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[DOC] WeaponInfo.xml


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  • 5 months later...
  • 1 month later...

I have question. IM useing barrett so i need to improve shoot power to human and cars. I already change physics force and base damage but its too low. I dont see any diffrence in base damage over 1000. Its supposed to kill human by one shot in anywhere and kill a car by 2-3 shots... now its take me to shoot 23 times to cars to make him burn. How to improve gun power to that level?

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Now the topic is already bumped, I'll ask something too:

 

Whenever I aim with M4, Niko just walks very weird. He isn't holding a gun, and only walks sideways/backwards while his body points only one direction the whole time.

I'm not sure if it's WeaponInfo, but I really need help. Anyone, please? nervous.gif

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  • 1 month later...
ViciousCircle

Ok so im new here obviously..so ive been trying to mod the either the mico uzi or the mp5 to shoot the explosive bullets like the explosive shotgun does in TBOGT but i haven't been successful any info or tips would be greatly appreciated!

Edited by ViciousCircle
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  • 4 months later...
platinumgamer

Sorry for Necro, but I have a very important question. How do you change the Rate of Fire when inside a car? My MP5 shoots quite fast when on foot and blindfire but the ROF while inside a car is always the same; very slow.

 

Where do I go to change this??

 

I hope there are still some people active on this thread. GTA 4 is very old now too...

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  • 1 month later...
  • 4 weeks later...

Hello there!

I've got a question: why does my game crash if I use this weapon in MP? In single it's work fine. Pls help me. sad.gif

 

<weapon type="SNIPERRIFLE">

<data slot="SNIPER" firetype="INSTANT_HIT" damagetype="BULLET" group="RIFLE_ASSAULT" targetrange="50.0" weaponrange="2500.0" clipsize="25" ammomax="100" timebetweenshots="133">

<damage base="20" fps="75" networkplayermod="2.0" networkpedmod="1.0"/>

<physics force="104.0"/>

<reload time="206" fasttime="206" crouchtime="206"/>

 

<aiming accuracy="10.0" accuracyfps="0.0">

<offset x="0.16" y="1.0" z="0.55"/>

<crouchedoffset x="0.16" y="1.0" z="0.12"/>

<reticule standing="0.6" ducked="0.5" scale="0.05"/>

</aiming>

 

<pickup regentime="360000" ammoonstreet="20"/>

 

<controller>

<rumble duration="120" intensity="0.3"/>

</controller>

 

<flags>

<flag>GUN</flag>

<flag>CAN_AIM</flag>

<flag>CAN_FREE_AIM</flag>

<flag>ANIM_RELOAD</flag>

<flag>ANIM_CROUCH_FIRE</flag>

<flag>2HANDED</flag>

</flags>

</data>

 

<assets model="w_psg1">

<anim group="gun@ak47">

<rates firerate="1.5" blindfirerate="1.2"/>

</anim>

 

<effects>

<muzzle fx="muz_machine"/>

<shell fx="weap_ejected_rifle"/>

</effects>

</assets>

</weapon>

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I tried to make the rocket of the rocketlauncher faster, but wasen't able to.

I tried increasing vehiclevelocity but thta didn't seem to change a thing.

 

Anyone has an idea how to make the rocket faster?

Hi Dr.Tell

Swap your RPG to this and you're done.

 

<weapon type="ROCKET">

<data slot="THROWN" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="ROCKET" targetrange="35.0" clipsize="1" stattype="RLAUNCHER">

<damage networkplayermod="2.0" networkpedmod="1.0"/>

 

<aiming accuracy="1.0">

<offset x="0.0" y="1.0" z="0.0"/>

<crouchedoffset x="0.0" y="1.0" z="0.0"/>

<reticule standing="0.65" ducked="0.55" scale="0.3"/>

</aiming>

 

<pickup regentime="360000" ammoonstreet="8"/>

 

<controller>

<rumble duration="0" intensity="0.0"/>

</controller>

 

<flags>

<flag>THROWN</flag>

<flag>EXPLOSION_BASED_ON_IMPACT</flag>

<flag>ADD_SMOKE_ON_EXPLOSION</flag>

</flags>

 

<projectile type="ROCKET">

<explosion type="ROCKET"/>

<physics force="30.0" explodeimpactthreshold="0.25" explodeimpactwithvehiclethreshold="0.05"/>

</projectile>

</data>

 

<assets model="cj_rpg_rocket">

<effects>

<trail fx="weap_rocket_player"/>

</effects>

</assets>

</weapon>

 

 

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Hello there!

