New SA:MP Weapon Models by Ericson(Must See) -
Pinehole - 21.02.2011
REMINDER: THESE ARE NOT MODS.
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[ame]http://www.youtube.com/watch?v=5sWtD_OeaRI[/ame]
Ericson's New SA:MP Weapon Models
With Ericson's SA:MP Weapon Models filterscript, you could now use some of Grand Theft Auto San Andreas weapons in a different look with out using any type of modification. Do notice that there's many different ways to use these models with different weapons(if you edit it).
Weapons Replaced
AK47 - AK47 Sniper
MP5 - New MP5 Model
Bat - Scary Bat Model
Combat Shotgun - Extraterrestrial Space Weapon
Instructions
1: Download the 'WeaponModels.pwn' file.
2: Run 'WeaponModels.pwn' file with pawno
3: Compile it(if it doesn't compile, you did something wrong)
Commands
/nw
Download
http://solidfiles.com/d/aac6/
Re: New SA:MP Weapon Models(Must See) -
Cypress - 21.02.2011
Looks nice. Testing now ^^.
EDIT:
- The new MP5 is returned to the other side.
- When you switch your weapon the object that was attached stay for all weapons.
Re: New SA:MP Weapon Models(Must See) -
Pinehole - 21.02.2011
Quote:
Originally Posted by Cypress
Looks nice. Testing now ^^.
EDIT:
- The new MP5 is returned to the other side.
- When you switch your weapon the object that was attached stay for all weapons.
|
How is it turned to the other side?
Re: New SA:MP Weapon Models by Ericson(Must See) -
Ironboy - 21.02.2011
wow nice !good job
Re : New SA:MP Weapon Models by Ericson(Must See) -
Varkoll_ - 21.02.2011
nice, good job !
Re: New SA:MP Weapon Models by Ericson(Must See) -
schillow - 21.02.2011
whoa

nice idea good job 10/10
Re: New SA:MP Weapon Models by Ericson(Must See) -
Hiddos - 21.02.2011
Technically, the weapons aren't replaced, but there's just an object created at the coordinates where your weapons 'normally' are.
End of Mr. Smartass,
This script looks pretty funny and refreshing. Have you thought about doing the other weapon models as well, or in different packs (For example, badass weapons in one pack, child toys in another, etc.)
Re: New SA:MP Weapon Models(Must See) -
Cypress - 21.02.2011
Quote:
Originally Posted by Pinehole
How is it turned to the other side?
|
Look at the mp5 screen shot...
Re: New SA:MP Weapon Models by Ericson(Must See) -
Sasino97 - 21.02.2011
Quote:
Originally Posted by Cypress
See the screenshot with the mp5...
|
lol, the mp5 is turned, but this is not the real problem:
THIS IS THE PROBLEM: When you switch weapon the old weapon stays.
I have the solution to this bug:
This is your OnDialogResponse
pawn Код:
public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
{
if(dialogid == weaponmodels)
{
switch(listitem)
{
case 0:
{
SetPlayerAttachedObject( playerid, 0, 2044, 6, 0.100000, 0.000000, 0.000000, 90.000000, 0.000000, 0.000000, 2.500000, 3.20000, 5.00000 ); // CJ_MP5K - Replaces MP5
GivePlayerWeapon(playerid, 29, 500000000); // you could change the amount or even remove this if it doesn't apply to you're gm
}
case 1:
{
SetPlayerAttachedObject( playerid, 0, 2045, 6, 0.039999, 0.000000, 0.250000, 90.000000, 0.000000, 0.000000, 3.800000, 1.300000, 3.800000 ); // CJ_BBAT_NAILS - Replaces Bat
GivePlayerWeapon(playerid, 5, 500000000); // you could change the amount or even remove this if it doesn't apply to you're gm
}
case 2:
{
SetPlayerAttachedObject( playerid, 0, 2036, 6, 0.300000, 0.0000000, 0.020000, 90.000000, 358.000000, 0.000000, 1.000000,1.90000, 3.000000 ); // CJ_psg1 - Replaces ak47
GivePlayerWeapon(playerid, 30, 500000000); // you could change the amount or even remove this if it doesn't apply to you're gm
}
case 3:
{
SetPlayerAttachedObject( playerid, 0, 2976, 6, -0.100000, 0.000000, 0.100000, 0.000000, 80.000000, 0.000000, 1.000000, 1.000000, 1.500000 ); // green_gloop - Replaces Spas
GivePlayerWeapon(playerid, 27, 500000000); // you could change the amount or even remove this if it doesn't apply to you're gm
}
}
}
return 1;
}
Just detach the attached object before SetPlayerAttachedObject:
pawn Код:
RemovePlayerAttachedObject(playerid,0);
Working OnDialogResponse:
pawn Код:
public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
{
if(dialogid == weaponmodels)
{
switch(listitem)
{
case 0:
{
RemovePlayerAttachedObject(playerid,0);
SetPlayerAttachedObject( playerid, 0, 2044, 6, 0.100000, 0.000000, 0.000000, 90.000000, 0.000000, 0.000000, 2.500000, 3.20000, 5.00000 ); // CJ_MP5K - Replaces MP5
GivePlayerWeapon(playerid, 29, 500000000); // you could change the amount or even remove this if it doesn't apply to you're gm
return 1;
}
case 1:
{
RemovePlayerAttachedObject(playerid,0);
SetPlayerAttachedObject( playerid, 0, 2045, 6, 0.039999, 0.000000, 0.250000, 90.000000, 0.000000, 0.000000, 3.800000, 1.300000, 3.800000 ); // CJ_BBAT_NAILS - Replaces Bat
GivePlayerWeapon(playerid, 5, 500000000); // you could change the amount or even remove this if it doesn't apply to you're gm
return 1;
}
case 2:
{
RemovePlayerAttachedObject(playerid,0);
SetPlayerAttachedObject( playerid, 0, 2036, 6, 0.300000, 0.0000000, 0.020000, 90.000000, 358.000000, 0.000000, 1.000000,1.90000, 3.000000 ); // CJ_psg1 - Replaces ak47
GivePlayerWeapon(playerid, 30, 500000000); // you could change the amount or even remove this if it doesn't apply to you're gm
return 1;
}
case 3:
{
RemovePlayerAttachedObject(playerid,0);
SetPlayerAttachedObject( playerid, 0, 2976, 6, -0.100000, 0.000000, 0.100000, 0.000000, 80.000000, 0.000000, 1.000000, 1.000000, 1.500000 ); // green_gloop - Replaces Spas
GivePlayerWeapon(playerid, 27, 500000000); // you could change the amount or even remove this if it doesn't apply to you're gm
return 1;
}
}
}
return 0;//use return 0 on this callback
}
Re: New SA:MP Weapon Models by Ericson(Must See) -
Haji - 21.02.2011
looks good : D
Re: New SA:MP Weapon Models by Ericson(Must See) -
Pinehole - 21.02.2011
Quote:
Originally Posted by Hiddos
Technically, the weapons aren't replaced, but there's just an object created at the coordinates where your weapons 'normally' are.
End of Mr. Smartass,
|
And? that's how I created it to be? If you're just here just to make yourself look special or some sort, please don't post here.
Quote:
Originally Posted by [GF]Sasino97
lol, the mp5 is turned, but this is not the real problem:
|
If you actually watch the video, it's not turned.
Re: New SA:MP Weapon Models by Ericson(Must See) -
Zh3r0 - 21.02.2011
Quote:
Originally Posted by Pinehole
And? that's how I created it to be? If you're just here just to make yourself look special or some sort, please don't post here.
If you actually watch the video, it's not turned.
|
He was just explaining unlike you which you didn't...
Re: New SA:MP Weapon Models by Ericson(Must See) -
jameskmonger - 21.02.2011
Pinehole, it is turned, the real barrel is going into him and the bullets are coming out of the butt.
Re: New SA:MP Weapon Models by Ericson(Must See) -
Pinehole - 21.02.2011
Quote:
Originally Posted by Zh3r0
He was just explaining unlike you which you didn't...
|
Explaining what I already know?
Re: New SA:MP Weapon Models by Ericson(Must See) -
jameskmonger - 21.02.2011
Look at the MP5 in this:
See what you're doing wrong?
Re: New SA:MP Weapon Models by Ericson(Must See) -
Zh3r0 - 21.02.2011
Quote:
Originally Posted by Pinehole
Explaining what I already know?
|
To others not to you, jeesh, don't be such a hard head.
Re: New SA:MP Weapon Models by Ericson(Must See) -
Pinehole - 21.02.2011
Quote:
Originally Posted by jameskmonger
Look at the MP5 in this:

|
Fixed.
Re: New SA:MP Weapon Models by Ericson(Must See) -
Sasino97 - 21.02.2011
Quote:
Originally Posted by Pinehole
If you actually watch the video, it's not turned.
|
Yes... it seems you fixed it.
Re: New SA:MP Weapon Models(Must See) -
Pinehole - 22.02.2011
Quote:
Originally Posted by Cypress
Look at the mp5 screen shot...
|
Look at it again.
Re: New SA:MP Weapon Models by Ericson(Must See) -
Stigg - 22.02.2011
Nice i like it. 10/10, keep up the good work.
Peace...