Difference between revisions of "Weapon.dat"
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| <center>F</center> || <center>Amount of Ammunition</center> || integer || The number of ammo per clip | | <center>F</center> || <center>Amount of Ammunition</center> || integer || The number of ammo per clip | ||
|- | |- | ||
− | | <center>G</center> || <center>Damage</center> || integer || Damage done to damageable objects | + | | <center>G</center> || <center>Damage</center> || 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 |
|- | |- | ||
| <center>H</center> || <center>Speed</center> || float || | | <center>H</center> || <center>Speed</center> || float || | ||
Line 44: | Line 44: | ||
| <center>O</center> || <center>Animation to Play</center> || string || | | <center>O</center> || <center>Animation to Play</center> || string || | ||
|- | |- | ||
− | | <center> | + | | <center>P</center> || <center>Animation Loop Start</center> || float || Start point of animation to be looped for shooting |
|- | |- | ||
− | | <center>X</center> || <center>Model2 ID</center> || integer || | + | | <center>Q</center> || <center>Animation Loop End</center> || float || End point of animation to be looped for shooting |
+ | |- | ||
+ | | <center>R</center> || <center>Animation Fire Point</center> || float || Point in animation to fire weapon, value has to be between values in columns P and Q | ||
+ | |- | ||
+ | | <center>S</center> || <center>Animation2 Loop Start</center> || float || | ||
+ | |- | ||
+ | | <center>T</center> || <center>Animation2 Loop End</center> || float || | ||
+ | |- | ||
+ | | <center>U</center> || <center>Animation2 Fire Point</center> || float || | ||
+ | |- | ||
+ | | <center>V</center> || <center>Breakout Animation</center> || float || | ||
+ | |- | ||
+ | | <center>W</center> || <center>Model ID</center> || integer || [[IDE]] model of the weapon | ||
+ | |- | ||
+ | | <center>X</center> || <center>Model2 ID</center> || integer || IDE model of the weapon attachment, only Minigun model shows an effect | ||
|- | |- | ||
| <center>Y</center> || <center>Flags</center> || hex || | | <center>Y</center> || <center>Flags</center> || hex || |
Revision as of 22:25, 23 January 2011
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 & 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 | |||
float | |||
float | |||
float[3] | The x,y,z offset of the gunflash | ||
string | |||
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 | |||
float | |||
float | |||
float | |||
integer | IDE model of the weapon | ||
integer | IDE model of the weapon attachment, only Minigun model shows an effect | ||
hex | |||
integer | 0: Fist 1: Melee 2: Thrown 3: Pistol 4: Shotgun 5: Submachine gun 6: Assault rifle 7: Heavy 8: Sniper rifle 9: Special |
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 type identifier (as descriped above). |
B | Fire type enumeration. Can be: MELEE, PROJECTILE (for uzis and pistols), INSTANT_HIT (for rifles), USE, AFFECT_AREA and CAMERA. |
C | The range a target can be aimed. |
D | The range of the bullets 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 | The time the primary weapon requires to be reloaded. |
I | The slot the weapon requires in the game. |
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.
Weapon aiming offsets
This section is incomplete. You can help by fixing and expanding it.
GTA IV
This section is incomplete. You can help by fixing and expanding it.
See also
- OBJS – IDE section to define weapons in GTA III and Vice City
- WEAP – IDE section to define weapons in San Andreas
- List of all data files
Grand Theft Auto IV | |
---|---|
File Formats | .dat • .gxt • .ide • .img • .ipl • .nod • .sco • .rpf • .rrr • .wad • .wbd/.wbn • .wdd • .wdr • .wft • .whm • .wpl • .wtd |
Documentation | Audio • Bink Video • Cryptography • Cutscenes • GXT Text • Image listing • Keycodes • Map Listing • Native functions • Paths • Radar Blips • Radio Stations • Saves • Scenarios • VTable • Weapons |
Tools | ASI Loader • ENBSeries • G-Texture • GIMS IV • Ingame WPL Editor • IV Needle • OpenIV • SparkIV • XLiveLess • WPL Manager • X Mod Installer Alice • C++ Script Hook • .NET Script Hook • Scocl |
Tutorials | Importing Textures with OpenIV • Importing Textures with SparkIV |
Modifications | GTA Connected • Gostown IV • Four Multiplayer • IV Multiplayer • CitizenMP:IV Reloaded |
Useful links | Community portal • Discussion forums • Modding forums • Mods on GTAGarage.com |