aStiffSausage Posted November 12, 2012 Share Posted November 12, 2012 (edited) So I did a little search at Tutorials-section, and didn't find any tutorial for San Andreas for file weapon.dat. So let's begin, shall we? A: Identifier Used to easily identify weapon, can be present multiple times for some weapons as they require multiple entries because of weapon skill levels. B: Fire Type Defines if the weapon will have regular/instant hit bullets or sniper bullets, or if they are projectiles or area-effect weapons, for example grenade is projectile and flamethrower has area-effect. C: Target Range Range in meters where you can lock-on when aiming or where you will see the health of pedestarian. Higher values will result longer lock-on range. D: Range Range in meters how far bullets hit. Higher values will result longer-travelling bullets. E: Weapon ID General ID of weapon, used to find matching data from other files. F: Secondary Weapon ID ID for secondary weapon used by primary weapon. Great example is Satchel Charge, where the bomb is primary weapon and detonator is secondary. G: Weapon Group Weapon group of weapon. On regular San Andreas, 0 is for fists/brass knuckles, 1 for melee and so on. There are total of 13 different groups to be used, from 0 to 12. H: Magazine Size of magazine. I: Weapon Damage Damage which weapon does on hit. Also increases recoil. Does not affect projectiles. J, K, L: FLOAT_FIRE_SET [x,y,z] Unknown, probably used to calculate position of muzzle flash when there isn't one supplied with model of the weapon. M: Skill Level Defines skill level of current configuration-line. 0 is for poor skill level, 1 for gangster and 2 for hitman. O: Skill Needed Amount of skill needed to acquire next skill level. Usually varies between 0 and 1000. P: Accuracy Defines accuracy of weapon, really high values can make weapon fully accurate even at full automatic fire. Q: Movement Speed Movement speed while aiming/firing weapon. 1.0 is for regular walk-speed, and lower values will make player walk slower. R: Animation Loop [standing] [beginning, End, Firing] Used to calculate correct animations while firing and also affects rate of fire. For fast rate of fire, low values should be used. NOTE: Usually "End"-value should be higher than "Beginning" or "Firing", otherwise bugs may occur. And too low values will make shooting a weapon impossible. S: Animation Loop [Crouching] [beginning, End, Firing] Same as "Section R", but used when crouching with the weapon. T: BreakOutTime Unknown. U: HEX-Flags Used to define special characters of weapon. HEX-flags are written in reverse, so first HEX-flag is actually the last number. To use multiple HEX-flags, you only need to know values of each HEX-flag you want to add (written in weapon.dat) and then add them together. If the values is higher than 9, then alphabetics are used. 10 equals A, 11 for B and so on. Suggestions, improvements, comments? All welcome! Edited June 28, 2013 by oksa8 JohnDoe4444, RyanDri3957V, in0finite and 1 other 4 Link to comment Share on other sites More sharing options...
johnny404 Posted May 19, 2013 Share Posted May 19, 2013 (edited) Slight bump but the breakout time is the time it takes for CJ to aim down the weapon and then start to walk/run (M4, Shotgun, spas, deagle, etc.) if you set it to 0 you can start to sprint straight after shooting without having to wait for any cool down EDIT: say you wanted to edit the deagle so that you could run while shooting it, the flag you need to change is the last one. for the deagle it would be 7001, 7011, the second to last 1 means that it is set to gangster level, and then 7031, the 3, means that it is set to to hitman level, the 7 means that you can not run while shooting with this weapon uzis and pistols have these flags "3013" the number 3 will let you run and shoot, the 1 means that it is set to noob level, if you change it to 3 then that becomes gangster/hitman, and if you replace the 0 with an 8 it will make it so you dual wield the weapon Edited June 13, 2013 by Jony. Link to comment Share on other sites More sharing options...
Hussein Sanabsi Posted February 8, 2014 Share Posted February 8, 2014 Did you can make any shotgun or ak47 or m4 shoot a tear gas ? (Tear gas bullet )!! Link to comment Share on other sites More sharing options...
Jeansowaty Posted February 11, 2014 Share Posted February 11, 2014 Where can I define the fire rate? Link to comment Share on other sites More sharing options...
pogo_01 Posted February 12, 2014 Share Posted February 12, 2014 I think it's hardcoded. I can't define the fire rate,too. Link to comment Share on other sites More sharing options...
Jeansowaty Posted February 12, 2014 Share Posted February 12, 2014 I think it's hardcoded. I can't define the fire rate,too. I'm using a mod by Ss4gogeta0 which is the Additional Weapon Spawn v2 (I know I use an outdated version lol) and I would like to edit the fire rate of some guns. They fire like rifles and not like Assaults Link to comment Share on other sites More sharing options...
Hussein Sanabsi Posted February 13, 2014 Share Posted February 13, 2014 Who can make tear gas bullets mod ??????? How I can make tear gas bullets mod ?????? Link to comment Share on other sites More sharing options...
Pounc3r Posted October 18, 2014 Share Posted October 18, 2014 (edited) Where can I define the fire rate? the 2nd and the 5th number of section R.the lesser,the faster and less acurrate.(P.S. do you know how to improve accuracy (in another method)?if u do please tell me i'm trying to fix my micro_uzi it is kicking like a mule) If you really don't know gimme your weapon.dat and i'll edit for you Who can make tear gas bullets mod ??????? How I can make tear gas bullets mod ?????? you need a cleo mod for that,not an edit in weapons.dat Edited October 18, 2014 by Leonnex Frost Link to comment Share on other sites More sharing options...
TJGM Posted October 18, 2014 Share Posted October 18, 2014 Don't bump a topic just so you can reply to old posts. Locked with OP's permission. Link to comment Share on other sites More sharing options...
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