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# [DOC] WeaponInfo.xml

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For those who want to change the rate of fire:

I made a formula for it. Normally the rate of fire is in rounds/min, so look that up on Wikipedia or something, and use it in the following formula:

1/(Rounds per Min./60) x 1000 = ROF in Milliseconds

Example:

1200RPM:

1/(1200/60=20) x 1000 = 50

EduardKoeleJuck: I was wondering where you would insert this formula, and could you give us a tutorial on how to edit it?

I would like to change my Rate of Fire for the pistol, so it can be like the Automatic pistol in MW 2.

Thanks in advance if you can help with this.

XTREME0235.

urm, the pistol rate of fire is held back by the fact that the speed of the animation isn't that quick. I think you can only apply this to weapons that already fire in full automatic. what that means is that despite how fast you make it, it'll only be limited by how fast the animation is for that gun. however, if you shoot the weapon whilst the animation is not required (i.e. when you're falling and you hit fire) it will shoot at the rate you have defined.

what I presume however is that you may be able to use one of the episode weapon slots (if I remember they do not have animations mapped to them) to make a fully automatic pistol.

oh and to create a weapon for an episodic content slot, refer to a link I posted a few posts ago.

crevlthe

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For those who want to change the rate of fire:

I made a formula for it. Normally the rate of fire is in rounds/min, so look that up on Wikipedia or something, and use it in the following formula:

1/(Rounds per Min./60) x 1000 = ROF in Milliseconds

Example:

1200RPM:

1/(1200/60=20) x 1000 = 50

EduardKoeleJuck: I was wondering where you would insert this formula, and could you give us a tutorial on how to edit it?

I would like to change my Rate of Fire for the pistol, so it can be like the Automatic pistol in MW 2.

Thanks in advance if you can help with this.

XTREME0235.

urm, the pistol rate of fire is held back by the fact that the speed of the animation isn't that quick. I think you can only apply this to weapons that already fire in full automatic. what that means is that despite how fast you make it, it'll only be limited by how fast the animation is for that gun. however, if you shoot the weapon whilst the animation is not required (i.e. when you're falling and you hit fire) it will shoot at the rate you have defined.

what I presume however is that you may be able to use one of the episode weapon slots (if I remember they do not have animations mapped to them) to make a fully automatic pistol.

oh and to create a weapon for an episodic content slot, refer to a link I posted a few posts ago.

crevlthe

Ok thanks, well i saw this method line maybe on this topic, [not sure] but i used this line in this picture, and added it to the desert eagle, and now it's shooting like a rapid firing fully automatic machine gun. Here is the line i used:

So now, i'm going to try it on the shotgun and Glock pistol, if it does work, we will now know what simple code to input.

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Ok guys, i have inserted the same code into the info for the Pistol and Shotgun. My results ended up crashing and freezing my computer [idk why it freezes the computer]

One shot from any of them causes this but the Desert Eagle remains the same, no idea why.

Here is a screen of what it looks like:

Also, when your in a vehicle, the Desert Eagle does not rapid fire like it does if shot on foot, maybe that's in another line.

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Ok guys, i have inserted the same code into the info for the Pistol and Shotgun. My results ended up crashing and freezing my computer [idk why it freezes the computer]

One shot from any of them causes this but the Desert Eagle remains the same, no idea why.

Here is a screen of what it looks like:

Also, when your in a vehicle, the Desert Eagle does not rapid fire like it does if shot on foot, maybe that's in another line.

ah interesting. I guess that's an alternative to changing the fire rate

the way I did it was just editing "timebetweenshots" which would allow me to slow down the fire rate, but not speed it up.

good work!

crevlthe

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Ok guys, i have inserted the same code into the info for the Pistol and Shotgun. My results ended up crashing and freezing my computer [idk why it freezes the computer]

One shot from any of them causes this but the Desert Eagle remains the same, no idea why.

Here is a screen of what it looks like:

Also, when your in a vehicle, the Desert Eagle does not rapid fire like it does if shot on foot, maybe that's in another line.

you have to be f*cking crazy to test that ingame!

it will shot super fast thats too much for the game to handle

use less that 100

even 3.0 is too much ingame

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Ok guys, i have inserted the same code into the info for the Pistol and Shotgun. My results ended up crashing and freezing my computer [idk why it freezes the computer]

One shot from any of them causes this but the Desert Eagle remains the same, no idea why.

