Difference between revisions of "Weapon.dat"
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− | + | {{lowercase}}{{file-stub}} | |
− | + | The '''<code>weapon.dat</code>''' file is located in the <code>.\data</code> directory and contains weapons properties and settings. Weapon models are defined inside the [[default.ide]] file located in the same folder. | |
− | == | + | == File format == |
+ | The file is in plain text format so it can be opened with any text editor (like [[wikipedia:Microsoft Notepad|Notepad]]). Line comments are indicated by the character <code>#</code> (number sign) and empty lines are allowed. They can be placed anywhere in the file. Each entry takes up one line and follows a specific format detailed below. Data in each entry are separated by any whitespace like <code> </code> (space) and <code> </code> (horizontal tab). The file must contain the text <code>ENDWEAPONDATA</code> in order for the game to stop reading the file. | ||
− | + | === GTA III === | |
− | + | {|class="wikitable center-col-1 center-col-2" style="width: 100%;" | |
+ | !style="width: 3em;" |{{Icon|3}} | ||
+ | !style="width: 12em;" |Identifier | ||
+ | !style="width: 6em;" |Type | ||
+ | !Description | ||
+ | |- | ||
+ | |A ||Weapon Name ||string ||The name must be from the list of [[hardcoded]] names ([[#Weapon names|see below]]). | ||
+ | |- | ||
+ | |B ||Fire Type ||string ||Available types include: <code>MELEE</code>, <code>INSTANT_HIT</code>, <code>PROJECTILE</code>, and <code>AREA_EFFECT</code> | ||
+ | |- | ||
+ | |C ||Range ||float ||The range of the bullet in units | ||
+ | |- | ||
+ | |D ||Firing Rate ||integer || | ||
+ | |- | ||
+ | |E ||Reload ||integer ||The time to reload in milliseconds, constrained by the animation being played | ||
+ | |- | ||
+ | |F ||Amount of Ammunition ||integer ||The number of ammo per clip | ||
+ | |- | ||
+ | |G ||Damage ||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 | ||
+ | |- | ||
+ | |H ||Speed ||float || | ||
+ | |- | ||
+ | |I ||Radius ||float || | ||
+ | |- | ||
+ | |J ||Life span ||float || | ||
+ | |- | ||
+ | |K ||Spread ||float || | ||
+ | |- | ||
+ | |L,M,N ||Fire Offset Vector ||float[3] ||The x,y,z offset of the gunflash | ||
+ | |- | ||
+ | |O ||Animation to Play ||string || | ||
+ | |- | ||
+ | |P ||Animation2 to Play ||string || | ||
+ | |- | ||
+ | |Q ||Animation Loop Start ||float ||Start point of animation to be looped for shooting | ||
+ | |- | ||
+ | |R ||Animation Loop End ||float ||End point of animation to be looped for shooting | ||
+ | |- | ||
+ | |S ||Animation Fire Point ||float || | ||
+ | |- | ||
+ | |T ||Animation2 Fire Point ||float || | ||
+ | |- | ||
+ | |U ||Model ID ||integer ||[[IDE]] model of the weapon | ||
+ | |- | ||
+ | |V ||Flags ||integer ||[[#Flags|See below]] | ||
+ | |} | ||
− | + | ==== Weapon names ==== | |
− | + | The game contains a hardcoded list of weapon names. This is used to assign a weapon name to a weapon type (Unarmed is type 0, BaseballBat is type 1, etc.). | |
+ | *Unarmed | ||
+ | *BaseballBat | ||
+ | *Colt45 | ||
+ | *Uzi | ||
+ | *Shotgun | ||
+ | *AK47 | ||
+ | *M16 | ||
+ | *SniperRifle | ||
+ | *RocketLauncher | ||
+ | *FlameThrower | ||
+ | *Molotov | ||
+ | *Grenade | ||
+ | *Detonator | ||
+ | *HeliCannon | ||
− | + | ==== Flags ==== | |
− | |||
− | + | === Vice City === | |
− | |||
− | + | {{Incomplete}} | |
− | |||
