Let's blow some sh*t up (weapon meta files) 1.0.1
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2 086
15
[05/24/2016] VERSION 1.0.2 is being tested in order to achieve the following objectives:
1) Fix ASSAULT_SHOTGUN problems
.Accuracy: shooting nearby objects can sometimes miss target.
.Weapon Type: still fires traditional shotgun pellets, and not the projectile (TANKSHELL), the explosion is just the DamageType and the Default Explosion Type itself. Suggestions are welcome.
2) Add more materials to the list of materials pierced by bullets. Testing with concrete and other hard walls that would normally be pierced by bullets fired from certain heavy weapons.
[05/22/2016] VERSION 1.0.1
COMPATIBILITY with the latest patch 1.0.678.1, all files have been compared and merged with the latest files. Improvements on accuracy and others introduced by latest version have been left untouched.
REFACTORED the materials list that can be pierced by bullets. Use common sense, and think twice before entering into cover mode behind the materials that would normally be pierced by bullets.
DLC Weapons have not been included on this release (SORRY).
REDUCED values for "Penetration" and "ForceHitVehicle" on HEAVY WEAPONS.
[06/19/2015] VERSION 1.0.0
introducing material piercing bullets (wood, clay, ploster, plastic, glass fiber, bulletproof glass, some metals which includes most vehicles).
Total Weapon refactor, started from scratch. Detail of changed values included in separated text file (way too big to post it here).
http://pastebin.com/Uk6xbnWL
[06/15/2015] VERSION 0.0.3 released
Introducing bullet speed (feets per second) for almost every weapon
[06/14/2015] VERSION 0.0.2 released
Weapons from DLCs modified
THIS MODIFICATION IS INTENDED TO HAVE FUN, YET SHOWS SOME REALISM. IF YOU ARE LOOKING FOR SHARP REALISM, THEN LOOK SOMEWHERE ELSE.
IF YOU WANT TO BLOW SHIT UP AND SHOOT THE SHIT OUT OF EVERYTHING, THEN THIS IS WHAT YOU'VE BEEN LOOKING FOR.
DO NOT ATTEMPT TO PLAY ONLINE WITH THESE SETTINGS!
You will need OpenIV to edit the file "update.rpf" located in "Grand Theft Auto V/update" and REPLACE your "weapons.meta" and "weaponcomponent.meta" located in "common/data/ai" first.
NEW! This version introduces material piercing bullets, use OpenIV to edit file "common.rpf" located in GTA V root folder, and REPLACE file "materials.dat" located in "Grand Theft Auto V\common.rpf\data\materials".
Weapons from DLCs are located in different folders
SNS Pistol: update.rpf\dlc_patch\mpbeach\common\data\ai
Heavy Pistol: update.rpf\dlc_patch\mpbusiness\common\data\ai
Bullpup Rifle: update.rpf\dlc_patch\mpbusiness2\common\data\ai
Railgun: update.rpf\dlc_patch\spupgrade\common\data\ai
Make sure you always use latest ASI Loader and ALWAYS backup original files first.
**FEATURING**
- Kick-ass 50 caliber pistol
You will only need one or two shots to pierce through the fuel tank of ANY ground vehicle. You don't believe me? Take a good look at the screenshots.
- Automatic Assault Shotgun fires TANKSHELLS up to 70 meters.
If rumble intensity and duration get too annoying please let me know.
- Material piercing bullets (wood, plastic, ploster, clay, glass, glassfiber, bullet proof glass, metals)
- TOTAL Weapon Refactor for almost ALL weapons, started from scratch (weapons from DLCs have not been included for this release).
-------------------------------------------------------------------------------------------------
CHANGELOG
-------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------
VERSION 1.0.1
-------------------------------------------------------------------------------------------------
1) COMPATIBILITY WITH LATEST PATCH 1.0.678.1
ALL files have been compared and merged with the files from the latest patch.
NOTICE the latest patch introduces some improvements on weapon accuracy, those properties have been left untouched.
2) UPDATED the list of MATERIALS that can be pierced by bullets.
I've tried to make it as realistic as possible.
