Quantcast

Jump to content

» «
Photo

Weapons information By Game files

465 replies to this topic
DangerZ0neX
  • DangerZ0neX

    It's K-Logg, dammit!

  • Members
  • Joined: 09 Feb 2016
  • Saudi-Arabia
  • Ban Roulette Winner 2016

#451

Posted 16 October 2016 - 07:08 AM

I am curious, did the drum mags change anything? Feels slower on the reload, at least with the special carbine. Can anyone confirm/deny there was a change?

It's intentional, it does reload slower with a drum mag, no extra damage or accuracy.
  • blusunone likes this

blusunone
  • blusunone

    survival junkie

  • Members
  • Joined: 19 Nov 2014
  • United-States

#452

Posted 16 October 2016 - 07:57 AM Edited by blusunone, 16 October 2016 - 07:58 AM.

I am curious, did the drum mags change anything? Feels slower on the reload, at least with the special carbine. Can anyone confirm/deny there was a change?

It's intentional, it does reload slower with a drum mag, no extra damage or accuracy.

Thanks for the quick reply. Do you know how much slower the reload is? Debating whether it is worth the extra capacity

DangerZ0neX
  • DangerZ0neX

    It's K-Logg, dammit!

  • Members
  • Joined: 09 Feb 2016
  • Saudi-Arabia
  • Ban Roulette Winner 2016

#453

Posted 16 October 2016 - 08:09 AM

I am curious, did the drum mags change anything? Feels slower on the reload, at least with the special carbine. Can anyone confirm/deny there was a change?

It's intentional, it does reload slower with a drum mag, no extra damage or accuracy.
Thanks for the quick reply. Do you know how much slower the reload is? Debating whether it is worth the extra capacity
It definitely is, I think it's 1.5 times longer but I'm not sure, but it still is worth the money.
  • Vicarious Mind and blusunone like this

Vicarious Mind
  • Vicarious Mind

    Gun Runner

  • Members
  • Joined: 18 Dec 2013
  • United-States

#454

Posted 20 October 2016 - 04:24 PM

Someone mentioned to me that the drum magazine attachments make the guns have more recoil or less accuracy. Is this true, anyone test this or can look into the game files for me please?

CarpenterBrut
  • CarpenterBrut

    Snitch

  • Members
  • Joined: 26 Jul 2015
  • United-States

#455

Posted 20 October 2016 - 09:38 PM

Drum does nothing for accuracy.

 

I really do hope, however comma space, that they drop drum mags for the Advanced and Bullpup Rifles. If not drop a Heavy Rifle.


Fun De Panda
  • Fun De Panda

    Big Homie

  • Members
  • Joined: 30 Sep 2013
  • None
  • Most Knowledgable [GTA] 2015
    Most Helpful Member 2015
    Coolest Member 2015

#456

Posted 20 October 2016 - 11:53 PM

Someone mentioned to me that the drum magazine attachments make the guns have more recoil or less accuracy. Is this true, anyone test this or can look into the game files for me please?

No, it only modify reload data which like people said makes reloading a bit slower.

  • Darth Absentis likes this

Kesha_F1
  • Kesha_F1

    EFO owner

  • Members
  • Joined: 02 Oct 2008
  • Russia

#457

Posted 22 October 2016 - 05:09 PM Edited by Kesha_F1, 22 October 2016 - 05:11 PM.

<TimeBetweenShots value="X.XXXXXX" />
<AnimFireRateModifier value="X.XXXXXX" />


Now all weapons have a both ^. How we can get Rate of Fire? TimeBetweenShots x AnimFireRateModifier = Rate of Fire? RoF in milliseconds? Correct? Example 1.10 x 0.370 = RoF = 0.407 ml/sec per 1 shot?!

No, it only modify reload data which like people said makes reloading a bit slower.

 
There no information in game files? Huh?
  • Vicarious Mind likes this

Kesha_F1
  • Kesha_F1

    EFO owner

  • Members
  • Joined: 02 Oct 2008
  • Russia

#458

Posted 24 October 2016 - 09:37 PM

Hey guys!

For a long time I am working on a detailed article in Weapons in GTA Online. The main problem - not enough information. I decided to remedy this situation, worked with the archives of the game, and now you can download all the original files weapons.

All original weapon files GTA5 / GTA Online with all DLC (latest Bikers) - 73 Kb (archive 7Zip)

 

What inside?