Here is a screen of what it looks like:

Also, when your in a vehicle, the Desert Eagle does not rapid fire like it does if shot on foot, maybe that's in another line.

you have to be f*cking crazy to test that ingame!

it will shot super fast thats too much for the game to handle

use less that 100

even 3.0 is too much ingame

The Desert Eagle is just f*cking crazy when you shoot it, and my game handles it just fine.

But that doesn't explain why it crashes when it's inputed on another weapon.

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Ok guys, i have inserted the same code into the info for the Pistol and Shotgun. My results ended up crashing and freezing my computer [idk why it freezes the computer]

One shot from any of them causes this but the Desert Eagle remains the same, no idea why.

Here is a screen of what it looks like:

Also, when your in a vehicle, the Desert Eagle does not rapid fire like it does if shot on foot, maybe that's in another line.

you have to be f*cking crazy to test that ingame!

it will shot super fast thats too much for the game to handle

use less that 100

even 3.0 is too much ingame

The Desert Eagle is just f*cking crazy when you shoot it, and my game handles it just fine.

But that doesn't explain why it crashes when it's inputed on another weapon.

meh. I didn't even know you could use that simple line of code to speed up the reloading/shooting animation

nice find.

p.s. additional findings - rates firerate isn't the actual firerate, its the multiplier at which the animation is played at. so 1 would be the animation played at 100%, 2 would be 200%, and 999.9 (as you've put in ) would be 9,999.99%. which is a hell of a lot of a fast firing gun.

Edited by crevlthe
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Ok guys, i have inserted the same code into the info for the Pistol and Shotgun. My results ended up crashing and freezing my computer [idk why it freezes the computer]

One shot from any of them causes this but the Desert Eagle remains the same, no idea why.

Here is a screen of what it looks like:

Also, when your in a vehicle, the Desert Eagle does not rapid fire like it does if shot on foot, maybe that's in another line.

you have to be f*cking crazy to test that ingame!

it will shot super fast thats too much for the game to handle

use less that 100

even 3.0 is too much ingame

The Desert Eagle is just f*cking crazy when you shoot it, and my game handles it just fine.

But that doesn't explain why it crashes when it's inputed on another weapon.

but thats just 1 weapon you cant have that kind of speed on 2 more weapons without bugs or crashing my friend

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Ok guys, i have inserted the same code into the info for the Pistol and Shotgun. My results ended up crashing and freezing my computer [idk why it freezes the computer]

One shot from any of them causes this but the Desert Eagle remains the same, no idea why.

Here is a screen of what it looks like:

Also, when your in a vehicle, the Desert Eagle does not rapid fire like it does if shot on foot, maybe that's in another line.

you have to be f*cking crazy to test that ingame!

it will shot super fast thats too much for the game to handle

use less that 100

even 3.0 is too much ingame

The Desert Eagle is just f*cking crazy when you shoot it, and my game handles it just fine.

But that doesn't explain why it crashes when it's inputed on another weapon.

but thats just 1 weapon you cant have that kind of speed on 2 more weapons without bugs or crashing my friend

erm, it works for me. I've tested this out for the ordinary pistol, the deagle and the semi-auto shotgun already. no crashes.

the only time its ever crashed is when my graphics card runs out of memory.

p.s. hello Quechus13

perhaps you could use this sped-up animation for your AA-12 mod should work pretty well. oh and - nice modeling on that.

crevlthe

Edited by crevlthe
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Hmm, well i wonder what could possibly be the problem then......

I shall investigate more.

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Ok guys, i have inserted the same code into the info for the Pistol and Shotgun. My results ended up crashing and freezing my computer [idk why it freezes the computer]

One shot from any of them causes this but the Desert Eagle remains the same, no idea why.

Here is a screen of what it looks like:

Also, when your in a vehicle, the Desert Eagle does not rapid fire like it does if shot on foot, maybe that's in another line.

you have to be f*cking crazy to test that ingame!

it will shot super fast thats too much for the game to handle

use less that 100

even 3.0 is too much ingame

The Desert Eagle is just f*cking crazy when you shoot it, and my game handles it just fine.

