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Weapons information By Game files


Tez2
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What about the mg and the regular carbine?

All Non-DLC weapons have animation rate set to 1.0

Oh and does this count for the gusenburg sweeper?

The animation rate for it is 1.10

Faster than the special carbine and the bullpup rifle as the special animation rate is 1.08 and bullpup is 1.04

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Vicarious Mind

But when I timed the gusenburg it was much slower than the rest

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But when I timed the gusenburg it was much slower than the rest

I'm checking the "dlc_patch" files.

Probably they've changed the animation rate to 1.10 within recent updates and when you was testing it was set to 1.00

Edited by funmw2
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Vicarious Mind

 

But when I timed the gusenburg it was much slower than the rest

I'm checking the "dlc_patch" files.

Probably they've changed the animation rate to 1.10 within recent updates and when you was testing it was set to 1.00

Ah I just remembered I tested it in single player. Do you think it makes a difference?

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But when I timed the gusenburg it was much slower than the rest

I'm checking the "dlc_patch" files.

Probably they've changed the animation rate to 1.10 within recent updates and when you was testing it was set to 1.00

Ah I just remembered I tested it in single player. Do you think it makes a difference?

 

What matters is when did you test it because if it's before the update that changed the animation rate then you should test it again.

Even if it's after you should test it again because both the animation rate and the time between shots value says it's faster.

<TimeBetweenShots value="0.108000" />

<AnimFireRateModifier value="1.100000" />

I'm starting to think that your tests aren't accurate.

Edited by funmw2
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Vicarious Mind

*update*

 

just Tested it now in a invite only lobby online.

 

Gusenburg got an average of 4.30 seconds to dump 30 rounds.

 

Advanced rifle got 3.70

 

Special carbine was 3.30

 

Ap pistol was 3.10

 

just did this now on Xbox one with a stop watch and did it multiple times and took the average.

There's just no way I could lose an entire second in human error honestly so there's differently something up with it.

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I did, like some other people back in the thread and yes, Special is faster but we already knew this for a while

And since that guy explained why it's actually faster, to me it was clear

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_Pythonomorpha_

 

Ew no suppressors

C'mon everyone agreed about this, only effects the Marksman Rifle

Damage drop or not, I still dont like it because my guns sound like someone taking a piss.

 

I may be at a disadvantage in DMs, but at least I sound stylish :)

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I don't really like the Advanced Rifle sound when not suppressed

 

And Vicarious Mind > Maybe the damage it's a little bit different for the vehicules but agaisnt the players, it's the same whith suppressor or not.

 

And funny thing : With a suppressor on my AP pistol it feels more accurate and damaging when I shoot from a vehicule

Edited by j1n101
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  • 3 weeks later...

https://docs.google.com/spreadsheets/d/1T4C3uop2KmhiDcCzVfNDkcROKmYtJVaZkh1pnYc7L_s/edit#gid=789404988

 

Assault shotgun now shoots 6 pellets instead of 8, range dropoff is between 5 and 40 metres instead of 10 to 40.

MG now deals 40 damage per shot instead of 30.

Combat MG now deals 45 damage per shot instead of 32. Spread improved from 5.5 to 5.0.

New Combat PDW is garbage.

Edited by PvtNiss
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Vicarious Mind

https://docs.google.com/spreadsheets/d/1T4C3uop2KmhiDcCzVfNDkcROKmYtJVaZkh1pnYc7L_s/edit#gid=789404988

 

Assault shotgun now shoots 6 pellets instead of 8, range dropoff is between 5 and 40 metres instead of 10 to 40.

MG now deals 40 damage per shot instead of 30.

Combat MG now deals 45 damage per shot instead of 32.

New Combat PDW is garbage.

micro smg does more damage than ap pistol? Is that new or am I reading something wrong?

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Thanks for pointing that out, typo'd there. :whistle:

Also missed the Spread change, Combat MG spread went from 5.5 to 5.0 so slightly improved.

 

EDIT: Had to make sure and went over all raw data again. There's no further typo's.

Edited by PvtNiss
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Vicarious Mind

Thanks for pointing that out, typo'd there. :whistle:

 

Also missed the Spread change, Combat MG spread went from 5.5 to 5.0 so slightly improved.

oh I see. Was anything else changed since last patch? I saw something in the patch notes about the Rockets and buzzard but not exactly sure what's been done? Anything to the Jets or tank?

 

What's the damage of the micro smg now then? Used to be 18 correct?

 

What's the shots/ttk with this new damage model? Anyone fully test it yet?

 

Grip modifier for the combat MG and what exactly does it do?

