Hello everyone,
After searching far and wide on the internet, I’ve yet to find a post informative enough to give me a complete understanding of editing weapons, and more importantly weapons.meta files.
After quite a bit of testing and researching myself I decided to share with the community what I know, so that it may ease the searching and potentially teach someone something along the way!
In this post I’ll be mentioning what editing different stuff in a weapons.meta actually changes. I’ll be mentioning what buffs and nerfs adding certain attachments to weapons do & the simplest way to add & edit weapons in your own server.
Let’s begin.
BASE INFORMATION
<Name>WEAPON_UMP45</Name>
This will be the weapon spawncode.
<Model>w_sb_raudnimp5k</Model>
This is the model name, and should be the same as your ytd & ytf files.
<Audio>AUDIO_ITEM_MACHINE_PISTOL</Audio>
<Slot>SLOT_TEC9</Slot>
<DamageType>BULLET</DamageType>
On this line you can determine what kind of “Damage” the weapon should have. You have a full list of different Damage.
Damage Types can be found below:
MELEE
BULLET
ELECTRIC
EXPLOSIVE
NONE
SMOKE
FIRE
FIRE_EXTINGUISHER
UNKNOWN
BARBED_WIRE
WATER_CANNON
FALL
<Explosion>
<Default>WhateverYouWant</Default>
<HitCar>WhateverYouWant</HitCar>
<HitTruck>WhateverYouWant</HitTruck>
<HitBike>WhateverYouWant</HitBike>
<HitBoat>WhateverYouWant</HitBoat>
<HitPlane>WhateverYouWant</HitPlane>
</Explosion>
A weapon can still fire explosives even if the projectile that goes out of the gun remains a bullet or shotgun pellet etc. To do so, you can edit this section and determine what kind of explosion the bullet should have on impact. If you leave them as DONTCARE instead of an actual explosion type, then they will just be standard bullets. You can find a full list of explosion types here Explosion Types · ■■■■■ Unofficial Docs
<FireType>INSTANT_HIT</FireType>
<WheelSlot>WHEEL_SMG</WheelSlot>
This line is a deciding factor on where the gun should show in the weapon wheel when you hold Tab. They are in order as followed, from top > to right
- The top slot holds handguns such as the Stun Gun, AP Pistol, etc.
- The top-right slot holds SMGs and LMGs
- The right slot holds Assault Rifle such as the Carbine Rifle
- The bottom-right slot holds sniper rifles such as the Heavy Sniper Rifle
- The bottom slot is the unarmed/melee weapons slot.
- The bottom-left holds shotguns such as the Pump Action Shotgun and the Musket
- The left slot holds heavy weapons such as the Grenade Launcher and Minigun
- Lastly, the top-left slot holds thrown explosives and the Jerry Can
<Group>GROUP_SMG</Group>
<AmmoInfo ref="AMMO_SMG" />
This line determines what kind of ammunition the weapon uses.
Ammunition types can be found below:
AMMO_PISTOL
AMMO_SMG
AMMO_RIFLE
AMMO_MG
AMMO_SHOTGUN
AMMO_STUNGUN
AMMO_SNIPER
AMMO_SNIPER_REMOTE
AMMO_FIREEXTINGUISHER
AMMO_PETROLCAN
AMMO_MINIGUN
AMMO_GRENADELAUNCHER
AMMO_GRENADELAUNCHER_SMOKE
AMMO_RPG
AMMO_STINGER
AMMO_BALL
AMMO_STICKYBOMB
AMMO_SMOKEGRENADE
AMMO_BZGAS
AMMO_FLARE
AMMO_MOLOTOV
AMMO_TANK
AMMO_SPACE_ROCKET
AMMO_PLANE_ROCKET
AMMO_PLAYER_LASER
AMMO_ENEMY_LASER
AMMO_BIRD_CRAP
<AimingInfo ref="PISTOL_2H_BASE_STRAFE" />
<ClipSize value="12" />
<AccuracySpread value="2.500000" />
<AccurateModeAccuracyModifier value="0.500000" />
<RunAndGunAccuracyModifier value="2.000000" />
<RunAndGunAccuracyMinOverride value="-1.000000" />
<RecoilAccuracyMax value="1.000000" />
<RecoilErrorTime value="1.500000" />
<RecoilRecoveryRate value="1.000000" />
To be continued…