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Inferno Collection: Weapons
Weapons.svg?branch=master

Public Beta Version 1.3

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)

 

Download Link

https://github.com/inferno-collection/Weapons/releases

 

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

  • ChristopherM
  • Scott_UK
  • FrozenN00b

 

Like what you see? Check out our other resource.

Why is this posted here and not in the download section? See here.

Edited by Christopher

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Author of the topic Posted

For anyone feeling adventurous, there is a fairly stable Alpha build available, featuring consistent flashlights and a couple of bug fixes. Will likely be moved to the master branch in a day or two.

 

https://github.com/inferno-collection/Weapons/releases/tag/v1.26-alpha

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Author of the topic Posted

Version 1.26 Beta now available on Github.

 

New Development Showcase, showing the new flashlight feature:


Added:
- Consistent flashlights
    - Works by pressing E when holding a gun with a flashlight attachment, this will turn the flashlight on, even when not aiming.
- Config option for weapons to start on Safety or semi-automatic.

 

Fixed:
- Being able to auto-reload when using burst mode.

 

Changed:
- Added a variable for `PlayerId` in the master loop, to avoid calling it 4 times.

 

Removed:
- Marksman pistol from `Single` list, since it is a single shot weapon and does not work with the script.

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Version 1.3 Beta now available on Github.


Added:

  • Delay to flashlight button check to stop spamming, which caused networking issues.
  • A check on the server to see if there are any changes to the flashlights.
    • This means instead of spamming the client with updates, it only sends them as needed.
  • `.gitignore`, finally
  • Jump-label for the active weapon loops

Changed:

  • Move some `DisableControlActions()` outside of the master loop in an attempt to stop an issue where the stock GTA 5 flashlight came on when you pressed E.
  • Default firemode change key from 26 to 319.
    • It's still C, just not bound to anything on controller.
  • Networking on the server side to fix an issue where flashlights would not update on the client properly.
  • Client now stores it lasted use weapon with flashlight, meaning it only has to send one request to the server when it changes weapon, instead of spamming it every single tick.
  • `'`s back to `"` - I can't make my mind up /shrug
  • Contracted a lot of nested if statements
  • General code clean-up
  • Small change to the way the limp animation set is requested
  • Contracted the Javascript in the NUI file

Removed:

  • Checking if a client event needed to be triggered, inside of a loop, that only triggered when a variable was set, that was only set inside two other events.... I know, and I very sorry for this abomination, please forgive me.

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