Difference between revisions of "Weapon.dat"

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(added iii/vc flags)
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<!-- general information here (like each file gets terminated by the string "ENDWEAPONDATA" -->
 
<!-- general information here (like each file gets terminated by the string "ENDWEAPONDATA" -->
  
=== GTA III & Vice City ===
+
=== GTA III and Vice City ===
  
 
{{Incomplete}}
 
{{Incomplete}}
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|-
 
|-
 
| <center>Z</center> || <center>Weapon Slot</center> || integer || 0: Fist<br>1: Melee<br>2: Thrown<br>3: Pistol<br>4: Shotgun<br>5: Submachine gun<br>6: Assault rifle<br>7: Heavy<br>8: Sniper rifle<br>9: Special
 
| <center>Z</center> || <center>Weapon Slot</center> || integer || 0: Fist<br>1: Melee<br>2: Thrown<br>3: Pistol<br>4: Shotgun<br>5: Submachine gun<br>6: Assault rifle<br>7: Heavy<br>8: Sniper rifle<br>9: Special
 +
|}
 +
 +
{| {{Prettytable}}
 +
! 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<br>Small guns only
 +
|-
 +
|
 +
| 8
 +
| CANAIM_WITHARM
 +
| Can run while auto-aiming, "Classic" controls only<br>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<br>Recommended for melee weapons only because it looks odd for others
 +
|-
 +
|
 +
| 2
 +
| GROUND_2ND
 +
|
 +
|-
 +
|
 +
| 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<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
 +
|
 +
|-
 +
|
 +
| 8
 +
| GROUND_3RD
 +
|
 +
|-
 +
| 6
 +
| 1
 +
| PARTIALATTACK
 +
| Can attack while running for melee weapons<br>Recommended for melee weapons only because it looks odd for others
 +
|-
 +
|
 +
| 2
 +
| ANIMDETONATE
 +
|
 
|}
 
|}
  
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== See also ==
 
== See also ==
  
* [[OBJS]] &ndash; ''IDE'' section to define weapons in ''GTA III'' and ''Vice City''
+
* [[OBJS]] &ndash; ''IDE'' section to define weapons in ''GTA III''
* [[WEAP]] &ndash; ''IDE'' section to define weapons in ''San Andreas''
+
* [[WEAP]] &ndash; ''IDE'' section to define weapons in ''Vice City'' and ''San Andreas''
 
* [[DAT|List of all data files]]
 
* [[DAT|List of all data files]]
  

Revision as of 23:17, 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.

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.

GTA III Vice City Identifier Type Description
A
Weapon Name
string
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
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
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
T
Animation2 Loop End
float
U
Animation2 Fire Point
float
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
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
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
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
8 GROUND_3RD
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 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