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Solved Who Else Wants Throwing Knives?!

  • Thread starter Matt Denton
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Throwing knives??


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Matt Denton

Matt Denton

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So i guess its a possibility to make throwing knives :biggrin: who thinks it'd be an amazing idea for modder :wink: :wink: and who would wanna help try and make it :smile:
 
xIIJazza

xIIJazza

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You're probably able to add the throwing animation(From when you throw a flare for a airstrike) into the coding of the knife. But then there's still alot more to do. I'd imagine.
 
Matt Denton

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You're probably able to add the throwing animation(From when you throw a flare for a airstrike) into the coding of the knife. But then there's still alot more to do. I'd imagine.
well it'd be a beta xD but it could work. i just need to find the animation, textures and then how to add a weapon slot :/
 
xIIJazza

xIIJazza

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well it'd be a beta xD but it could work. i just need to find the animation, textures and then how to add a weapon slot :/

You don't necessarily have to make a new weapon. Just add it onto the original knife, you gotta read every line of it though :3
 
Matt Denton

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You don't necessarily have to make a new weapon. Just add it onto the original knife, you gotta read every line of it though :3
oh yeah, well it should still be a good challenge :3 anyone that knows where the animation is for the flare just tell me :biggrin: it'd make it sooo much faster
 
shaunr

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I edited the ball a little bit. See if you can give yourself a ball through the rewards flag in the vehicles file.

<Item>REWARD_WEAPON_BALL</Item>
<Item>REWARD_AMMO_BALL</Item>
<Item>REWARD_STAT_WEAPON</Item>

Then replace the AMMO_BALL with this

Code:
<Item type="CAmmoThrownInfo">
		  <Name>AMMO_BALL</Name>
		  <Model>w_me_knife_01</Model>
		  <Audio />
		  <Slot />
		  <AmmoMax value="1" />
		  <AmmoMax50 value="1" />
		  <AmmoMax100 value="1" />
		  <AmmoMaxMP value="1" />
		  <AmmoMax50MP value="1" />
		  <AmmoMax100MP value="1" />
		  <AmmoFlags>InfiniteAmmo</AmmoFlags>
		  <Damage value="200.000000" />
		  <LifeTime value="-1.000000" />
		  <FromVehicleLifeTime value="2.500000" />
		  <LifeTimeAfterImpact value="0.000000" />
		  <LifeTimeAfterExplosion value="0.000000" />
		  <ExplosionTime value="0.000000" />
		  <LaunchSpeed value="45.000000" />
		  <SeparationTime value="0.000000" />
		  <TimeToReachTarget value="0.000000" />
		  <Damping value="0.050000" />
		  <GravityFactor value="1.000000" />
		  <RicochetTolerance value="1.000000" />
		  <PedRicochetTolerance value="1.000000" />
		  <VehicleRicochetTolerance value="1.000000" />
		  <Explosion>
			<Default>DONTCARE</Default>
			<HitCar>DONTCARE</HitCar>
			<HitTruck>DONTCARE</HitTruck>
			<HitBike>DONTCARE</HitBike>
			<HitBoat>DONTCARE</HitBoat>
			<HitPlane>DONTCARE</HitPlane>
		  </Explosion>
		  <FuseFx />
		  <TrailFx />
		  <TrailFxUnderWater />
		  <TrailFxFadeInTime value="0.000000" />
		  <TrailFxFadeOutTime value="0.000000" />
		  <PrimedFx />
		  <DisturbFxDefault />
		  <DisturbFxSand />
		  <DisturbFxWater />
		  <DisturbFxDirt />
		  <DisturbFxFoliage />
		  <DisturbFxProbeDist value="0.000000" />
		  <DisturbFxScale value="0.000000" />
		  <LightOnlyActiveWhenStuck value="false" />
		  <LightFlickers value="false" />
		  <LightBone />
		  <LightColour x="0.000000" y="0.000000" z="0.000000" />
		  <LightIntensity value="0.000000" />
		  <LightRange value="0.000000" />
		  <LightFalloffExp value="0.000000" />
		  <LightFrequency value="0.000000" />
		  <LightPower value="0.000000" />
		  <CoronaSize value="0.000000" />
		  <CoronaIntensity value="0.000000" />
		  <CoronaZBias value="0.000000" />
		  <ProjectileFlags>ProcessImpacts NoPullPin CanBounce DoubleDamping</ProjectileFlags>
		  <ThrownForce value="0.000000" />
		  <ThrownForceFromVehicle value="5.000000" />
		</Item>

The knife might sit in your hand a bit weird, but it should work if you can get the ball through the weapon reward thing.

edit: actually, if you apply that to the grenade instead of the ball it should also work. I'm going to try it out haha.
 
