[ Weapon Edition ] : Musket to 12 Gauge Hunting Rifle 1.0
3 184
31
3 184
31
Musket tweaked and made to resemble a 12 gauge hunting rifle
Features :
- Shoots faster
- 8 round clip
- Fires 12 batch spreading widely
these features makes the weapon faster, more qualified, much stronger and effective
How to use :
- While using musket, You should keep holding fire button and not release it so it will start shooting and keep on. if you want to stop shooting just release it. but to shoot again you will need to holster and re-draw the weapon (can be done easily by tapping holster/select weapon button which is left shift by default, twice)
Known problems :
- While you shoot you need to hold fire. If you release shooting button, it wil stop shooting and if you try to shoot again it will not function due to some unknown reasons I couldnt find solutions, but this can be fixed immediately by either reloading or using holster/select weapon option. there is nothing I can do about this problem
- Kill effect (red cross) appears on only first and last fires of the clip, other fires dont show the effect during the kill
- I couldnt change Muskets slow reload animation, so it reloads slowly like the default version. but at least it has 8 shoots for each reload now.
Apart from that there is no animation or texture problems. Weapon works fine
Installation :
With OPEN IV, add files to GTA V > mods > update > update.rpf > dlcpatch > mpindependence > common > data > ai
dont forget to backup your previous files if you dont use mods folder
Features :
- Shoots faster
- 8 round clip
- Fires 12 batch spreading widely
these features makes the weapon faster, more qualified, much stronger and effective
How to use :
- While using musket, You should keep holding fire button and not release it so it will start shooting and keep on. if you want to stop shooting just release it. but to shoot again you will need to holster and re-draw the weapon (can be done easily by tapping holster/select weapon button which is left shift by default, twice)
Known problems :
- While you shoot you need to hold fire. If you release shooting button, it wil stop shooting and if you try to shoot again it will not function due to some unknown reasons I couldnt find solutions, but this can be fixed immediately by either reloading or using holster/select weapon option. there is nothing I can do about this problem
- Kill effect (red cross) appears on only first and last fires of the clip, other fires dont show the effect during the kill
- I couldnt change Muskets slow reload animation, so it reloads slowly like the default version. but at least it has 8 shoots for each reload now.
Apart from that there is no animation or texture problems. Weapon works fine
Installation :
With OPEN IV, add files to GTA V > mods > update > update.rpf > dlcpatch > mpindependence > common > data > ai
dont forget to backup your previous files if you dont use mods folder
Первая загрузка: 17 марта 2018
Последнее обновление: 17 марта 2018
Последнее скачивание: час назад
5 комментариев
Musket tweaked and made to resemble a 12 gauge hunting rifle
Features :
- Shoots faster
- 8 round clip
- Fires 12 batch spreading widely
these features makes the weapon faster, more qualified, much stronger and effective
How to use :
- While using musket, You should keep holding fire button and not release it so it will start shooting and keep on. if you want to stop shooting just release it. but to shoot again you will need to holster and re-draw the weapon (can be done easily by tapping holster/select weapon button which is left shift by default, twice)
Known problems :
- While you shoot you need to hold fire. If you release shooting button, it wil stop shooting and if you try to shoot again it will not function due to some unknown reasons I couldnt find solutions, but this can be fixed immediately by either reloading or using holster/select weapon option. there is nothing I can do about this problem
- Kill effect (red cross) appears on only first and last fires of the clip, other fires dont show the effect during the kill
- I couldnt change Muskets slow reload animation, so it reloads slowly like the default version. but at least it has 8 shoots for each reload now.
Apart from that there is no animation or texture problems. Weapon works fine
Installation :
With OPEN IV, add files to GTA V > mods > update > update.rpf > dlcpatch > mpindependence > common > data > ai
dont forget to backup your previous files if you dont use mods folder
Features :
- Shoots faster
- 8 round clip
- Fires 12 batch spreading widely
these features makes the weapon faster, more qualified, much stronger and effective
How to use :
- While using musket, You should keep holding fire button and not release it so it will start shooting and keep on. if you want to stop shooting just release it. but to shoot again you will need to holster and re-draw the weapon (can be done easily by tapping holster/select weapon button which is left shift by default, twice)
Known problems :
- While you shoot you need to hold fire. If you release shooting button, it wil stop shooting and if you try to shoot again it will not function due to some unknown reasons I couldnt find solutions, but this can be fixed immediately by either reloading or using holster/select weapon option. there is nothing I can do about this problem
- Kill effect (red cross) appears on only first and last fires of the clip, other fires dont show the effect during the kill
- I couldnt change Muskets slow reload animation, so it reloads slowly like the default version. but at least it has 8 shoots for each reload now.