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Micro SMG damage is 21, 22 for SMG, 23 for assault SMG just like its 30/32/34 for non DLC assault rifles.

Rockets from buzzards and savages and such now lock on to vehicles that have players in them.

Haven't been able to find explosive damage so I can't tell you if Jets or Tanks have been modified.

Grip for Combat MG is <Name>COMPONENT_AT_AR_AFGRIP</Name> the effects of it are in the bottom of the spreadsheet. Since AccuracyModifier seems to be handled as the opposite of AccuracySpread it basically means the new 5.0 spread becomes 4.5.

Not sure about shots to kill seems rank 100+ players have 328 health and full bar of armor is 75* points. But while you still have armor in your armor bar you take 25% less damage due to <LightlyArmouredDamageModifier value="0.750000" /> on all the weapons. So it's just math from there.

 

Combat MG got a big boost in this patch and seems to be the new best weapon for general use.

Edited by PvtNiss
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Vicarious Mind

I guess it's a matter of time before everyone switches to the MGs :sigh: hopefully most will stick to their assault rifles and shotguns. Which is what I'm trying to figure out myself to see if it is worth it to use over the special carbine given its accuracy advantage.

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I find 45 damage to be definitely worth the loss of accuracy. It's still accurate enough to hit stuff within the 120 max range you get in this game and the extra clip size is delicious.

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Great work @PvtNiss !

I've updated the thread and added your spreadsheet.

I will update the thread and post players health values and add the new weapons data.

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Vicarious Mind

I find 45 damage to be definitely worth the loss of accuracy. It's still accurate enough to hit stuff within the 120 max range you get in this game and the extra clip size is delicious.

does it do more damage against vehicles as well such as helicopters and planes?

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But when I timed the gusenburg it was much slower than the rest

I found out that the gusenburg as increased ROF when fired from cover (character will aim down sights instead of hip fire), time between shots is 0.137s from the hip and 0.113s from cover (faster than the special carbine). I also noticed diferent ROF on other weapons when blind-fire but i still need more testing... It seems that ROF changes with character animation, this also happened in GTA4 btw.

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phil_flipmode

 

 

I get 1 hit kills against high level players all the time with heavy sniper, im not sure if its the same on new gen version as heard that you have more health. Also, its possible to get 1 hit kills with the sawn-off shotgun but you have to be very close.

 

 

You mean in the chest everytime right ?

 

Yesterday I shot a guy one time in the arm and one time in the leg and he was still alive. And far as I remember, from a decent range (still with heavy sniper) some people are still alive even after one blow in the chest (saved by armor bonus maybe ?)

 

 

marksman rifle is same with suppresor and without suppresor(about 3 bullets to kill),me and my friend test this and other rifles with/without suppresor, about 13 bullets in foot to kill player (ps3).Maybe this is stupid question,but is this same on all platforms?I mean weapon stats and this thing with suppresor.

 

So what is the mystery about the lines of code for the silencer ? I mean it was made for something :

<DamageModifier type="CWeaponDamageModifier">  <DamageModifier value="1.000000" /></DamageModifier><HudDamage value="-5" /><HudSpeed value="0" /><HudCapacity value="0" /><HudAccuracy value="0" /><HudRange value="-5" />

If "1.000000" is always a "no change" why they wrote it in the code ? Why not only add the Hud values thing without the Damagemodifier lines ?

 

This is what I wondering

 

 

 

Animation correlates to a weapons overall rate of fire.

 

It's how you made guns shoot faster or slower on GTA San Andreas: PC, by making changes to the "weapon.dat" file. There were normally Animation Start, Animation (something else) and Animation End, and changing those values made the guns shoot faster. The original Micro-SMG based on the Mac10 should have had a ROF of around 1400 rounds per minute, but it was less than half that.

I also changed the M4's stupid 50 round magazine out for the proper 30 round. Ahh the old days.

 

So FUN:

 

Could that mean that Rockstar have made an error and should revert the Special Carbine down to 1.000000 for the animation fire rate?

 

 

 

Game files are false sometimes

 

Sometimes - what does that mean? How can the files that drive the game be wrong?

 

 

You seem to be forgetting something:

The code in these files we are reading through, are the configuration files that the programmers wanted to be parsed (read in) by the game, either because they want the game to be moddable or for the later ease of maintenance.

 

So there is a game executable presumably coded in c++, parsing those XML configuration files. What the game does with the parsed values, is unknown to all of us users and totally up to the programmer.

The programmers can easily hard-code something like a damage-drop-modifier for any applied surpressor into the game executable, that will never show up in the XML configuration files. They don't drive the game, the game reads them in and uses the values as the programmer sees fit, or doesn't use them.