But that doesn't explain why it crashes when it's inputed on another weapon.

but thats just 1 weapon you cant have that kind of speed on 2 more weapons without bugs or crashing my friend

erm, it works for me. I've tested this out for the ordinary pistol, the deagle and the semi-auto shotgun already. no crashes.

the only time its ever crashed is when my graphics card runs out of memory.

p.s. hello Quechus13

perhaps you could use this sped-up animation for your AA-12 mod should work pretty well. oh and - nice modeling on that.

crevlthe

Well i already did it when i released all the packs updated with their own weaponinfo.xml files

1 week ago i was one of the first ones to find out how to do this thing but 999 is kinda too much XD

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• 2 weeks later...

How to open this file in EFLC ?

When trying to open it i get this :

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How to open this file in EFLC ?

When trying to open it i get this :

well, from the new patch onwards they encrypted (the majority?) of the files, so frankly I have no idea how we're going to edit them from now on.

crevlthe

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in the codes, why dont you put the spaces like the orginal script? doesnt this make it work?

also i cant have any episodic weapons, it says that it is disabled...

Edited by cocoman213
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How to open this file in EFLC ?

Some of the files are encryted by SecuRom SDFA (SecuRom Data File Activation).

Use the Unlocker to decrypt the files.

Then either copy over the unlocked file you are interested in or copy over all the files that the unlocker has unlocked.

Note that this utility only unlocks the files for the retail disk version of EFLC (at this time).

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Most of the time, when i change the animation, the game crashes. Does anyone know what to do?

You need to change the weapon's anim in default.dat or default.ide (can't remember which) as well. I used this method to make the combat shotgun use the pump animation, since Niko pumps it when blind firing anyway.

EDIT: Also, just noticed an error in the first post.

physics force="" - Projectile's impact force. Can also be defined under "PROJECTILE TYPE=".

...

vehiclevelocity="" - Defines the projectile's speed.

For guns, 'physics force' defines the impact force (as stated), but for projectiles (ie, grenade, molotov, rocket), 'physics force' changes the force with which Niko "throws" the projectile (ie, the speed of the projectile). I don't know what 'vehiclevelocity' does, but it didn't change the projectile's speed for me.

I changed the rocket's 'physics force' param to 260 (instead of 30), and now the rocket travels much much faster and more realistically (the range is also increased, since it takes the same amount of time to self-detonate). Note: as with most other data mods, I had to delete filelist.pak to get it working (using patch 1.0.0.4).

Don't know if anyone else has posted this already, but thought the first post should be updated.

Thanks, updated the doc. Perhaps, 'vehicle velocity' is projectile speed when shot from a vehicle. I need to reinstall GTAIV again so I can test this stuff

Edited by resignator
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Most of the time, when i change the animation, the game crashes. Does anyone know what to do?

You need to change the weapon's anim in default.dat or default.ide (can't remember which) as well. I used this method to make the combat shotgun use the pump animation, since Niko pumps it when blind firing anyway.

EDIT: Also, just noticed an error in the first post.

physics force="" - Projectile's impact force. Can also be defined under "PROJECTILE TYPE=".

...

vehiclevelocity="" - Defines the projectile's speed.

For guns, 'physics force' defines the impact force (as stated), but for projectiles (ie, grenade, molotov, rocket), 'physics force' changes the force with which Niko "throws" the projectile (ie, the speed of the projectile). I don't know what 'vehiclevelocity' does, but it didn't change the projectile's speed for me.

I changed the rocket's 'physics force' param to 260 (instead of 30), and now the rocket travels much much faster and more realistically (the range is also increased, since it takes the same amount of time to self-detonate). Note: as with most other data mods, I had to delete filelist.pak to get it working (using patch 1.0.0.4).

Don't know if anyone else has posted this already, but thought the first post should be updated.