Apart from that there is no animation or texture problems. Weapon works fine
Installation :
With OPEN IV, add files to GTA V > mods > update > update.rpf > dlcpatch > mpindependence > common > data > ai
dont forget to backup your previous files if you dont use mods folder
Первая загрузка: 17 марта 2018
Последнее обновление: 17 марта 2018
Последнее скачивание: час назад
well done
i did a mod similar to this 2 years ago but never released it, nice work
Cool bro. Thanks and Luckily I had FIX the BUG
And added little more range
<?xml version="1.0" encoding="UTF-8"?>
<CWeaponInfoBlob>
<SlotNavigateOrder>
<Item>
<WeaponSlots>
<Item>
<OrderNumber value="281" />
<Entry>SLOT_MUSKET</Entry>
</Item>
</WeaponSlots>
</Item>
<Item>
<WeaponSlots>
<Item>
<OrderNumber value="281" />
<Entry>SLOT_MUSKET</Entry>
</Item>
</WeaponSlots>
</Item>
</SlotNavigateOrder>
<SlotBestOrder>
<WeaponSlots>
<Item>
<OrderNumber value="255" />
<Entry>SLOT_MUSKET</Entry>
</Item>
</WeaponSlots>
</SlotBestOrder>
<TintSpecValues />
<FiringPatternAliases />
<UpperBodyFixupExpressionData />
<AimingInfos />
<Infos>
<Item>
<Infos />
</Item>
<Item>
<Infos>
<Item type="CWeaponInfo">
<Name>WEAPON_MUSKET</Name>
<Model>w_ar_musket</Model>
<Audio>AUDIO_ITEM_MUSKET</Audio>
<Slot>SLOT_MUSKET</Slot>
<DamageType>BULLET</DamageType>
<Explosion>
<Default>DONTCARE</Default>
<HitCar>DONTCARE</HitCar>
<HitTruck>DONTCARE</HitTruck>
<HitBike>DONTCARE</HitBike>
<HitBoat>DONTCARE</HitBoat>
<HitPlane>DONTCARE</HitPlane>
</Explosion>
<FireType>DELAYED_HIT</FireType>
<WheelSlot>WHEEL_SHOTGUN</WheelSlot>
<Group>GROUP_SNIPER</Group>
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<Item>
<BoneTag>BONETAG_HEAD</BoneTag>
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<Item>
<BoneTag>BONETAG_NECK</BoneTag>
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<ForceFalloffRangeEnd value="50.000000" />
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<FragImpulse value="750.000000" />
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<Speed value="5000.000000" />
<BulletsInBatch value="12" />
<BatchSpread value="0.100000" />
<ReloadTimeMP value="-1.000000" />
<ReloadTimeSP value="-1.000000" />
<VehicleReloadTime value="2.500000" />
<AnimReloadRate value="1.000000" />
<BulletsPerAnimLoop value="8" />
<TimeBetweenShots value="0.500000" />
<TimeLeftBetweenShotsWhereShouldFireIsCached value="-1.000000" />
<SpinUpTime value="0.000000" />
<SpinTime value="0.000000" />
<SpinDownTime value="0.000000" />
<AlternateWaitTime value="-1.000000" />
<BulletBendingNearRadius value="0.000000" />
<BulletBendingFarRadius value="0.000000" />
<BulletBendingZoomedRadius value="0.000000" />
<FirstPersonBulletBendingNearRadius value="0.000000" />
<FirstPersonBulletBendingFarRadius value="0.000000" />
<FirstPersonBulletBendingZoomedRadius value="0.000000" />
<Fx>
<EffectGroup>WEAPON_EFFECT_GROUP_RIFLE_ASSAULT</EffectGroup>
<FlashFx>muz_musket_ng</FlashFx>
<FlashFxAlt>muz_musket_ng</FlashFxAlt>
<FlashFxFP />
<FlashFxFPAlt />
<MuzzleSmokeFx />
