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Since: Oct 17, 2007 Posts: 1
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(Msg. 1) Posted: Wed Oct 17, 2007 10:45 am
Post subject: Save / throw weapons Archived from groups: alt>games>grand-theft-auto (more info?)
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Hi...
I am playing GTA-SA for the 1st time ...
Is there a place where i can save or throw my weapons like airport and
golfclub scanners in VC ?
i'm still in early stages (ie. still in LS )
but i like to ride towards SF on bike with all cops chasing me .and
every time i do this i lost all the weapons i've
Thanx
JOy
(i posted the few mins back, but didn't appear , hence posting again ) >> Stay informed about: Save / throw weapons |
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Since: Dec 10, 2005 Posts: 170
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(Msg. 2) Posted: Wed Oct 17, 2007 2:01 pm
Post subject: Re: Save / throw weapons [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"Joy" <joyeshmoro.DeleteThis@gmail.com> wrote in message
news:1192627874.068451.54710@q5g2000prf.googlegroups.com...
> Hi...
>
> I am playing GTA-SA for the 1st time ...
>
> Is there a place where i can save or throw my weapons like airport and
> golfclub scanners in VC ?
>
> i'm still in early stages (ie. still in LS )
> but i like to ride towards SF on bike with all cops chasing me .and
> every time i do this i lost all the weapons i've
>
>
> Thanx
> JOy
>
Early answer- No. Now I could be wrong, but I don't think SA lets you drop
your weapons off anywhere. However, SA has a 'dating' feature and if you
get the right girlfriends, you can be killed or busted by cops and still
retain all your weapons... Here are two great tools:
http://hem.bredband.net/708145/
And:
http://www.gamefaqs.com/console/ps2/game/914983.html
Also, there are missions where you can't get any wanted level so you can
explore to your heart's delight.... >> Stay informed about: Save / throw weapons |
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Since: Mar 07, 2005 Posts: 621
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(Msg. 3) Posted: Thu Oct 18, 2007 7:03 pm
Post subject: Re: Save / throw weapons [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"SimonH" wrote in message ...
> As BB said, there is a girlfriend that rewards 100% by letting you
> keep your weapons after a bust, but you won't meet her until much
> later; long after you've unlocked SF.
Handy - but still no remedy for the missions where the weapon you've been
collecting ammo for is suddenly replaced. >> Stay informed about: Save / throw weapons |
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Since: Oct 18, 2007 Posts: 1
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(Msg. 4) Posted: Thu Oct 18, 2007 8:25 pm
Post subject: Re: Save / throw weapons [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Thu, 18 Oct 2007 19:03:16 GMT, "G Hardy"
<gareth.hardy1.DeleteThis@ntlwrold.com> wrote:
>"SimonH" wrote in message ...
>
>> As BB said, there is a girlfriend that rewards 100% by letting you
>> keep your weapons after a bust, but you won't meet her until much
>> later; long after you've unlocked SF.
>
>Handy - but still no remedy for the missions where the weapon you've been
>collecting ammo for is suddenly replaced.
They should have given CJ a weapons locker at selected properties.
Weapons and ammo could then be placed into or removed from the locker. >> Stay informed about: Save / throw weapons |
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Since: Feb 23, 2005 Posts: 1199
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(Msg. 5) Posted: Fri Oct 19, 2007 2:56 am
Post subject: Re: Save / throw weapons [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In message <2g8gh3lt5j6p0kdia6lie0hg17ci8dc2u2.DeleteThis@4ax.com>
jimbob.DeleteThis@uls.edu wrote:
> They should have given CJ a weapons locker at selected properties.
> Weapons and ammo could then be placed into or removed from the locker.
Something akin to the metal detectors at Leaf Links or Escobar airport
in GTA: Vice City would be good.
After completing around 55% of the game by getting to the western
island, I maxed out the ammo for the Colt Python, combat shotgun and
Uzi (Made the ammo counter disappear) by doing rampages.
One of the first missions ("Bar Brawl") replaced my trusty magnum with
a $*?Ģing 9mm! Remedy - Go to Leaf Links and go through the metal
detector, then go back after the mission.
You can do this quite a lot through the game, but obviously it won't
matter too much further in to the game when you can simply buy them
from Ammu-Nation.
Cheers,
Rob
--
..__ __ |__ |__ .|__ __ | Rob White, Half Man Half Biscuit.
| / \| \ | | || ||| /__\ | robthemod.DeleteThis@googlemail.com
| \__/|__/ |_|_|| |||__\___ | Wimbledon, London, England.
"Do sugar cubes have dots or is that a dice I just put in my tea?"