 

Furthermore I don't see how an older GTA using certain values could be any proof, that it still uses these values in GTA 5 the same way (AnimationSpeedModifier).

Considering how many programmers R* has working on the code, each line of c++ code could have been ran over multiple times since San Andreas.

 

The value could have been affecting the physical rate of fire in San Andreas, while only serving cosmetic purposes now.

Edited by phil_flipmode
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You seem to be forgetting something:

The code in these files we are reading through, are the configuration files that the programmers wanted to be parsed (read in) by the game, either because they want the game to be moddable or for the later ease of maintenance.

 

So there is a game executable presumably coded in c++, parsing those XML configuration files. What the game does with the parsed values, is unknown to all of us users and totally up to the programmer.

The programmers can easily hard-code something like a damage-drop-modifier for any applied surpressor into the game executable, that will never show up in the XML configuration files. They don't drive the game, the game reads them in and uses the values as the programmer sees fit, or doesn't use them.

 

Furthermore I don't see how an older GTA using certain values could be any proof, that it still uses these values in GTA 5 the same way (AnimationSpeedModifier).

Considering how many programmers R* has working on the code, each line of c++ code could have been ran over multiple times since San Andreas.

 

The value could have been affecting the physical rate of fire in San Andreas, while only serving cosmetic purposes now.

Perfect, that's exactly what we need.

A full understanding of what the game does with those values.

For now we don't know how does the animation rate affect the "Timebetweenshots" variable.

Researching the weapon damage modifier native function is the first step to understand how damage works.

Edited by funmw2
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Since the carbine rifle and special carbine have the same Timebetweenshots value, you can time how long it takes to empty the mag.

 

Since the special carbine has the animation modifier of 1.06 or whatever, it should (theoretically) shoot faster than the special carbine, but not by that much

Edited by Winning001
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phil_flipmode

Was anything else changed to the MGs other than damage?

I'm checking AccuracySpread, ClipSize, HeadShotDamageModifierPlayer, TimeBetweenShots, DamageFallOffRangeMin, DamageFallOffRangeMax, WeaponRange. I don't see a difference, unless it's burrowed in a file that is off my radar at this moment.

 

Another stat worth mentioning could be MaxHeadShotDistancePlayer (/MinHeadShotDistancePlayer), which would be 40.0 (/5.0) for everything except the snipers, which have 300.0.

Edited by phil_flipmode
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Was anything else changed to the MGs other than damage?

I'm checking AccuracySpread, ClipSize, HeadShotDamageModifierPlayer, TimeBetweenShots, DamageFallOffRangeMin, DamageFallOffRangeMax, WeaponRange. I don't see a difference, unless it's burrowed in a file that is off my radar at this moment.

 

Another stat worth mentioning could be MaxHeadShotDistancePlayer (/MinHeadShotDistancePlayer), which would be 40.0 (/5.0) for everything except the snipers, which have 300.0.

 

Last gen files ?

Check the weapons.patch if you using Last-gen files.

PC files doesn't need "weapons.patch"

They only changed the damage value for MGs

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phil_flipmode

 

 

Was anything else changed to the MGs other than damage?

I'm checking AccuracySpread, ClipSize, HeadShotDamageModifierPlayer, TimeBetweenShots, DamageFallOffRangeMin, DamageFallOffRangeMax, WeaponRange. I don't see a difference, unless it's burrowed in a file that is off my radar at this moment.

 

Another stat worth mentioning could be MaxHeadShotDistancePlayer (/MinHeadShotDistancePlayer), which would be 40.0 (/5.0) for everything except the snipers, which have 300.0.

 

Last gen files ?

Check the weapons.patch if you using Last-gen files.

PC files doesn't need "weapons.patch"

They only changed the damage value for MGs

 

Oh, i should have mentioned that i'm looking at the PC version, sorry.

update\update.rpf\common\data\ai\weapons.meta

 

Since there is only the non-update common.rpf otherwise and no weaponcombatmg.meta present in the dlc.rpf's, this should be it.

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Oh, i should have mentioned that i'm looking at the PC version, sorry.

update\update.rpf\common\data\ai\weapons.meta

 

Since there is only the non-update common.rpf otherwise and no weaponcombatmg.meta present in the dlc.rpf's, this should be it.

Ok.

I've checked the new weapons.meta and the old one.

Only the damage value is changed for MGs.

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I get 1 hit kills against high level players all the time with heavy sniper, im not sure if its the same on new gen version as heard that you have more health. Also, its possible to get 1 hit kills with the sawn-off shotgun but you have to be very close.

 

 

You mean in the chest everytime right ?