I've got a question: why does my game crash if I use this weapon in MP? In single it's work fine. Pls help me. sad.gif

 

<weapon type="SNIPERRIFLE">

<data slot="SNIPER" firetype="INSTANT_HIT" damagetype="BULLET" group="RIFLE_ASSAULT" targetrange="50.0" weaponrange="2500.0" clipsize="25" ammomax="100" timebetweenshots="133">

<damage base="20" fps="75" networkplayermod="2.0" networkpedmod="1.0"/>

<physics force="104.0"/>

<reload time="206" fasttime="206" crouchtime="206"/>

 

<aiming accuracy="10.0" accuracyfps="0.0">

<offset x="0.16" y="1.0" z="0.55"/>

<crouchedoffset x="0.16" y="1.0" z="0.12"/>

<reticule standing="0.6" ducked="0.5" scale="0.05"/>

</aiming>

 

<pickup regentime="360000" ammoonstreet="20"/>

 

<controller>

<rumble duration="120" intensity="0.3"/>

</controller>

 

<flags>

<flag>GUN</flag>

<flag>CAN_AIM</flag>

<flag>CAN_FREE_AIM</flag>

<flag>ANIM_RELOAD</flag>

<flag>ANIM_CROUCH_FIRE</flag>

<flag>2HANDED</flag>

</flags>

</data>

 

<assets model="w_psg1">

<anim group="gun@ak47">

<rates firerate="1.5" blindfirerate="1.2"/>

</anim>

 

<effects>

<muzzle fx="muz_machine"/>

<shell fx="weap_ejected_rifle"/>

</effects>

</assets>

</weapon>

Sniper as an automatic weapon? It's likely that weapon mods that have such a great variation from vanilla will encounter problems in MP. Even changing the speed of the RPG made me crash here and there online.

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  • 11 months later...

I searched the thread, and it seems someone else was trying the same thing - but they didn't really get a definite answer.

 

I'm trying to reduce the amount of slots you have to carry weapons. For example, all the weapons that require two hands (you can't fire from vehicles by default) I edited the file so they are in the same slot as the SHOTGUN. That's really the only thing I changed.

 

The problem is, that now the weapons that now occupy the SHOTGUN data slot, behave like a shotgun. For example, when I fire an AK-47 (which now occupies the shotgun slot) it has a spread, and fires multiple bullets - just like a shotgun. This is not the desired result.

 

Has anyone successfully been able to reduce the amount of weapons you can carry?

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StateofMind15

 

I searched the thread, and it seems someone else was trying the same thing - but they didn't really get a definite answer.

 

I'm trying to reduce the amount of slots you have to carry weapons. For example, all the weapons that require two hands (you can't fire from vehicles by default) I edited the file so they are in the same slot as the SHOTGUN. That's really the only thing I changed.

 

The problem is, that now the weapons that now occupy the SHOTGUN data slot, behave like a shotgun. For example, when I fire an AK-47 (which now occupies the shotgun slot) it has a spread, and fires multiple bullets - just like a shotgun. This is not the desired result.

 

Has anyone successfully been able to reduce the amount of weapons you can carry?

change the two handed weapons to RIFLE, the shotgun works just like a shotgun should.

 

I changed mine to 5 weapons to carry at a time.

Melee

Small arms - PISTOL slot

Small arms - SMG slot

Two handed - RIFLE slot

Projectiles

 

I've never crashed with this.

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I find it very odd that depending on what data slot a weapon is in, dictates how it fires.

 

I'm going to try using the UNUSED0 data slot and put all two-handed weapons in there in GTA IV. Hopefully the weapons all fire like they should.

 

If not, I'll try EPISODIC_1. If that still doesn't work, someone will have to write a script for this to be possible.

 

EDIT: Nope, when switching to the weapon the ammo numbers were not visible and the weapon was discarded. Looks like that is out of the question.