To the world you are somebody, but to somebody you are the world. >> Stay informed about: Save / throw weapons |
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Since: May 06, 2005 Posts: 117
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(Msg. 6) Posted: Fri Oct 19, 2007 9:23 pm
Post subject: Re: Save / throw weapons [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Rob White wrote:
> In message <2g8gh3lt5j6p0kdia6lie0hg17ci8dc2u2.TakeThisOut@4ax.com>
> jimbob.TakeThisOut@uls.edu wrote:
>
>> They should have given CJ a weapons locker at selected properties.
>> Weapons and ammo could then be placed into or removed from the locker.
>
> Something akin to the metal detectors at Leaf Links or Escobar airport
> in GTA: Vice City would be good.
>
> After completing around 55% of the game by getting to the western
> island, I maxed out the ammo for the Colt Python, combat shotgun and
> Uzi (Made the ammo counter disappear) by doing rampages.
>
> One of the first missions ("Bar Brawl") replaced my trusty magnum with
> a $*?Ģing 9mm! Remedy - Go to Leaf Links and go through the metal
> detector, then go back after the mission.
>
> You can do this quite a lot through the game, but obviously it won't
> matter too much further in to the game when you can simply buy them
> from Ammu-Nation.
>
>
> Cheers,
> Rob
That's one of the very few things that I don't like about the GTA games.
It just seems like whenever the game picks a weapon for you, it's going
to be inferior to whatever weapon you already had. In the case of the
hidden package awards, I tend to only like about 1/2 of what they chose
(although GTAIII actually rewarded you with worthwhile weapons from the
hidden packages). Whether or not IV fixes these things remains to be
seen, but if not, I still know I'll have too much fun to care that much >> Stay informed about: Save / throw weapons |
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Since: Jan 19, 2007 Posts: 272
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(Msg. 7) Posted: Sat Oct 20, 2007 12:56 am
Post subject: Re: Save / throw weapons [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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phexitol wrote:
> That's one of the very few things that I don't like about the GTA games.
> It just seems like whenever the game picks a weapon for you, it's going
> to be inferior to whatever weapon you already had. In the case of the
> hidden package awards, I tend to only like about 1/2 of what they chose
> (although GTAIII actually rewarded you with worthwhile weapons from the
> hidden packages).
So did Vice City - the sniper rifle, Python, and minigun are nothing to
sneeze at.
--
"Our enemies are innovative and resourceful, and so are we. They
never stop thinking about new ways to harm our country and our
people, and neither do we." - George W. Bush [August 5th, 2004] >> Stay informed about: Save / throw weapons |
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Since: Sep 19, 2007 Posts: 13
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(Msg. 8) Posted: Mon Oct 22, 2007 10:58 am
Post subject: Re: Save / throw weapons [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Oct 20, 8:25 am, Rob White <mfl... RemoveThis @dsl.pipex.com> wrote:
> In message <roqdnWdJd_IL-4TanZ2dnUVZ_vmln... RemoveThis @giganews.com>
> Its been stated in numerous previews that Niko will be able to use the
> boot of a car to transport stuff. I very much doubt it will just be for
> missions, guess we'll just have to wait and and see.
>
> Cheers,
> Rob
I hope they do some work on the vehicle recycling code and hungry
garages then.
It's got to the point now where I don't ever assume a vehicle is going
to be where I left it if it goes off screen, even if I leave the door
open.
And I have zero confidence in San Andreas garages. I put a Sanchez
and an FCR900 in my garage in Fort Carson the other day. Went into
the house to save, came back out and opened the garage door - no FCR.
It is a weird garage - if you walk inside and stand under the sloped
roof to the left, the camera sweeps back into chase view rather than
the fixed garage angle. No excuse, though - garages should just work
if not over full. >> Stay informed about: Save / throw weapons |
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Since: Feb 23, 2005 Posts: 1199
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(Msg. 9) Posted: Mon Oct 22, 2007 2:57 pm
Post subject: Re: Save / throw weapons [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In message <1193062267.563484.238460.RemoveThis@e34g2000pro.googlegroups.com>
SimonH <simon.hudson1.RemoveThis@gmail.com> wrote:
> And I have zero confidence in San Andreas garages.
<snippy snip>
It's been widely reported that GTA has some problems with storing
vehicles, but personally I've never had a problem. Sure, I've lost some
hard-earned proofed cars but that's basically down to me over-crowding
the garage in the first place.
Even in SA, the most trouble I've had is the erasure of my modded paint
jobs for some of Wheel Arch Angel customised sports cars.
Cheers,
Rob
--
..__ __ |__ |__ .|__ __ | Rob White, Half Man Half Biscuit.
| / \| \ | | || ||| /__\ | robthemod.RemoveThis@googlemail.com
| \__/|__/ |_|_|| |||__\___ | Wimbledon, London, England.
"Do sugar cubes have dots or is that a dice I just put in my tea?"
To the world you are somebody, but to somebody you are the world. >> Stay informed about: Save / throw weapons |
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