P90 and AA12

Autor: JhoWadr
 
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 Vymení to: pumpshot and mp5
Hodnotenie:
5,92/10 - 13 hlasov
Downloady: 1.903
Pridané bolo: 13. august 2011 19:19
Naposledy stiahnuté: 24. máj 2012 16:14
Veľkosť: 3,75 MB

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FOR GTA 4!!!
Publikované bolo: 13. august 2011 21:38 Autor: JhoWadr
woohoo?
Publikované bolo: 13. august 2011 21:45 Autor: Cubexd
good job getting the AA 12 to fit his hands as a Pumpshot replacement...the others I've tried looked a bit off.
Publikované bolo: 13. august 2011 23:13 Autor: DaBurna
thanks, =D
Publikované bolo: 13. august 2011 23:33 Autor: JhoWadr
is beta version

Publikované bolo: 13. august 2011 23:37 Autor: JhoWadr
AA12 is fully automatic, coulndnt you change the weapon settings?
Publikované bolo: 14. august 2011 13:15 Autor: tehlolzpooch
haha i love the pics XD

good job on the shot gun it looks amazing(:
Publikované bolo: 15. august 2011 13:23 Autor: ItZaMiZf0RTUN3
P90 looks AWFULLY alike Trixies...
Publikované bolo: 15. august 2011 14:19 Autor: TheProLMZ
FAIL model is original and textures too ....
Publikované bolo: 16. august 2011 08:51 Autor: keijo fin
FAIL all it keeps doing on my game is crashing it...mainly on the "Meltdown" mission with Ray :-/
Publikované bolo: 8. október 2011 21:14 Autor: Dacentabaal
i want niko to look like that!!
Publikované bolo: 30. október 2011 20:33 Autor: 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. :)
Publikované bolo: 2. november 2011 01:20 Autor: Voraxith
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