Author Topic: [Release] Elite Weapons v1.2 (Final)  (Read 1900 times)

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[TKC]Wesker

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[Release] Elite Weapons v1.2 (Final)
« on: January 14, 2006, 08:24:33 am »
4 modded weapons now  :)

Guns Mods:
G36
XMS
Bizon
Steyr Aug

Changes:
0 recoil (apart from XMS)
MUCH smaller files (removed junk)
added G36 & Steyr Aug

DOWNLOAD 1.3No Offsite Hosting/files/18770172/EliteWeapons13.zip.html

DOWNLOAD 1.2No Offsite Hosting/files/14628346/Elite_Weapons.zip.html

Undetected (if you follow the simple instructions)


more details about this
http://www.tkc-community.net/Forums/viewtopic.php?t=3646

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[TKC]BlueGrass

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[Release] Elite Weapons v1.2 (Final)
« Reply #1 on: January 14, 2006, 12:59:29 pm »
Awww I was going to do this lol.

Nvm, Ill work on some other ideas Ive had  :)


GoodJob Wesker  :bounce2

[TKC]Wesker

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[Release] Elite Weapons v1.2 (Final)
« Reply #2 on: January 14, 2006, 01:07:25 pm »
Quote from: [TKC]BlueGrass
GoodJob Wesker  :bounce2

thanks man
good luck on the next project

The Illusive Man

[TKC]Wesker

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[Release] Elite Weapons v1.2 (Final)
« Reply #3 on: January 15, 2006, 08:13:58 pm »
*BUG found*
in MFCTI the G36 & Steyr's recoil may come back.
this is because the mfcti1.16.pbo contains its own weapon data.
sniper zoom and sights still remain  :wink:

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[TKC]Anothercheater

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[Release] Elite Weapons v1.2 (Final)
« Reply #4 on: March 26, 2006, 06:31:52 am »
about ur bug, u tryed it yet with a filename beginning after M like Og36aefg.pbo? if not try cuz the files r loaded and initlized alphabetical dunnoi if it works for mfcti too try it.
u can also ask hubertus for some other improvements, like the speed of the bullets which can go near nil.

[TKC]Wesker

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[Release] Elite Weapons v1.2 (Final)
« Reply #5 on: March 26, 2006, 08:18:35 am »
hey
I have always used my addons starting with Z(blahblah).pbo
it still gets overrided by mfcti

anyway I have fixed it a week ago
the AK101 is a new addition to the Elite Weapons range  :wink:

will put it here when I get some time
i'll jus call it v1.3

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[TKC]BlueGrass

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[Release] Elite Weapons v1.2 (Final)
« Reply #6 on: March 26, 2006, 03:40:18 pm »
Quote from: anothercheater
u can also ask hubertus for some other improvements, like the speed of the bullets which can go near nil.


Hmmmmm! Sounds interesting....

With the first [TKC]BlueGrass Mod G36 and all the rest I modifed the volocity to ultra fast on the wepons bullets, but I never really noticed any chage.

I assume for proper results more lines would need to be added to the CPP (Like I did with the 'New Crosshair' which never worked because it required another addon)

[TKC]Wesker

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[Release] Elite Weapons v1.2 (Final)
« Reply #7 on: March 26, 2006, 11:02:53 pm »
Quote from: [TKC]BlueGrass

With the first [TKC]BlueGrass Mod G36 and all the rest I modifed the volocity to ultra fast on the wepons bullets, but I never really noticed any chage.

this will rule if used on the Bizon
cause the bullets are sloooow
i'll add the line & see if i get any luck
should be easy to notice the diff

ADDED:
lool take a look



I think I'll change every weapon to an elite

The Illusive Man

[TKC]BlueGrass

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[Release] Elite Weapons v1.2 (Final)
« Reply #8 on: March 27, 2006, 01:31:49 pm »
If only it were possible to modify the main game config and still use it in 1.96 - that would unlock every weapon on the game for modification  :twisted:

First thing I would MOD would be grenades

_Throwdistance X100  lol

GRU_sniper

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[Release] Elite Weapons v1.2 (Final)
« Reply #9 on: March 28, 2006, 06:45:29 am »
hmm and could be possible change AK47 to AK101 ?
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[TKC]Anothercheater

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[Release] Elite Weapons v1.2 (Final)
« Reply #10 on: March 28, 2006, 06:52:27 am »
just spawn urself one :)

[TKC]Wesker

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[Release] Elite Weapons v1.2 (Final)
« Reply #11 on: March 28, 2006, 04:47:23 pm »
Quote
Elite Weapons 1.3

New to Elite Weapons with scope & no recoil

Silenced UZI
HK G3
Fal
Tolkrov Pistol
Beretta Pistol
Glock Pistol
CZ75 Pistol
Skorp Pistol

Now MFCTI compatible
G36
Aug
AK 101

all bullet speed increased
all bullet range increased



I have half done making a JAM version
but it wont be seen in 1.3 if at all

The Illusive Man

Jack The Rabbit

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[Release] Elite Weapons v1.2 (Final)
« Reply #12 on: April 18, 2006, 04:20:03 pm »
Well I have modde your 1.2 weapons,for my use,added the G36 damage so you can kill with one bullet,speed increased(init speed=3000)and changed their scopes.

And if they are undetectable for the file checkers I'm modding the vehicle cpp with random scripts,like shtora sistem for tanks and flare and jam sistem for air units,scripts are done by third part addon creators so is easy to add them in standard bis units,and btw gwhack is still working even with the new OFPSentry  :roll:

[TKC]Wesker

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[Release] Elite Weapons v1.2 (Final)
« Reply #13 on: April 18, 2006, 04:55:33 pm »
hehe, not bad

when I made this I tried to not cause any noticeable effect
like when you fire the G36 on auto the bullets will have slight dispersion instead of super accurate where all bullets land on one spot for an admin to see

The Illusive Man