 

1. Standard - not patched weapon files by R*.

2. Patched weapon files (check update.rpf folder).

3. DLC weapon files (standard and posible patched files).

 

P.S. Maybe we can answer what happened with time reload of drum mags. But so far I have not seen anything that affects the rate of reload. There R* add only support drum mags to some weapons in weaponcomponents.meta.


Fun De Panda
  • Fun De Panda

    Big Homie

  • Members
  • Joined: 30 Sep 2013
  • None
  • Most Knowledgable [GTA] 2015
    Most Helpful Member 2015
    Coolest Member 2015

#459

Posted 24 October 2016 - 09:50 PM Edited by Fun De Panda, 24 October 2016 - 09:51 PM.

P.S. Maybe we can answer what happened with time reload of drum mags. But so far I have not seen anything that affects the rate of reload. There R* add only support drum mags to some weapons in weaponcomponents.meta.

What affects the rate of reload is:

<ReloadData ref="RELOAD_DEFAULT" />

That's in weaponcomponents.meta

But that doesn't explain anything, because the data of "RELOAD_DEFAULT" located somewhere in the files overrides the values of reloading.

  • Kesha_F1 likes this

Kesha_F1
  • Kesha_F1

    EFO owner

  • Members
  • Joined: 02 Oct 2008
  • Russia

#460

Posted 24 October 2016 - 10:34 PM Edited by Kesha_F1, 24 October 2016 - 10:34 PM.

Fun De Panda, Hmm and community don't know where this file? o_O And what with my question there: http://gtaforums.com/topic/681401-weapons-information-by-game-files/page-16#entry1069164218  :panic: 
 


Kesha_F1
  • Kesha_F1

    EFO owner

  • Members
  • Joined: 02 Oct 2008
  • Russia

#461

Posted 24 October 2016 - 11:26 PM Edited by Kesha_F1, 24 October 2016 - 11:42 PM.

Hmm. Interesting! When i compare default and new weaponcomponents.meta, find very nice info:
 

<Item type="CWeaponComponentReloadData">
      <Name>RELOAD_EXTRA_LARGE</Name>
      <PedIdleReloadClipId>RELOAD_AIM_XL</PedIdleReloadClipId>
      <PedIdleReloadEmptyClipId>RELOAD_AIM_XL</PedIdleReloadEmptyClipId>
      <PedAimReloadClipId>RELOAD_AIM_XL</PedAimReloadClipId>
      <PedAimReloadEmptyClipId>RELOAD_AIM_XL</PedAimReloadEmptyClipId>
      <PedLowLeftCoverReloadClipId>Reload_Low_Left_XL</PedLowLeftCoverReloadClipId>
      <PedLowRightCoverReloadClipId>Reload_Low_Left_XL</PedLowRightCoverReloadClipId>
      <WeaponIdleReloadClipId>W_RELOAD_AIM_XL</WeaponIdleReloadClipId>
      <WeaponIdleReloadEmptyClipId>W_RELOAD_AIM_XL</WeaponIdleReloadEmptyClipId>
      <WeaponAimReloadClipId>W_RELOAD_AIM_XL</WeaponAimReloadClipId>
      <WeaponAimReloadEmptyClipId>W_RELOAD_AIM_XL</WeaponAimReloadEmptyClipId>
      <WeaponLowLeftCoverReloadClipId>W_Reload_Low_Left_XL</WeaponLowLeftCoverReloadClipId>
      <WeaponLowRightCoverReloadClipId>W_Reload_Low_Left_XL</WeaponLowRightCoverReloadClipId>
	  <AnimRateModifier value="0.666666"/>
    </Item>

Example for component drum mag of Compact Rifle:
 

    <Item type="CWeaponComponentClipInfo">
      <Name>COMPONENT_COMPACTRIFLE_CLIP_03</Name>
      <Model>w_ar_assaultrifle_boxmag</Model>
      <LocName>WCT_CLIP_DRM</LocName>
      <LocDesc>WCD_CLIP3</LocDesc>
      <AttachBone>AAPClip</AttachBone>
      <AccuracyModifier type="NULL" />
      <DamageModifier type="NULL" />
      <bShownOnWheel value="true" />
      <CreateObject value="true" />
      <HudDamage value="0" />
      <HudSpeed value="0" />
      <HudCapacity value="100" />
      <HudAccuracy value="0" />
      <HudRange value="0" />
      <ClipSize value="100" />
      <ReloadData ref="RELOAD_EXTRA_LARGE" />

So, <AnimRateModifier value="0.666666"/> it's new reload time for drum mags?

P.S. Yes. Standard AnimReloadTime 1.00000 x AnimRateModifier 0.666666 = 1.666 time for reload drum mag?!