Thanks, updated the doc. Perhaps, 'vehicle velocity' is projectile speed when shot from a vehicle. I need to reinstall GTAIV again so I can test this stuff

remember to pop in <rate firerate="number (multiplier)" blindfirerate="number (multiplier)"/> under <anim group>.

crevlthe

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I was thinking, it's actually possible to do something with " the one handed gun " ? When aiming, Niko hold the gun with one hand, not two. Actually possible ?

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• 2 weeks later...

if someone can upload the TBOGT weaponinfo thatd be great.

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Most of the time, when i change the animation, the game crashes. Does anyone know what to do?

You need to change the weapon's anim in default.dat or default.ide (can't remember which) as well. I used this method to make the combat shotgun use the pump animation, since Niko pumps it when blind firing anyway.

EDIT: Also, just noticed an error in the first post.

physics force="" - Projectile's impact force. Can also be defined under "PROJECTILE TYPE=".

...

vehiclevelocity="" - Defines the projectile's speed.

For guns, 'physics force' defines the impact force (as stated), but for projectiles (ie, grenade, molotov, rocket), 'physics force' changes the force with which Niko "throws" the projectile (ie, the speed of the projectile). I don't know what 'vehiclevelocity' does, but it didn't change the projectile's speed for me.

I changed the rocket's 'physics force' param to 260 (instead of 30), and now the rocket travels much much faster and more realistically (the range is also increased, since it takes the same amount of time to self-detonate). Note: as with most other data mods, I had to delete filelist.pak to get it working (using patch 1.0.0.4).

Don't know if anyone else has posted this already, but thought the first post should be updated.

Thanks, updated the doc. Perhaps, 'vehicle velocity' is projectile speed when shot from a vehicle. I need to reinstall GTAIV again so I can test this stuff

remember to pop in <rate firerate="number (multiplier)" blindfirerate="number (multiplier)"/> under <anim group>.

crevlthe

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• 1 month later...

How can I make the rocket's lifespan longer or have it so that takes a while to explode.

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• 1 month later...

Bumpping. I need a answer to this question.

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• 3 months later...

i have a request involving the weapon file and testing something in it. if anyone is interested in helping me out real quick i would be very appreciated.

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i have a request involving the weapon file and testing something in it. if anyone is interested in helping me out real quick i would be very appreciated.

What do you need Playa?

Let me know if you would like to do it by here or by PM and i will be happy to help (if i can )

XTREME0235.

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This has been asked a couple times and has yet to be answered. Is there any way to increase the spread of the bullets? I'm trying to make a realistic weapon setup and all the guns are still dead accurate with keyboard + mouse -_-

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how can l increase the weapon aim zoom?!...

Edited by GIXXER
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This has been asked a couple times and has yet to be answered. Is there any way to increase the spread of the bullets? I'm trying to make a realistic weapon setup and all the guns are still dead accurate with keyboard + mouse -_-

You need to decrease accuracy. Just be warned NPCs will shoot like retards.

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<flags>

<flag>GUN</flag>

<flag>CAN_AIM</flag>

<flag>CAN_FREE_AIM</flag>

<flag>ANIM_CROUCH_FIRE</flag>

</flags>

</data>

<assets model="w_eagle">

<anim group="[email protected]" meleegroup1="firearm_core"/>

<rates firerate="0.5" blindfirerate="0.7"/>

</anim>

<effects>

<muzzle fx="muz_pistol_large"/>

<shell fx="weap_ejected_pistol"/>

</effects>

Just a question for the above, why does shooting the deagle crash the game? I'm trying to make it fire slower. Adding the rates firerate to most other weapons won't crash the game but not for the deagle? I didn't find an answer on the last page.

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• 2 weeks later...

remove the frontslash in "firearm_core"/>

wrong:

<anim group="[email protected]" meleegroup1="firearm_core"/>

<rates firerate="0.5" blindfirerate="0.7"/>

right:

<anim group="[email protected]" meleegroup1="firearm_core">

<rates firerate="0.5" blindfirerate="0.7"/>

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• 2 months later...

I'm pretty new to editing the WeaponInfo.xml file and was hoping if someone could tell me if the problem users have been discussing in this thread could be solved with a tweak or two to the WeaponInfo.xlm file. If so, could you please explain which aspects of the file need to be altered? It would pretty much make my year if I could get rid of that auto-zoom annoyance!

Thank you

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