You have been warned, think before entering into COVER MODE (Q).
If you think some materials should not be pierced by bullets, please let me know.
3) REDUCED the value for the property "Penetration" for HEAVY WEAPONS.
If you still think it's too high, please let me know.
4) REDUCED the value for the property "ForceHitVehicle" for HEAVY WEAPONS.
The force was so strong, that it literally allowed to move vehicles by shooting those with HEAVY WEAPONS.
If you still think it's too high, please let me know.
-------------------------------------------------------------------------------------------------
VERSION 1.0.0
-------------------------------------------------------------------------------------------------
1) TOTAL WEAPON REFACTOR for almost ALL weapons. This means I have restarted from SCRATCH.
PROPERTIES MODIFIED:
"FireType"
"MaxHeadShotDistancePlayer"
"Damage"
ForceHitVehicle
ForceHitFlyingHeli
"ForceFalloffRangeStart"
"ForceFalloffRangeEnd"
"FragImpulse"
"Penetration"
"Speed" -DETERMINED TO BE IN FEET PER SECONDS-
"TimeBetweenShots"
"LockOnRange"
"WeaponRange" -RANGES HAVE BEEN UPDATED ACCORDING TO WIKIPEDIA-
"DamageFallOffRangeMin"
"WeaponFlags"
Further details for each gun provided in file "1.0.0_WEAPON_CHANGES.txt".
Weapons from DLCs have not been included for this release.
2) INTRODUCING MATERIAL PIERCING BULLETS
Bullets fired from heavy weapons can go through certain materials:
- WOOD
- CLAY
- PLOSTER
- PLASTIC (this includes trash cans)
- GLASS FIBER
- BULLET PROOF GLASS
- METALS (this includes most VEHICLES and is not limited to doors)
You have been warned, think before entering into COVER MODE (Q) behind the mentioned materials.
Some materials are missing, those will be included in next update.
-------------------------------------------------------------------------------------------------
VERSION 0.0.3
-------------------------------------------------------------------------------------------------
1) Almost ALL weapons now fire "DELAYED_HIT" bullets, using the following muzzle speed values obtained from Wikipedia.
This means bullets now actually travel to target.
PISTOL 1250
COMBAT_PISTOL 1165
HEAVY_PISTOL 1050
PISTOL50 1550
APP_PISTOL 2100
SMG 1300
ASSAULT_SHOTGUN 1100
PUMP_SHOTGUN 1325
CARBINE_RIFLE 2392
SPECIAL_CARBINE 3018
ASSAULT_RIFLE 2350
ADVANCED_RIFLE 2986
BULLPUP_RIFLE 3181
SNIPER 2790
HEAVY_SNIPER 2800
COMBAT_MG 3000
MINIGUN 2800
Values are in FEET PER SECOND (FPS).
PROPERTIES MODIFIED FOR THIS CASE:
"FireType"
"Speed"
2) FIRE RATES for almost ALL guns improved by 20 to 30%.
PROPERTIES MODIFIED FOR THIS CASE:
"TimeBetweenShots"
-------------------------------------------------------------------------------------------------
VERSION 0.0.2
-------------------------------------------------------------------------------------------------
1) Restored "Speed" to "2000".
Original values for ALL weapons.
2) Modified weapons from DLCs.
- SNS Pistol: bullet reaches further distance and does more damage, like a small .45 caliber pistol.
- Heavy Pistol: bullet does little more damage.
- Bullpup Rifle: bullet reaches up to 500 meters and does more damage to health and vehicles.
- Railgun: bullet reaches further.
PROPERTIES MODIFIED FOR THIS CASE
"MaxHeadShotDistancePlayer".
"ForceFalloffRangeStart".
"ForceFalloffRangeEnd".
"FragImpulse".
"LockOnRange".
"WeaponRange".
"DamageFallOffRangeMin".
"DamageFallOffRangeMax".
3) Modified "ClipSize" for some weapons:
SNS_PISTOL magazine has 7 rounds.
HEAVY_SNIPER magazine has 12 rounds now.
RAILGUN magazine has 50 rounds now.