<MuzzleSmokeFxFP />
<MuzzleSmokeFxMinLevel value="0.000000" />
<MuzzleSmokeFxIncPerShot value="0.000000" />
<MuzzleSmokeFxDecPerSec value="0.000000" />
<ShellFx>eject_auto</ShellFx>
<ShellFxFP />
<TracerFx>bullet_tracer</TracerFx>
<PedDamageHash>BulletLarge</PedDamageHash>
<TracerFxChanceSP value="0.150000" />
<TracerFxChanceMP value="0.750000" />
<FlashFxChanceSP value="1.000000" />
<FlashFxChanceMP value="1.000000" />
<FlashFxAltChance value="0.200000" />
<FlashFxScale value="0.500000" />
<FlashFxLightEnabled value="false" />
<FlashFxLightCastsShadows value="false" />
<FlashFxLightOffsetDist value="0.200000" />
<FlashFxLightRGBAMin x="0.000000" y="0.000000" z="0.000000" />
<FlashFxLightRGBAMax x="0.000000" y="0.000000" z="0.000000" />
<FlashFxLightIntensityMinMax x="0.000000" y="0.000000" />
<FlashFxLightRangeMinMax x="0.000000" y="0.000000" />
<FlashFxLightFalloffMinMax x="0.000000" y="0.000000" />
<GroundDisturbFxEnabled value="false" />
<GroundDisturbFxDist value="5.000000" />
<GroundDisturbFxNameDefault />
<GroundDisturbFxNameSand />
<GroundDisturbFxNameDirt />
<GroundDisturbFxNameWater />
<GroundDisturbFxNameFoliage />
</Fx>
<InitialRumbleDuration value="150" />
<InitialRumbleIntensity value="0.800000" />
<InitialRumbleIntensityTrigger value="0.900000" />
<RumbleDuration value="150" />
<RumbleIntensity value="0.800000" />
<RumbleIntensityTrigger value="0.900000" />
<RumbleDamageIntensity value="1.000000" />
<InitialRumbleDurationFps value="200" />
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<RumbleDurationFps value="200" />
<RumbleIntensityFps value="1.000000" />
<NetworkPlayerDamageModifier value="1.000000" />
<NetworkPedDamageModifier value="1.000000" />
<NetworkHeadShotPlayerDamageModifier value="1.000000" />
<LockOnRange value="80.000000" />
<WeaponRange value="250.000000" />
<BulletDirectionOffsetInDegrees value="0.000000" />
<AiSoundRange value="-1.000000" />
<AiPotentialBlastEventRange value="-1.000000" />
<DamageFallOffRangeMin value="100.000000" />
<DamageFallOffRangeMax value="250.000000" />
<DamageFallOffModifier value="0.300000" />
<VehicleWeaponHash />
<DefaultCameraHash>DEFAULT_THIRD_PERSON_PED_AIM_CAMERA</DefaultCameraHash>
<AimCameraHash />
<FireCameraHash />
<CoverCameraHash>DEFAULT_THIRD_PERSON_PED_AIM_IN_COVER_CAMERA</CoverCameraHash>
<CoverReadyToFireCameraHash />
<RunAndGunCameraHash>DEFAULT_THIRD_PERSON_PED_RUN_AND_GUN_CAMERA</RunAndGunCameraHash>
<CinematicShootingCameraHash>DEFAULT_THIRD_PERSON_PED_CINEMATIC_SHOOTING_CAMERA</CinematicShootingCameraHash>
<AlternativeOrScopedCameraHash />
<RunAndGunAlternativeOrScopedCameraHash />
<CinematicShootingAlternativeOrScopedCameraHash />
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<FirstPersonAimFovMax value="47.000000" />
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<FirstPersonAsThirdPersonLTOffset x="0.010000" y="0.050000" z="-0.040000" />
<FirstPersonAsThirdPersonScopeOffset x="0.055000" y="0.000000" z="-0.020000" />