− | + | {|class="wikitable center-col-1 center-col-2" style="width: 100%;" | |
+ | !style="width: 3em;" |{{Icon|VC}} | ||
+ | !style="width: 12em;" |Identifier | ||
+ | !style="width: 6em;" |Type | ||
+ | !Description | ||
+ | |- | ||
+ | |A ||Weapon Name ||string ||The name must be from the list of [[hardcoded]] names ([[#Weapon names 2|see below]]). | ||
+ | |- | ||
+ | |B ||Fire Type ||string ||Available types include: <code>MELEE</code>, <code>INSTANT_HIT</code>, <code>PROJECTILE</code>, <code>AREA_EFFECT</code>, and <code>CAMERA</code> | ||
+ | |- | ||
+ | |C ||Range ||float ||The range of the bullet in units | ||
+ | |- | ||
+ | |D ||Firing Rate ||integer || | ||
+ | |- | ||
+ | |E ||Reload ||integer ||The time to reload in milliseconds, constrained by the animation being played | ||
+ | |- | ||
+ | |F ||Amount of Ammunition ||integer ||The number of ammo per clip | ||
+ | |- | ||
+ | |G ||Damage ||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 | ||
+ | |- | ||
+ | |H ||Speed ||float || | ||
+ | |- | ||
+ | |I ||Radius ||float ||The length of melee weapon | ||
+ | |- | ||
+ | |J ||Life span ||float || | ||
+ | |- | ||
+ | |K ||Spread ||float || | ||
+ | |- | ||
+ | |L,M,N ||Fire Offset Vector ||float[3] ||The x,y,z offset of the gunflash | ||
+ | |- | ||
+ | |O ||Animation to Play ||string ||Animation file in [[gta3.img]] | ||
+ | |- | ||
+ | |P ||Animation Loop Start ||float ||Start point of animation to be looped for shooting | ||
+ | |- | ||
+ | |Q ||Animation Loop End ||float ||End point of animation to be looped for shooting | ||
+ | |- | ||
+ | |R ||Animation Fire Point ||float ||Point in animation to fire weapon, value has to be between values in columns P and Q | ||
+ | |- | ||
+ | |S ||Animation2 Loop Start ||float ||Start point of crouching animation to be looped for shooting | ||
+ | |- | ||
+ | |T ||Animation2 Loop End ||float ||End point of crouching animation to be looped for shooting | ||
+ | |- | ||
+ | |U ||Animation2 Fire Point ||float ||Point in crouching animation to fire weapon, value has to be between values in columns S and T | ||
+ | |- | ||
+ | |V ||Breakout Animation ||float || | ||
+ | |- | ||
+ | |W ||Model ID ||integer ||[[IDE]] model of the weapon | ||
+ | |- | ||
+ | |X ||Model2 ID ||integer ||IDE model of the weapon attachment, only Minigun model shows an effect | ||
+ | |- | ||
+ | |Y ||Flags ||hex ||[[#Flags 2|See below]] | ||
+ | |- | ||
+ | |Z ||Weapon Slot ||integer || | ||
+ | *0 = Fist | ||
+ | *1 = Melee | ||
+ | *2 = Thrown | ||
+ | *3 = Pistol | ||
+ | *4 = Shotgun | ||
+ | *5 = Submachine gun | ||
+ | *6 = Assault rifle | ||
+ | *7 = Heavy | ||
+ | *8 = Sniper rifle | ||
+ | *9 = Special | ||
+ | |} | ||
− | + | ==== Weapon names ==== | |
− | + | The game contains a hardcoded list of weapon names. This is used to assign a weapon name to a weapon type (Unarmed is type 0, BrassKnuckle is type 1, etc.). | |
+ | *Unarmed | ||
+ | *BrassKnuckle | ||
+ | *ScrewDriver | ||
+ | *GolfClub | ||
+ | *NightStick | ||
+ | *Knife | ||
+ | *BaseballBat | ||
+ | *Hammer | ||
+ | *Cleaver | ||
+ | *Machete | ||
+ | *Katana | ||
+ | *Chainsaw | ||
+ | *Grenade | ||
+ | *DetonateGrenade | ||
+ | *TearGas | ||
+ | *Molotov | ||
+ | *Rocket | ||
+ | *Colt45 | ||
+ | *Python | ||
+ | *Shotgun | ||
+ | *Spas12Shotgun | ||
+ | *StubbyShotgun | ||
+ | *Tec9 | ||
+ | *Uzi | ||
+ | *SilencedIngram | ||
+ | *Mp5 | ||
+ | *m4 | ||
