Mtasa-blue: General upgrade for weapons

Created on 16 Oct 2018  路  7Comments  路  Source: multitheftauto/mtasa-blue

Is your feature request related to a problem? Please describe.
You need spent a lot of time to rewrite weapons system

Describe the solution you'd like

  1. make more weapons in mta, i saw in code that id's from ~60 do 255 are empty, there could be new empty weapons.
  2. make function for changing weapon slots, make possible hold m4, ak47 at once

Describe alternatives you've considered
/

Additional context
/

enhancement

All 7 comments

  1. extend setWeaponProperty so it works with more (all) weapon properties that are currently get-only
  2. add disable_model weapon flag to setWeaponProperty in order to disable model + muzzle effect of a certain player weapon

-Add a setting that makes it possible to keep a weapon even when its empty (currently weapons get deleted from the slot when empty)

offset 0x60DB99 seems to be responsible for removing weapons while you have 0 ammo
image

I would love to see this "fixed".

  1. Make it possible to use setWeaponProperty for any discrete skill level number (not only for three {poor, std, pro}) or add function like setPlayerWeaponProperty, which will set property only for certain player.

This would be very helpful for adding custom weapons to MTA.

I would love to see this "fixed".

i think, this could be fixed by adding function clientside like setPlayerCanHandleWeaponWithoutAmmoOrSomethingLikeThatWithShorterName( bool )

setPedWeaponAutoRemove()
setPedKeepEmptyWeapons()

Was this page helpful?
0 / 5 - 0 ratings

Related issues

Cazomino05 picture Cazomino05  路  3Comments

rk-r picture rk-r  路  4Comments

PlatinMTA picture PlatinMTA  路  3Comments

CrosRoad95 picture CrosRoad95  路  3Comments

CrosRoad95 picture CrosRoad95  路  4Comments