 

Yesterday I shot a guy one time in the arm and one time in the leg and he was still alive. And far as I remember, from a decent range (still with heavy sniper) some people are still alive even after one blow in the chest (saved by armor bonus maybe ?)

 

 

marksman rifle is same with suppresor and without suppresor(about 3 bullets to kill),me and my friend test this and other rifles with/without suppresor, about 13 bullets in foot to kill player (ps3).Maybe this is stupid question,but is this same on all platforms?I mean weapon stats and this thing with suppresor.

 

So what is the mystery about the lines of code for the silencer ? I mean it was made for something :

<DamageModifier type="CWeaponDamageModifier">  <DamageModifier value="1.000000" /></DamageModifier><HudDamage value="-5" /><HudSpeed value="0" /><HudCapacity value="0" /><HudAccuracy value="0" /><HudRange value="-5" />

If "1.000000" is always a "no change" why they wrote it in the code ? Why not only add the Hud values thing without the Damagemodifier lines ?

 

This is what I wondering

 

 

 

Animation correlates to a weapons overall rate of fire.

 

It's how you made guns shoot faster or slower on GTA San Andreas: PC, by making changes to the "weapon.dat" file. There were normally Animation Start, Animation (something else) and Animation End, and changing those values made the guns shoot faster. The original Micro-SMG based on the Mac10 should have had a ROF of around 1400 rounds per minute, but it was less than half that.

I also changed the M4's stupid 50 round magazine out for the proper 30 round. Ahh the old days.

 

So FUN:

 

Could that mean that Rockstar have made an error and should revert the Special Carbine down to 1.000000 for the animation fire rate?

 

 

 

Game files are false sometimes

 

Sometimes - what does that mean? How can the files that drive the game be wrong?

 

 

You seem to be forgetting something:

The code in these files we are reading through, are the configuration files that the programmers wanted to be parsed (read in) by the game, either because they want the game to be moddable or for the later ease of maintenance.

 

So there is a game executable presumably coded in c++, parsing those XML configuration files. What the game does with the parsed values, is unknown to all of us users and totally up to the programmer.

The programmers can easily hard-code something like a damage-drop-modifier for any applied surpressor into the game executable, that will never show up in the XML configuration files. They don't drive the game, the game reads them in and uses the values as the programmer sees fit, or doesn't use them.

 

Furthermore I don't see how an older GTA using certain values could be any proof, that it still uses these values in GTA 5 the same way (AnimationSpeedModifier).

Considering how many programmers R* has working on the code, each line of c++ code could have been ran over multiple times since San Andreas.

 

The value could have been affecting the physical rate of fire in San Andreas, while only serving cosmetic purposes now.

 

 

Don't have to presume anything and we can have the answer because of modding. We don't just have the ability to read the game files, we can change them and observe the effects ingame.

I highly doubt suppressor damage mods are later altered by the .exe, sounds like a tinfoil hat theory. This games not coded by the CIA it's just Rockstar. What the .exe does with the games files seems rather obvious if there is a change to be had it'll just be in the game files themselves. The executable just executes whatever the game files tells it to do, there is no super secret code in there that translates 1.0 into 0.95 for just that one line of code in between all the other thousands of lines amongst hundreds of files "just because".

 

What could be true is that other files (that we have access to) could change vehicles, armored targets, certain NPC's and the like to have a rule or script that makes them take less damage when fired upon by a suppressed weapon. Don't think this is true since when I shoot my friends and cars with several different suppressed and unsuppressed weapons, nothing changes. When I turn the 1.0x damage on suppressors up to 1000.0x I can blow up my tailgater in 7 shots from a regular silenced pistol. When I quit the game turn the suppressor back to normal and simply change the damage my regular pistol does from 26 to 26000 and shoot my car with or without suppressor, it always takes 7 shots straight to blow it up. So unless the car takes a small static amount of damage less every time it's hit by a suppressed weapon, suppressors don't do anything to your damage output.

 

The AnimFireRateModifier effects firerate all the time and can turn a pistol or assault rifle into a minigun on steroids. TimeBetweenShots setting actually doesn't do anything when you improve it except bug out and shoot 2 bullets per shot once it's too high. This is probably because the animation tied to a weapon provides a limit and TimeBetweenShots is mostly for the sound and whatever else to match and to avoid issues. All you can do is speed up the animation to increase your firerate. To get the actual firerate of a weapon you would need to extract OpenIV\GTA V\x64c.rpf\anim\ingame\clip_weapons.rpf to get the weapon firing animations, open them up in whatever program and check how fast they are.

 

Since GTA4, GTA5, MP3, RDR all use the same engine saying there's no proof of how this game handles due to the others is just wrong.

Edited by PvtNiss
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