+ | *Ruger | ||
+ | *SniperRifle | ||
+ | *LaserScope | ||
+ | *RocketLauncher | ||
+ | *FlameThrower | ||
+ | *M60 | ||
+ | *Minigun | ||
+ | *Detonator | ||
+ | *HeliCannon | ||
+ | *Camera | ||
− | < | + | ==== Flags ==== |
− | + | {|class="wikitable" | |
+ | !Byte | ||
+ | !Value | ||
+ | !Column Name | ||
+ | !Description | ||
+ | |- | ||
+ | |rowspan="4" |1 | ||
+ | |1 | ||
+ | |USE_GRAVITY | ||
+ | | | ||
+ | |- | ||
+ | |2 | ||
+ | |SLOWS_DOWN | ||
+ | | | ||
+ | |- | ||
+ | |4 | ||
+ | |DISSIPATES | ||
+ | | | ||
+ | |- | ||
+ | |8 | ||
+ | |RAND_SPEED | ||
+ | | | ||
+ | |- | ||
+ | |rowspan="4" |2 | ||
+ | |1 | ||
+ | |EXPANDS | ||
+ | | | ||
+ | |- | ||
+ | |2 | ||
+ | |EXPLODES | ||
+ | | | ||
+ | |- | ||
+ | |4 | ||
+ | |CANAIM | ||
+ | |Can auto-aim, "Classic" controls only<br>Small guns only | ||
+ | |- | ||
+ | |8 | ||
+ | |CANAIM_WITHARM | ||
+ | |Can run while auto-aiming, "Classic" controls only<br>Small guns only | ||
+ | |- | ||
+ | |rowspan="4" |3 | ||
+ | |1 | ||
+ | |1ST_PERSON | ||
+ | | | ||
+ | |- | ||
+ | |2 | ||
+ | |HEAVY | ||
+ | |Disables jumping and sprinting | ||
+ | |- | ||
+ | |4 | ||
+ | |THROW | ||
+ | | | ||
+ | |- | ||
+ | |8 | ||
+ | |RELOAD_LOOP2START | ||
+ | | | ||
+ | |- | ||
+ | |rowspan="4" |4 | ||
+ | |1 | ||
+ | |USE_2ND | ||
+ | |Will use a second animation after the main one played<br>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 | ||
+ | |- | ||
+ | |rowspan="4" |5 | ||
+ | |1 | ||
+ | |FIGHTMODE | ||
+ | |Will go into a fighting stance after attacking, can crash the game if no such animation exists<br>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 | ||
+ | |- | ||
+ | |rowspan="2" |6 | ||
+ | |1 | ||
+ | |PARTIALATTACK | ||
+ | |Can attack while running for melee weapons<br>Recommended for melee weapons only because it looks odd for others | ||
+ | |- | ||
+ | |2 | ||
+ | |ANIMDETONATE | ||
+ | | | ||
+ | |} | ||
− | + | === San Andreas === | |
− | |||
− | + | {{Incomplete}} | |
− | |||
+ | ''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: | ||
− | < | + | * <code></code> – Melee weapons |
− | + | * <code>$</code> – Guns | |
− | + | {| class="wikitable collapsible" style="width: 100%;" | |
− | + | !width="150px"|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 ==== | |
− | + | {{Incomplete}} | |
− | + | ||
− | + | ==== Gun parameters ==== | |
− | + | ||
− | + | {{Incomplete}} | |
− | + | ||
− | + | {| class="wikitable collapsible" style="width: 100%;" | |
− | + | !width="150px"|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 ==== | ||
+ | |||
+ | {{Incomplete}} | ||
+ | |||
+ | == See also == | ||
+ | * {{Icon|gta}} [[DAT|List of all data files]] | ||
+ | * {{Icon|3}} [[OBJS]] – ''IDE'' section to define weapons in GTA III | ||
+ | * {{Icon|VC}} [[Weapon.dat (VC)|weapon.dat]] file content for Vice City | ||
+ | * {{Icon|VC}} {{Icon|SA}} [[WEAP]] – ''IDE'' section to define weapons in Vice City and San Andreas | ||
+ | |||
+ | == External link == | ||
+ | * {{Icon|VC}} [http://spaceeinstein.altervista.org/weap_vc.php Weapon flags calculator (JavaScript)], by {{U|spaceeinstein}} | ||
+ | |||
+ | {{N|SA|VC|3}} | ||
+ | |||
+ | [[Category:File_Formats]] |
Latest revision as of 04:01, 7 July 2017
The weapon.dat
file is located in the .\data
directory and contains weapons properties and settings. Weapon models are defined inside the default.ide file located in the same folder.