 

P.P.S. Default reload time for mag 1 and 2 and 1.666 reload time for drum mags!

  • Fun De Panda and Amy Vinewood like this

Fun De Panda
  • Fun De Panda

    Big Homie

  • Members
  • Joined: 30 Sep 2013
  • None
  • Most Knowledgable [GTA] 2015
    Most Helpful Member 2015
    Coolest Member 2015

#462

Posted 24 October 2016 - 11:45 PM Edited by Fun De Panda, 24 October 2016 - 11:46 PM.

You just found what I've been wasting my time looking for.
Good Job !

About your question, I'm still having trouble with understanding how the two affects Rate of fire.

  • Kesha_F1 likes this

Kesha_F1
  • Kesha_F1

    EFO owner

  • Members
  • Joined: 02 Oct 2008
  • Russia

#463

Posted 25 October 2016 - 06:40 AM

Fun De Panda, You're welcome.  :^:
 
I believe that we will find a way to find the Rate Of Fire (ROF) in future. :*(
 
Next questions:
 
1. What is the formula for calculating the damage from each weapon?
 
Example Marksman Rifle:

 

a) (<Damage value="65.000000" /> x <NetworkHitLimbsDamageModifier value="0.800000" />) + <Damage value="65.000000" /> = (65x0.800)+65 = 117 hp per 1 hit in body?

 

b) (<Damage value="65.000000" /> x <NetworkPlayerDamageModifier value="1.390000" />) + <Damage value="65.000000" /> = (65x1.390)+65 = 155.35 hp per 1 hit in body?

 

2. What is the formula for calculating the speed from each weapon?

 

3. What is the formula for calculating the weapon range from each weapon?

 

Example Marksman Rifle: 

<LockOnRange value="50.000000" />
<WeaponRange value="1000.000000" />


<DamageFallOffRangeMin value="250.000000" />
<DamageFallOffRangeMax value="1000.000000" />

I think that must take maximum efficiency parameter range after a shot: <DamageFallOffRangeMin value="250.000000" />. So weapon range on the Marksman Rifle from 50 to 250 metres?!

 

Cheers.


JoeFury1997
  • JoeFury1997

    Easy lover, she'll get a hold on you believe it.

  • Members
  • Joined: 08 Aug 2014
  • England

#464

Posted 09 January 2017 - 05:13 AM

What's the difference between pipe bombs and grenades?


feiaschdada
  • feiaschdada

    The crazy dude with a point

  • Members
  • Joined: 18 Nov 2016
  • None

#465

Posted 09 January 2017 - 08:59 AM

Fun De Panda, You're welcome.  :^:
 
I believe that we will find a way to find the Rate Of Fire (ROF) in future. :*(
 
Next questions:
 
1. What is the formula for calculating the damage from each weapon?
 
Example Marksman Rifle:
 
a) (<Damage value="65.000000" /> x <NetworkHitLimbsDamageModifier value="0.800000" />) + <Damage value="65.000000" /> = (65x0.800)+65 = 117 hp per 1 hit in body?
 
b) (<Damage value="65.000000" /> x <NetworkPlayerDamageModifier value="1.390000" />) + <Damage value="65.000000" /> = (65x1.390)+65 = 155.35 hp per 1 hit in body?
 
2. What is the formula for calculating the speed from each weapon?
 
3. What is the formula for calculating the weapon range from each weapon?
 
Example Marksman Rifle: 

<LockOnRange value="50.000000" />
<WeaponRange value="1000.000000" />


<DamageFallOffRangeMin value="250.000000" />
<DamageFallOffRangeMax value="1000.000000" />
I think that must take maximum efficiency parameter range after a shot: <DamageFallOffRangeMin value="250.000000" />. So weapon range on the Marksman Rifle from 50 to 250 metres?!
 
Cheers.

Sounds more like: lockon till 50 meters. Full damage till 250 meters. No damage after 1000 meters
  • Kesha_F1 and CaliMeatWagon like this

overthrow
  • overthrow

    Player Hater

  • New Members
  • Joined: 19 Jan 2017
  • United-States

#466

Posted 24 January 2017 - 02:52 AM

The spreadsheet below has been updated to include weapons as of 1.37 aka the Import/Export update.  ROF and DPS may be calculable with this formula:

(damage * (1/TimeBetweenShots))

 

Note that animations seem to have an effect on firing rate, so DPS derived from that formula isn't likely to be the whole story.

 

https://docs.google....dit?usp=sharing

  • Kesha_F1 and size_m like this




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users