-------------------------------------------------------------------------------------------------
VERSION 0.0.1
-------------------------------------------------------------------------------------------------
1) ALL weapon ranges and targeting capabilities have been modified.
Pistols up to 150 meters.
Submachine guns up to 130 meters.
Rifles up to 700 hundred meters.
Sniper Rifles up to 2200 meters.
Heavy Machine guns up to 400 meters.
PROPERTIES CHANGED FOR THIS CASE:
"MaxHeadShotDistancePlayer".
"ForceFalloffRangeStart".
"ForceFalloffRangeEnd".
"FragImpulse".
"LockOnRange".
"WeaponRange".
"DamageFallOffRangeMin".
"DamageFallOffRangeMax".
2) BULLET FORCE for impact against objects modified.
If you shoot with your heavy machine guns or the minigun, you will be able to push a car backways a little, maybe some more.
If it seems too much for you, please let me know.
PROPERTIES MODIFIED FOR THIS CASE:
"ForceHitPed"
"ForceHitVehicle"
"ForceHitFlyingHeli"
3) BULLET DAMAGE to ALL objects modified.
You will need less shots of most weapons to kill anything.
You will need less shots of most weapons to disable or blow a vehicle.
Most weapons rip out half or all of your health with a single bullet, you have been warned.
Heavy weapons kill almost instantly, that goes for every single gun category.
4) ARMOR PIERCING BULLETS added to most heavy weapons.
It works for NPCs too, so be careful.
PROPERTY MODIFIED FOR THIS CASE:
Added flag "ArmourPiercing" to weapon FLAGS.
5) Most weapons used by police have not been modified.
I'm on the way to do it, but I think it's funnier if cops weapon are left unmodified. If you have the army at the maximum wanted level then get ready to suffer.
6) BULLET SPEED has been DOUBLED for most cases, this could be updated to make it more realistic in the future.
The name of the property is "Speed", the value went to 2000 to 4000.
7) ClipSizes and types of ammo have been modified for some weapons.
- Automatic assault shotgun fires TANKSHELLS at 70 meters, also the wheel magazine carries up to 20 projectiles. Sorry folks, I like it this way.
- CombatMG carries up to 200 bullets per magazine.
THAT'S ALL
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
TESTED 99%
If you have knowledge, share it with me, don't bitch out saying my config is full of sh*t. This is a community, not a contest, you ain't winning a million dollar prize for uploading a crappy modification. Rockstar is not gonna hire you.
1) Fix ASSAULT_SHOTGUN problems
.Accuracy: shooting nearby objects can sometimes miss target.
.Weapon Type: still fires traditional shotgun pellets, and not the projectile (TANKSHELL), the explosion is just the DamageType and the Default Explosion Type itself. Suggestions are welcome.
2) Add more materials to the list of materials pierced by bullets. Testing with concrete and other hard walls that would normally be pierced by bullets fired from certain heavy weapons.
[05/22/2016] VERSION 1.0.1
COMPATIBILITY with the latest patch 1.0.678.1, all files have been compared and merged with the latest files. Improvements on accuracy and others introduced by latest version have been left untouched.
REFACTORED the materials list that can be pierced by bullets. Use common sense, and think twice before entering into cover mode behind the materials that would normally be pierced by bullets.
DLC Weapons have not been included on this release (SORRY).
REDUCED values for "Penetration" and "ForceHitVehicle" on HEAVY WEAPONS.
[06/19/2015] VERSION 1.0.0
introducing material piercing bullets (wood, clay, ploster, plastic, glass fiber, bulletproof glass, some metals which includes most vehicles).
Total Weapon refactor, started from scratch. Detail of changed values included in separated text file (way too big to post it here).
http://pastebin.com/Uk6xbnWL
[06/15/2015] VERSION 0.0.3 released
Introducing bullet speed (feets per second) for almost every weapon
[06/14/2015] VERSION 0.0.2 released
Weapons from DLCs modified
THIS MODIFICATION IS INTENDED TO HAVE FUN, YET SHOWS SOME REALISM. IF YOU ARE LOOKING FOR SHARP REALISM, THEN LOOK SOMEWHERE ELSE.