Contents
File format
The file is in plain text format so it can be opened with any text editor (like Notepad). Line comments are indicated by the character #
(number sign) and empty lines are allowed. They can be placed anywhere in the file. Each entry takes up one line and follows a specific format detailed below. Data in each entry are separated by any whitespace like
(space) and
(horizontal tab). The file must contain the text ENDWEAPONDATA
in order for the game to stop reading the file.
GTA III
Identifier | Type | Description | |
---|---|---|---|
A | Weapon Name | string | The name must be from the list of hardcoded names (see below). |
B | Fire Type | string | Available types include: MELEE , INSTANT_HIT , PROJECTILE , and AREA_EFFECT
|
C | Range | float | The range of the bullet in units |
D | Firing Rate | integer | |
E | Reload | integer | The time to reload in milliseconds, constrained by the animation being played |
F | Amount of Ammunition | integer | The number of ammo per clip |
G | Damage | 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 |
H | Speed | float | |
I | Radius | float | |
J | Life span | float | |
K | Spread | float | |
L,M,N | Fire Offset Vector | float[3] | The x,y,z offset of the gunflash |
O | Animation to Play | string | |
P | Animation2 to Play | string | |
Q | Animation Loop Start | float | Start point of animation to be looped for shooting |
R | Animation Loop End | float | End point of animation to be looped for shooting |
S | Animation Fire Point | float | |
T | Animation2 Fire Point | float | |
U | Model ID | integer | IDE model of the weapon |
V | Flags | integer | See below |
Weapon names
The game contains a hardcoded list of weapon names. This is used to assign a weapon name to a weapon type (Unarmed is type 0, BaseballBat is type 1, etc.).
- Unarmed
- BaseballBat
- Colt45
- Uzi
- Shotgun
- AK47
- M16
- SniperRifle
- RocketLauncher
- FlameThrower
- Molotov
- Grenade
- Detonator
- HeliCannon
Flags
Vice City
This section is incomplete. You can help by fixing and expanding it.
Identifier | Type | Description | |
---|---|---|---|
A | Weapon Name | string | The name must be from the list of hardcoded names (see below). |
B | Fire Type | string | Available types include: MELEE , INSTANT_HIT , PROJECTILE , AREA_EFFECT , and CAMERA
|
C | Range | float | The range of the bullet in units |
D | Firing Rate | integer | |
E | Reload | integer | The time to reload in milliseconds, constrained by the animation being played |
F | Amount of Ammunition | integer | The number of ammo per clip |
G | Damage | 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 |
H | Speed | float | |
I | Radius | float | The length of melee weapon |
J | Life span | float | |
K | Spread | float | |
L,M,N | Fire Offset Vector | float[3] | The x,y,z offset of the gunflash |
O | Animation to Play | string | Animation file in gta3.img |
P | Animation Loop Start | float | Start point of animation to be looped for shooting |
Q | Animation Loop End | float | End point of animation to be looped for shooting |
R | Animation Fire Point | float | Point in animation to fire weapon, value has to be between values in columns P and Q |
S | Animation2 Loop Start | float | Start point of crouching animation to be looped for shooting |
T | Animation2 Loop End | float | End point of crouching animation to be looped for shooting |
U | Animation2 Fire Point | float | Point in crouching animation to fire weapon, value has to be between values in columns S and T |
V | Breakout Animation | float | |
W | Model ID | integer | IDE model of the weapon |
X | Model2 ID | integer | IDE model of the weapon attachment, only Minigun model shows an effect |
Y | Flags | hex | See below |
Z | Weapon Slot | integer |
|
Weapon names
The game contains a hardcoded list of weapon names. This is used to assign a weapon name to a weapon type (Unarmed is type 0, BrassKnuckle is type 1, etc.).
- Unarmed
- BrassKnuckle
- ScrewDriver
- GolfClub
- NightStick
- Knife
- BaseballBat
- Hammer
- Cleaver
- Machete
- Katana
- Chainsaw
- Grenade
- DetonateGrenade
- TearGas
- Molotov
- Rocket
- Colt45
- Python
- Shotgun
- Spas12Shotgun
- StubbyShotgun
- Tec9
- Uzi
- SilencedIngram
- Mp5
- m4
- Ruger
- SniperRifle
- LaserScope
- RocketLauncher
- FlameThrower
- M60
- Minigun
- Detonator
- HeliCannon
- Camera
Flags
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
- List of all data files
- OBJS – IDE section to define weapons in GTA III
- weapon.dat file content for Vice City
- WEAP – IDE section to define weapons in Vice City and San Andreas