my game keeps crashing :(

Rated: 4/10
Posted on August 7, 2013 1:09PM by xXx-D-devil-xXx
Everyone can do this. You just used the saint extract button on weapons img from TBoGT, with the anim too, and renamed them to replace another weapon.

Rated: 1/10
Posted on December 10, 2013 9:27AM by darthvader20011
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