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 [SA] Weapon.dat

 Most of it revealed.
 
oksa8  
Posted: Monday, Nov 12 2012, 20:38
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Just call me Oksu
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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[(b]
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.

[b]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.

[b]S: Animation Loop [Crouching] [Beginning, End, Firing]
Same as "Section R", but used when crouching with the weapon.

[b]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! smile.gif
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Jony.  
Posted: Sunday, May 19 2013, 04:19
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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
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