IF YOU WANT TO BLOW SHIT UP AND SHOOT THE SHIT OUT OF EVERYTHING, THEN THIS IS WHAT YOU'VE BEEN LOOKING FOR.
DO NOT ATTEMPT TO PLAY ONLINE WITH THESE SETTINGS!
You will need OpenIV to edit the file "update.rpf" located in "Grand Theft Auto V/update" and REPLACE your "weapons.meta" and "weaponcomponent.meta" located in "common/data/ai" first.
NEW! This version introduces material piercing bullets, use OpenIV to edit file "common.rpf" located in GTA V root folder, and REPLACE file "materials.dat" located in "Grand Theft Auto V\common.rpf\data\materials".
Weapons from DLCs are located in different folders
SNS Pistol: update.rpf\dlc_patch\mpbeach\common\data\ai
Heavy Pistol: update.rpf\dlc_patch\mpbusiness\common\data\ai
Bullpup Rifle: update.rpf\dlc_patch\mpbusiness2\common\data\ai
Railgun: update.rpf\dlc_patch\spupgrade\common\data\ai
Make sure you always use latest ASI Loader and ALWAYS backup original files first.
**FEATURING**
- Kick-ass 50 caliber pistol
You will only need one or two shots to pierce through the fuel tank of ANY ground vehicle. You don't believe me? Take a good look at the screenshots.
- Automatic Assault Shotgun fires TANKSHELLS up to 70 meters.
If rumble intensity and duration get too annoying please let me know.
- Material piercing bullets (wood, plastic, ploster, clay, glass, glassfiber, bullet proof glass, metals)
- TOTAL Weapon Refactor for almost ALL weapons, started from scratch (weapons from DLCs have not been included for this release).
-------------------------------------------------------------------------------------------------
CHANGELOG
-------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------
VERSION 1.0.1
-------------------------------------------------------------------------------------------------
1) COMPATIBILITY WITH LATEST PATCH 1.0.678.1
ALL files have been compared and merged with the files from the latest patch.
NOTICE the latest patch introduces some improvements on weapon accuracy, those properties have been left untouched.
2) UPDATED the list of MATERIALS that can be pierced by bullets.
I've tried to make it as realistic as possible.
You have been warned, think before entering into COVER MODE (Q).
If you think some materials should not be pierced by bullets, please let me know.
3) REDUCED the value for the property "Penetration" for HEAVY WEAPONS.
If you still think it's too high, please let me know.
4) REDUCED the value for the property "ForceHitVehicle" for HEAVY WEAPONS.
The force was so strong, that it literally allowed to move vehicles by shooting those with HEAVY WEAPONS.
If you still think it's too high, please let me know.
-------------------------------------------------------------------------------------------------
VERSION 1.0.0
-------------------------------------------------------------------------------------------------
1) TOTAL WEAPON REFACTOR for almost ALL weapons. This means I have restarted from SCRATCH.
PROPERTIES MODIFIED:
"FireType"
"MaxHeadShotDistancePlayer"
"Damage"
ForceHitVehicle
ForceHitFlyingHeli
"ForceFalloffRangeStart"
"ForceFalloffRangeEnd"
"FragImpulse"
"Penetration"
"Speed" -DETERMINED TO BE IN FEET PER SECONDS-
"TimeBetweenShots"
"LockOnRange"
"WeaponRange" -RANGES HAVE BEEN UPDATED ACCORDING TO WIKIPEDIA-
"DamageFallOffRangeMin"
"WeaponFlags"
Further details for each gun provided in file "1.0.0_WEAPON_CHANGES.txt".
Weapons from DLCs have not been included for this release.
2) INTRODUCING MATERIAL PIERCING BULLETS
Bullets fired from heavy weapons can go through certain materials:
- WOOD
- CLAY
- PLOSTER
- PLASTIC (this includes trash cans)
- GLASS FIBER
- BULLET PROOF GLASS
- METALS (this includes most VEHICLES and is not limited to doors)
You have been warned, think before entering into COVER MODE (Q) behind the mentioned materials.