<FirstPersonAsThirdPersonWeaponBlockedOffset x="-0.025000" y="0.100000" z="-0.025000" />
<FirstPersonDofSubjectMagnificationPowerFactorNear value="1.025000" />
<FirstPersonDofMaxNearInFocusDistance value="0.000000" />
<FirstPersonDofMaxNearInFocusDistanceBlendLevel value="0.300000" />
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<RecoilShakeHashFirstPerson>FPS_SHOTGUN_RECOIL_SHAKE</RecoilShakeHashFirstPerson>
<AccuracyOffsetShakeHash>DEFAULT_THIRD_PERSON_ACCURACY_OFFSET_SHAKE</AccuracyOffsetShakeHash>
<MinTimeBetweenRecoilShakes value="150" />
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<TorsoAimOffset x="-1.340000" y="0.550000" />
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<ReticuleMinSizeStanding value="0.600000" />
<ReticuleMinSizeCrouched value="0.500000" />
<ReticuleScale value="0.050000" />
<ReticuleStyleHash>WEAPONTYPE_RIFLE</ReticuleStyleHash>
<FirstPersonReticuleStyleHash />
<PickupHash>PICKUP_WEAPON_MUSKET</PickupHash>
<MPPickupHash>PICKUP_AMMO_BULLET_MP</MPPickupHash>
<HumanNameHash>WT_MUSKET</HumanNameHash>
<MovementModeConditionalIdle>MMI_2Handed</MovementModeConditionalIdle>
<StatName>MUSKET</StatName>
<KnockdownCount value="-1" />
<KillshotImpulseScale value="1.000000" />
<NmShotTuningSet>Sniper</NmShotTuningSet>
<AttachPoints>
<Item>
<AttachBone>WAPClip</AttachBone>
<Components>
<Item>
<Name>COMPONENT_MUSKET_CLIP_01</Name>
<Default value="true" />
</Item>
</Components>
</Item>
</AttachPoints>
<GunFeedBone />
<TargetSequenceGroup />
<WeaponFlags>CarriedInHand Gun CanLockonOnFoot CanFreeAim TwoHanded AnimReload AnimCrouchFire UsableOnFoot UsableInCover AllowCloseQuarterKills HasLowCoverReloads HasLowCoverSwaps IgnoreAnimReloadRateModifiers DisableIdleAnimationFilter UseFPSAimIK UseFPSSecondaryMotion PlayOutOfAmmoAnim DisableIdleAnimationFilterWhenReloading AttachReloadObjectToRightHand BlockFirstPersonStateTransitionWhileFiring</WeaponFlags>
<TintSpecValues ref="TINT_DEFAULT" />
<FiringPatternAliases ref="NULL" />
<ReloadUpperBodyFixupExpressionData ref="DEFAULT" />
<AmmoDiminishingRate value="0" />
<AimingBreathingAdditiveWeight value="1.000000" />
<FiringBreathingAdditiveWeight value="1.000000" />
<StealthAimingBreathingAdditiveWeight value="1.000000" />
<StealthFiringBreathingAdditiveWeight value="1.000000" />
<AimingLeanAdditiveWeight value="1.000000" />
<FiringLeanAdditiveWeight value="1.000000" />
<StealthAimingLeanAdditiveWeight value="1.000000" />
<StealthFiringLeanAdditiveWeight value="1.000000" />
<ExpandPedCapsuleRadius value="0.000000" />
<AudioCollisionHash />
<HudDamage value="97" />
<HudSpeed value="10" />
<HudCapacity value="10" />
<HudAccuracy value="65" />
<HudRange value="85" />
<VehicleAttackAngle value="25.000000" />
<TorsoIKAngleLimit value="-1.000000" />
<ArmouredVehicleGlassDamageOverride value="20.000000" />
<CamoDiffuseTexIdxs />
</Item>
</Infos>
</Item>
<Item>
<Infos />
</Item>
<Item>
<Infos />
</Item>
</Infos>
<VehicleWeaponInfos />
<Name>DLC - Musket Rifle</Name>
</CWeaponInfoBlob>
is this a repalce for the musket?