[Release] Weapons Resource

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Inferno Collection: Weapons

Build Status

Public Beta Version 1.26

Adds fire modes to the weapons of your choice, as well as more realistic reloads (including disabling automatic reloads), consistent flashlights (stay turned on even when weapon is not being aimed), more blood when injured, and limping after being injured.

Presently, the following can be customized:

  • Which weapons have what fire mode.
  • Which weapons do and do not have a reticle.
  • Whether weapons should start on Safety or semi-automatic
  • Which blood effects are used.

Development Showcase Video (Showing Version 1.21 Beta)

Development Showcase Video (Showing Version 1.26 Beta)


Pictures

https://i.imgur.com/BH4btTf.gif

Download Link


Check out the Wiki for an installation guide, as well as to find out how to use the resource.

If you have any troubles, suggestions, feedback, etc, please check the Wiki and/or create a new issue on GitHub.

Thank you to everyone that helped test this resource.

The Inferno Collection Team


Credit to @Vespura and their script which provided inspiration for this script.

28 Likes

Amazing script @ChristopherM.

1 Like

Getting this error message.

image

Are your artifacts reasonably up-to-date?

Probably not. I’ll update it to the recommended.

That would be my suggestion since I don’t know if the new Manifest file and FXv2 versions are backward compatible with older Artifact versions. If that doesn’t solve your problem, just let me know and we can do some troubleshooting.

Could you add a consistent flashlight into this script. As in if your turn your weapon flashlight on it stays on

1 Like

To my knowledge, there are no natives for the default flashlight attachment, but something could be achieved through DrawSpotLight(), I’ll get back to you on that.

Yeah it works now. Have noticed though that when people join the server the script needs to be restarted by F8 for it to work for them.

Also the marksman pistol doesnt seem to work regardless of safety on or off.

We did not encounter this issue during testing, so something seems to be broken. Could you do me a favor and create a new issue on GitHub for me, so we can diagnose and resolve that issue for you.

Interesting, I’ll test this now and get back to you. Thanks

I’ve identified the issue; the script’s auto-reloading blocking feature works by checking when there is a single bullet let in the magazine of the gun, then it stops you from shooting. The marksman pistol, however, is a single-shot pistol, and as such, is being treated as an empty gun all the time, in the eyes of the script.

There’s no quick fix to this without disabling the auto-reloading blocking feature specifically for that gun, which (minus the safety) basically makes it act the same way as stock GTA. My suggestion would be to remove it from the Single list, and let GTA handle it as it normally does.

Epic stuff mate.

When firing burst, it only uses 2 bullets, but fires 3.

Also when you manipulate it so you use up 3 bullets from burst fire and it goes to 0, it will still auto reload.

Edit: Limps also seem to disappear after a short while on the clients side who is supposed to be limping

1 Like

Thanks.

Ah yes, this did pop up during testing actually. I might need to add a special check for when a gun is in burst mode; I’ll look into it.

You’ve confused me a little I’m sorry; are you saying that limps disappear too quickly, or that limps disappear on one person’s screen but not another, or both?

1 Like

Yeah so it disappears on the injured persons screen after like half a second. But will stay on my screen for the correct amount of time.

Alrighty, could you create a new issue on GitHub for me and we’ll see about fixing that up.

1 Like

Feel free to try out the Alpha version to fix these two issues. Keep in mind it’s Alpha not Beta.

2 Likes

Works good for me.

Would it be possible for you to add maybe a config option so by default safety isn’t on? As I can see alot of people being like “mE gUn WoNt ShOoT” haha

1 Like

Haha, yes, this can be done :stuck_out_tongue:

Here you go buddy, keep in-mind this is an Alpha build when you’re using it.

1 Like