Edited by cp1dell
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Let's hope someone out there sees my cry for help, seeing as this is an old thread I guess my question will be left unanswered but here goes nothing:

 

I have been trying to make the Grenade Launcher in TLAD able to be shot from a bike (or a car if it is possible). So far I only managed to make Johnny hold the grenade launcher on the bike but he just aims it and nothing is shot, here's the text so far:

 

 

<!-- GRENADE LAUNCHER --><weapon type="EPISODIC_1"> <data slot="SMG" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="GRENADE" targetrange="25.0" weaponrange="27.5" clipsize="1" ammomax="9999" timebetweenshots="800"> 	<damage networkplayermod="2.0" networkpedmod="1.0"/> 	<reload time="2066" fasttime="2066" crouchtime="2066"/> 	<aiming accuracy="1.0">   <offset         x="0.15" y="1.0" z="0.53"/>   <crouchedoffset x="0.12" y="1.0" z="0.05"/>   <reticule standing="1.0" ducked="1.0" scale="0.0"/>   <ordnanceoffset pitch="0.1"/> 	</aiming> 	<pickup regentime="600000" ammoonstreet="4"/>     <controller>       <rumble duration="100" intensity="0.8"/>     </controller>     <flags>   <flag>GUN</flag>                               <flag>CAN_AIM</flag>   <flag>HEAVY</flag>   <flag>CAN_FREE_AIM</flag>   <flag>ANIM_RELOAD</flag>   <flag>ANIM_CROUCH_FIRE</flag>   <!--<flag>CREATE_VISIBLE_ORDNANCE</flag>-->   <flag>2HANDED</flag>   <flag>HIGHER_BREAK_FORCE</flag>   <flag>HEAVY_WEAPON_USES_RIFLE_ANIMS</flag>       <flag>CAN_BE_USED_AS_DRIVEBY</flag>       <flag>DONT_RUMBLE_WHEN_DOING_DRIVE_BY</flag> 	</flags> 	<projectile>   <typetocreate type="ROCKET"/>   <offset    x="0.55" y="0.0" z="0.08"/>   <rotoffset x="0.0"  y="0.0" z="0.0"/> 	</projectile> </data> <assets model="w_e1_glauncher"> 	<anim group="gun@grnde_launch"/> 	<effects>   <muzzle fx="muz_grenade_launcher"/> 	</effects> </assets></weapon>

 

 

I already managed to make the Assault Shotgun usable on a bike with a similar code, but I can't get this to work!

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  • 1 month later...
SamForrester

I've gotten fairly decent at...shall we say, spicing things up? by editing the weaponinfo.xml file, as well as this and that vehicle, sounds, etc etc.

 

HOWEVER, I've found an M1A2 Abrams that has a working cannon YET, I can't figure out how the hell to get it into GTA 4.

 

I mean, I KNOW how to replace a vehicle (gonna replace the stockade since it's rarely used lol), but with this....yeah I'm lost...

 

CAN I do it?

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SamForrester

 

I've gotten fairly decent at...shall we say, spicing things up? by editing the weaponinfo.xml file, as well as this and that vehicle, sounds, etc etc.

 

HOWEVER, I've found an M1A2 Abrams that has a working cannon YET, I can't figure out how the hell to get it into GTA 4.

 

I mean, I KNOW how to replace a vehicle (gonna replace the stockade since it's rarely used lol), but with this....yeah I'm lost...

 

CAN I do it?

Made SOME progress. Found a mod? idk wtf it is but it brings in the vehciles from EFLC and what not into IV.

 

I DID though, "tweak" My MP5. I uh ~coughs~ kinda put it on steroids...heheh

 

Here's what I have currently. Let's just say that shootouts aren't a problem for me :-) I usually win.

 

 

<weapon type="MP5">

<data slot="SMG" firetype="INSTANT_HIT" damagetype="BULLET" group="SMG" targetrange="55.0" weaponrange="200.0" clipsize="900" ammomax="9000"

 

timebetweenshots="5">

<damage base="500" networkplayermod="2.5" networkpedmod="1.25"/>

<physics force="500.0"/>

<reload time="1666" fasttime="1666" crouchtime="2533"/>

 

<aiming accuracy=".55">

<offset x="0.13" y="1.0" z="0.45"/>

<crouchedoffset x="0.11" y="1.0" z="-0.02"/>

<reticule standing="0.75" ducked="0.6" scale="0.3"/>

</aiming>

 

<pickup regentime="360000" ammoonstreet="60"/>

 

<controller>

<rumble duration="100" intensity="0.02"/>

</controller>

 

<flags>

<flag>GUN</flag>

<flag>CAN_AIM</flag>

<flag>CAN_FREE_AIM</flag>

<flag>ANIM_RELOAD</flag>

<flag>ANIM_CROUCH_FIRE</flag>

<flag>TREAT_AS_2HANDED_IN_COVER</flag>

</flags>

</data>

 

<assets model="w_mp5">

<anim group="gun@mp5k" meleegroup1="firearm_core">

<rates firerate="1.0" blindfirerate="1.4"/>

</anim>

 

<effects>

<muzzle fx="muz_smg"/>

<shell fx="weap_ejected_smg"/>

</effects>

</assets>

</weapon>

 

 

 

, BEFORE I went back and changed the aiming accuracy .55
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Speaking of editing weapons.