Last edited:
Matt Denton

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I edited the ball a little bit. See if you can give yourself a ball through the rewards flag in the vehicles file.

<Item>REWARD_WEAPON_BALL</Item>
<Item>REWARD_AMMO_BALL</Item>
<Item>REWARD_STAT_WEAPON</Item>

Then replace the AMMO_BALL with this

Code:
<Item type="CAmmoThrownInfo">
		  <Name>AMMO_BALL</Name>
		  <Model>w_me_knife_01</Model>
		  <Audio />
		  <Slot />
		  <AmmoMax value="1" />
		  <AmmoMax50 value="1" />
		  <AmmoMax100 value="1" />
		  <AmmoMaxMP value="1" />
		  <AmmoMax50MP value="1" />
		  <AmmoMax100MP value="1" />
		  <AmmoFlags>InfiniteAmmo</AmmoFlags>
		  <Damage value="200.000000" />
		  <LifeTime value="-1.000000" />
		  <FromVehicleLifeTime value="2.500000" />
		  <LifeTimeAfterImpact value="0.000000" />
		  <LifeTimeAfterExplosion value="0.000000" />
		  <ExplosionTime value="0.000000" />
		  <LaunchSpeed value="45.000000" />
		  <SeparationTime value="0.000000" />
		  <TimeToReachTarget value="0.000000" />
		  <Damping value="0.050000" />
		  <GravityFactor value="1.000000" />
		  <RicochetTolerance value="1.000000" />
		  <PedRicochetTolerance value="1.000000" />
		  <VehicleRicochetTolerance value="1.000000" />
		  <Explosion>
			<Default>DONTCARE</Default>
			<HitCar>DONTCARE</HitCar>
			<HitTruck>DONTCARE</HitTruck>
			<HitBike>DONTCARE</HitBike>
			<HitBoat>DONTCARE</HitBoat>
			<HitPlane>DONTCARE</HitPlane>
		  </Explosion>
		  <FuseFx />
		  <TrailFx />
		  <TrailFxUnderWater />
		  <TrailFxFadeInTime value="0.000000" />
		  <TrailFxFadeOutTime value="0.000000" />
		  <PrimedFx />
		  <DisturbFxDefault />
		  <DisturbFxSand />
		  <DisturbFxWater />
		  <DisturbFxDirt />
		  <DisturbFxFoliage />
		  <DisturbFxProbeDist value="0.000000" />
		  <DisturbFxScale value="0.000000" />
		  <LightOnlyActiveWhenStuck value="false" />
		  <LightFlickers value="false" />
		  <LightBone />
		  <LightColour x="0.000000" y="0.000000" z="0.000000" />
		  <LightIntensity value="0.000000" />
		  <LightRange value="0.000000" />
		  <LightFalloffExp value="0.000000" />
		  <LightFrequency value="0.000000" />
		  <LightPower value="0.000000" />
		  <CoronaSize value="0.000000" />
		  <CoronaIntensity value="0.000000" />
		  <CoronaZBias value="0.000000" />
		  <ProjectileFlags>ProcessImpacts NoPullPin CanBounce DoubleDamping</ProjectileFlags>
		  <ThrownForce value="0.000000" />
		  <ThrownForceFromVehicle value="5.000000" />
		</Item>

The knife might sit in your hand a bit weird, but it should work if you can get the ball through the weapon reward thing.

edit: actually, if you apply that to the grenade instead of the ball it should also work. I'm going to try it out haha.
lol keep me posted. nothing better than inventive minds taking over xD
 
shaunr

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lol keep me posted. nothing better than inventive minds taking over xD

Well it works, but the pin pulling animation is still there and it does no damage. also it doesnt really spin in midair. I should be able to fix these problems. Maybe I'll make the knife the molotov instead of grenade and If I change the damagetype then maybe it will work.

eGzGSr8.gif
 
Matt Denton

Matt Denton

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Well it works, but the pin pulling animation is still there and it does no damage. also it doesnt really spin in midair. I should be able to fix these problems. Maybe I'll make the knife the molotov instead of grenade and If I change the damagetype then maybe it will work.

eGzGSr8.gif
*claps* very very impressive, if you add rotation to the object when activated it can add the spin and the damage would be basically on impact it'd be about 100 or around there. enough to kill a civilian but not swat on first hit
 
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