rootcause Posted May 11, 2018 Posted May 11, 2018 (edited) Information library about the game's weapons. Contains Weapon Hash Weapon Hash Key (you can use this with joaat functions to generate hash) Weapon Name GXT (game text, use with getLabelText to get localized string) Weapon Description GXT (game text, use with getLabelText to get localized string) Weapon Name (in English) Weapon Description (in English) Weapon Group Weapon Model Hash Key (this is the model you can spawn as a prop, use with joaat functions to generate hash) Weapon Default Clip Size Weapon Ammo Type (won't exist if the weapon doesn't have an ammo type) Weapon Components --> Component Hash --> Component Hash Key (you can use this with joaat functions to generate hash) --> Component Name GXT (game text, use with getLabelText to get localized string) --> Component Description GXT (game text, use with getLabelText to get localized string) --> Component Name (in English) --> Component Description (in English) --> Component Model Hash Key (this is the model you can spawn as a prop, use with joaat functions to generate hash) --> Component Ammo Type (won't exist if the component doesn't have an ammo type) --> Component Is Default Weapon Tints --> Tint Name GXT (game text, use with getLabelText to get localized string) --> Tint Name (in English) Weapon Livery Colors --> Livery Color GXT (game text, use with getLabelText to get localized string) --> Livery Color Name (in English) Weapon DLC Name (mpgunrunning etc., this will be "core" for stock weapons) Example "1593441988": { "HashKey": "WEAPON_COMBATPISTOL", "NameGXT": "WT_PIST_CBT", "DescriptionGXT": "WTD_PIST_CBT", "Name": "Combat Pistol", "Description": "A compact, lightweight, semi-automatic pistol designed for law enforcement and personal defense. 12-round magazine with option to extend to 16 rounds.", "Group": "GROUP_PISTOL", "ModelHashKey": "W_PI_COMBATPISTOL", "DefaultClipSize": 12, "AmmoType": "AMMO_PISTOL", "Components": { "119648377": { "HashKey": "COMPONENT_COMBATPISTOL_CLIP_01", "NameGXT": "WCT_CLIP1", "DescriptionGXT": "WCD_CP_CLIP1", "Name": "Default Clip", "Description": "Standard capacity for Combat Pistol.", "ModelHashKey": "w_pi_combatpistol_mag1", "IsDefault": true }, "3598405421": { "HashKey": "COMPONENT_COMBATPISTOL_CLIP_02", "NameGXT": "WCT_CLIP2", "DescriptionGXT": "WCD_CP_CLIP2", "Name": "Extended Clip", "Description": "Extended capacity for Combat Pistol.", "ModelHashKey": "w_pi_combatpistol_mag2", "IsDefault": false }, "899381934": { "HashKey": "COMPONENT_AT_PI_FLSH", "NameGXT": "WCT_FLASH", "DescriptionGXT": "WCD_FLASH", "Name": "Flashlight", "Description": "Aids low light target acquisition.", "ModelHashKey": "w_at_pi_flsh", "IsDefault": false }, "3271853210": { "HashKey": "COMPONENT_AT_PI_SUPP", "NameGXT": "WCT_SUPP", "DescriptionGXT": "WCD_PI_SUPP", "Name": "Suppressor", "Description": "Reduces noise and muzzle flash.", "ModelHashKey": "w_at_pi_supp", "IsDefault": false }, "3328527730": { "HashKey": "COMPONENT_COMBATPISTOL_VARMOD_LOWRIDER", "NameGXT": "WCT_VAR_GOLD", "DescriptionGXT": "WCD_VAR_CBP", "Name": "Yusuf Amir Luxury Finish", "Description": "", "ModelHashKey": "w_pi_combatpistol_luxe", "IsDefault": false } }, "Tints": [ { "NameGXT": "WM_TINT0", "Name": "Black tint" }, { "NameGXT": "WM_TINT1", "Name": "Green tint" }, { "NameGXT": "WM_TINT2", "Name": "Gold tint" }, { "NameGXT": "WM_TINT3", "Name": "Pink tint" }, { "NameGXT": "WM_TINT4", "Name": "Army tint" }, { "NameGXT": "WM_TINT5", "Name": "LSPD tint" }, { "NameGXT": "WM_TINT6", "Name": "Orange tint" }, { "NameGXT": "WM_TINT7", "Name": "Platinum tint" } ], "LiveryColors": [], "DLC": "core" } Notes The information was generated using game files, if there are mistakes feel free to report them. Click me Edited September 6, 2019 by rootcause Livery color stuff 3
rootcause Posted May 11, 2018 Author Posted May 11, 2018 Update 1: Removed tint data from melee weapons and throwable weapons as they were useless Added IsDefault to components, it will be true if the component is equipped on the weapon by default (this is mostly the case for default clips and scopes on sniper rifles)
Joshua Posted May 11, 2018 Posted May 11, 2018 Interesting release, happy to see more contributions to the community.
JamesBeast Posted December 14, 2018 Posted December 14, 2018 everything from @rootcause is beast 👺👺👺👺👺 3
GottfriedLeibniz Posted March 5, 2019 Posted March 5, 2019 (edited) Great release. At least from my use, one thing I think this dataset could use (and what you keep updated on your gist) are the attach point/bones for each component. Edited March 5, 2019 by GottfriedLeibniz
rootcause Posted September 6, 2019 Author Posted September 6, 2019 (edited) Update 2: Added a missing weapon. (WEAPON_GRENADELAUNCHER_SMOKE) Added AmmoType to weapons and components, this property won't exist if the weapon/component doesn't have an ammo type. A component with an ammo type means it overrides the weapon's ammo type when it is equipped.(This can be seen with MkII weapons and their explosive/incendiary/hollow point etc. magazines) Added LiveryColors to weapons. Since it's a MkII weapon feature, it'll be an empty array for most weapons. Edited September 6, 2019 by rootcause 1
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