 

Does anyone know of a mod that adds the recoil to the weapons? Right now they shoot straight and there is no spread. Back before the game was patched, using a controller enabled the recoil, but that was removed. Does anyone have the WeaponInfo.xml ripped from the consoles or something so I could copy over the recoil data for GTA IV + EFLC?

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Would it be possible to use information from the vehicles.ide into the weaponinfo.xml and vice versa?

 

I was hoping for some fun mods, things in the line of water truck gun to be used as a normal weapon, gun that gets people drunk, shooting newspaper dispensers as rockets.

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  • 4 weeks later...
  • 3 months later...
	<weapon type="EPISODIC_3">		<data slot="HANDGUN" firetype="INSTANT_HIT" damagetype="BULLET" group="PISTOL_LARGE" targetrange="45.0" weaponrange="50.0" clipsize="9" ammomax="1500" timebetweenshots="333">			<damage base="40" networkplayermod="4.0" networkpedmod="1.0"/>			<physics force="75.0"/>			<reload time="2000" fasttime="2000" crouchtime="2000"/>			<aiming accuracy="0.5">				<offset x="0.15" y="1.0" z="0.55"/>				<crouchedoffset x="0.2" y="1.0" z="0.05"/>				<reticule standing="0.6" ducked="0.5" scale="0.3"/>			</aiming>			<pickup regentime="240000" ammoonstreet="30"/>			<controller>				<rumble duration="150" intensity="0.1"/>			</controller>			<flags>				<flag>GUN</flag>				<flag>CAN_AIM</flag>				<flag>ANIM_RELOAD</flag>				<flag>CAN_FREE_AIM</flag>				<flag>ANIM_CROUCH_FIRE</flag>			</flags>		</data>		<assets model="w_silpis">			<anim group="gun@deagle" meleegroup1="firearm_core"/>			<effects>				<muzzle fx="muz_pistol_large"/>				<shell fx="weap_ejected_pistol"/>			</effects>		</assets>	</weapon>	<weapon type="EPISODIC_4">		<data slot="HANDGUN" firetype="INSTANT_HIT" damagetype="BULLET" group="PISTOL_LARGE" targetrange="50.0" weaponrange="60.0" clipsize="6" ammomax="1986" timebetweenshots="333">			<damage base="50" networkplayermod="5.0" networkpedmod="1.0"/>			<physics force="75.0"/>			<reload time="2000" fasttime="2000" crouchtime="2000"/>			<aiming accuracy="0.5">				<offset         x="0.075" y="0.5" z="0.275"/>				<crouchedoffset x="0.1"  y="0.5" z="0.025"/>				<reticule standing="0.3" ducked="0.25" scale="0.15"/>			</aiming>			<pickup regentime="240000" ammoonstreet="60"/>			<controller>				<rumble duration="150" intensity="0.1"/>			</controller>			<flags>				<flag>GUN</flag>				<flag>CAN_AIM</flag>				<flag>CAN_FREE_AIM</flag>				<flag>ANIM_RELOAD</flag>				<flag>ANIM_CROUCH_FIRE</flag>			</flags>		</data>		<assets model="w_revolver">			<anim group="gun@deagle" meleegroup1="firearm_core"/>			<effects>				<muzzle fx="muz_pistol_large"/>				<shell fx="weap_ejected_pistol"/>			</effects>		</assets>	</weapon>

The two weapons won't spawn in my game...

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  • 1 month later...

So as everyone already knows, editing Aiming Accuracy has nothing to do with the player if they use a Keyboard and Mouse.

 

That aside, if I make the weapons more accurate (which also brings up the question, higher or lower values mean what?) would that make the AI more accurate or just the gun? Is AI accuracy in another file?

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  • 7 months later...
  • 3 years later...
Lord Criminal

Mightn't be the right topic to ask, but does anybody know how to modify the armor's damage so it would stand more damage?

I thought it might be a part of the WeaponInfo.xml, but it actually isn't.

 

'Defend' value in pedPersonality.dat might do something with it, but I didn't want to touch it since it primarily changes the ped's health, while the only thing I want to change is the armor.

Edited by iiCriminnaaL 49
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