Difference between revisions of "Weapon.dat"
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== See also == | == See also == | ||
− | + | * [[Weapon.dat (VC)|weapon.dat]] file content for Vice City | |
* [[OBJS]] – ''IDE'' section to define weapons in ''GTA III'' | * [[OBJS]] – ''IDE'' section to define weapons in ''GTA III'' | ||
* [[WEAP]] – ''IDE'' section to define weapons in ''Vice City'' and ''San Andreas'' | * [[WEAP]] – ''IDE'' section to define weapons in ''Vice City'' and ''San Andreas'' |
Revision as of 05:39, 7 January 2015
The weapon.dat
is a file located in the data/
directory of all GTA games. The file contains information about the weapons properties and settings. The weapons themselfes are defined inside the default.ide file located in the same folder.
Contents
File format
This section is incomplete. You can help by fixing and expanding it.
GTA III and Vice City
This section is incomplete. You can help by fixing and expanding it.
Identifier | Type | Description | |
---|---|---|---|
string | |||
string | Available types include: MELEE , INSTANT_HIT , PROJECTILE , AREA_EFFECT , and CAMERA
| ||
float | The range of the bullet in units | ||
integer | |||
integer | The time to reload in milliseconds, constrained by the animation being played | ||
integer | The number of ammo per clip | ||
integer | Damage done to damageable objects; damage done to characters are within the range of the value while to others are accurate to the value | ||
float | |||
float | The length of melee weapon | ||
float | |||
float | |||
float[3] | The x,y,z offset of the gunflash | ||
string | Animation file in gta3.img | ||
float | Start point of animation to be looped for shooting | ||
float | End point of animation to be looped for shooting | ||
float | Point in animation to fire weapon, value has to be between values in columns P and Q | ||
float | Start point of crouching animation to be looped for shooting | ||
float | End point of crouching animation to be looped for shooting | ||
float | Point in crouching animation to fire weapon, value has to be between values in columns S and T | ||
float | |||
integer | IDE model of the weapon | ||
integer | IDE model of the weapon attachment, only Minigun model shows an effect | ||
hex | see below | ||
integer | 0: Fist 1: Melee 2: Thrown 3: Pistol 4: Shotgun 5: Submachine gun 6: Assault rifle 7: Heavy 8: Sniper rifle 9: Special |
Byte | Value | Column Name | Description |
---|---|---|---|
1 | 1 | USE_GRAVITY | |
2 | SLOWS_DOWN | ||
4 | DISSIPATES | ||
8 | RAND_SPEED | ||
2 | 1 | EXPANDS | |
2 | EXPLODES | ||
4 | CANAIM | Can auto-aim, "Classic" controls only Small guns only | |
8 | CANAIM_WITHARM | Can run while auto-aiming, "Classic" controls only Small guns only | |
3 | 1 | 1ST_PERSON | |
2 | HEAVY | Disables jumping and sprinting | |
4 | THROW | ||
8 | RELOAD_LOOP2START | ||
4 | 1 | USE_2ND | Will use a second animation after the main one played Recommended for melee weapons only because it looks odd for others |
2 | GROUND_2ND | Use a second animation for attacking knocked down pedestrians | |
4 | FINISH_3RD | Will use a third finishing animation after the second one played, only works when USE_2ND flag is used | |
8 | RELOAD | Reload animation will play | |
5 | 1 | FIGHTMODE | Will go into a fighting stance after attacking, can crash the game if no such animation exists Melee weapons only |
2 | CROUCHFIRE | Allows firing while crouching; for weapons without a crouching animation, character will stand up to attack and crouch back down | |
4 | COP3_RD | Cops and other law enforcement (Ped type 6) will use a third animation instead first, can crash the game if no third animation detected | |
8 | GROUND_3RD | Use a third animation for attacking knocked down pedestrians | |
6 | 1 | PARTIALATTACK | Can attack while running for melee weapons Recommended for melee weapons only because it looks odd for others |
2 | ANIMDETONATE |
San Andreas
This section is incomplete. You can help by fixing and expanding it.
San Andreas knows two different weapon types. Each weapon can be only one of those types. It gets defined by the first character of a line and defines the whole lines structure. The types are:
- < – Melee weapons
$
– Guns
Identifier | Description |
---|---|
A | The weapon name. |
B | Firing type. Can be: MELEE, PROJECTILE (grenades, molotovs, etc.), INSTANT_HIT (for guns), USE (goggles, detonator), AFFECT_AREA (spraycan, fire extinguisher), and CAMERA. |
C | The maximum distance a target can be aimed at. |
D | The maximum range of the weapon to cause damage. |
E | Model identifier of the primary weapon (defined inside the default.ide file). |
F | Model identifier of the secondary weapon (apparently unused, always -1). |
G, H | The time the primary weapon requires to be reloaded. |
I | The slot the weapon requires in the game. |
J | Animation group to be used. |
Melee weapon parameters
This section is incomplete. You can help by fixing and expanding it.
Gun parameters
This section is incomplete. You can help by fixing and expanding it.
Identifier | Description |
---|---|
K | Ammunition in one clip. |
L | Damage done by one hit. |
M, N, O | X, Y, Z offset of the muzzle flash. |
P | Skill level (0-Poor, 1-Gangster, 2-Hitman, 3-Cop[Colt45 only]) |
Q | Required skill to achieve the level. |
R | Accuracy |
S | Strafing speed |
T | Starting time for animation. |
U | End time for animation. |
V | Point in animation to fire weapon (must be between T and U) |
W, X, Y | Same as T, U, V, but used for firing while crouching. |
Z | Animation breakout time. |
a | Hex flags |
Weapon aiming offsets
This section is incomplete. You can help by fixing and expanding it.
See also
- weapon.dat file content for Vice City
- OBJS – IDE section to define weapons in GTA III
- WEAP – IDE section to define weapons in Vice City and San Andreas
- List of all data files