Some materials are missing, those will be included in next update.
-------------------------------------------------------------------------------------------------
VERSION 0.0.3
-------------------------------------------------------------------------------------------------
1) Almost ALL weapons now fire "DELAYED_HIT" bullets, using the following muzzle speed values obtained from Wikipedia.
This means bullets now actually travel to target.
PISTOL 1250
COMBAT_PISTOL 1165
HEAVY_PISTOL 1050
PISTOL50 1550
APP_PISTOL 2100
SMG 1300
ASSAULT_SHOTGUN 1100
PUMP_SHOTGUN 1325
CARBINE_RIFLE 2392
SPECIAL_CARBINE 3018
ASSAULT_RIFLE 2350
ADVANCED_RIFLE 2986
BULLPUP_RIFLE 3181
SNIPER 2790
HEAVY_SNIPER 2800
COMBAT_MG 3000
MINIGUN 2800
Values are in FEET PER SECOND (FPS).
PROPERTIES MODIFIED FOR THIS CASE:
"FireType"
"Speed"
2) FIRE RATES for almost ALL guns improved by 20 to 30%.
PROPERTIES MODIFIED FOR THIS CASE:
"TimeBetweenShots"
-------------------------------------------------------------------------------------------------
VERSION 0.0.2
-------------------------------------------------------------------------------------------------
1) Restored "Speed" to "2000".
Original values for ALL weapons.
2) Modified weapons from DLCs.
- SNS Pistol: bullet reaches further distance and does more damage, like a small .45 caliber pistol.
- Heavy Pistol: bullet does little more damage.
- Bullpup Rifle: bullet reaches up to 500 meters and does more damage to health and vehicles.
- Railgun: bullet reaches further.
PROPERTIES MODIFIED FOR THIS CASE
"MaxHeadShotDistancePlayer".
"ForceFalloffRangeStart".
"ForceFalloffRangeEnd".
"FragImpulse".
"LockOnRange".
"WeaponRange".
"DamageFallOffRangeMin".
"DamageFallOffRangeMax".
3) Modified "ClipSize" for some weapons:
SNS_PISTOL magazine has 7 rounds.
HEAVY_SNIPER magazine has 12 rounds now.
RAILGUN magazine has 50 rounds now.
-------------------------------------------------------------------------------------------------
VERSION 0.0.1
-------------------------------------------------------------------------------------------------
1) ALL weapon ranges and targeting capabilities have been modified.
Pistols up to 150 meters.
Submachine guns up to 130 meters.
Rifles up to 700 hundred meters.
Sniper Rifles up to 2200 meters.
Heavy Machine guns up to 400 meters.
PROPERTIES CHANGED FOR THIS CASE:
"MaxHeadShotDistancePlayer".
"ForceFalloffRangeStart".
"ForceFalloffRangeEnd".
"FragImpulse".
"LockOnRange".
"WeaponRange".
"DamageFallOffRangeMin".
"DamageFallOffRangeMax".
2) BULLET FORCE for impact against objects modified.
If you shoot with your heavy machine guns or the minigun, you will be able to push a car backways a little, maybe some more.
If it seems too much for you, please let me know.
PROPERTIES MODIFIED FOR THIS CASE:
"ForceHitPed"
"ForceHitVehicle"
"ForceHitFlyingHeli"
3) BULLET DAMAGE to ALL objects modified.
You will need less shots of most weapons to kill anything.
You will need less shots of most weapons to disable or blow a vehicle.
Most weapons rip out half or all of your health with a single bullet, you have been warned.
Heavy weapons kill almost instantly, that goes for every single gun category.
4) ARMOR PIERCING BULLETS added to most heavy weapons.
It works for NPCs too, so be careful.
PROPERTY MODIFIED FOR THIS CASE:
Added flag "ArmourPiercing" to weapon FLAGS.
5) Most weapons used by police have not been modified.
I'm on the way to do it, but I think it's funnier if cops weapon are left unmodified. If you have the army at the maximum wanted level then get ready to suffer.
6) BULLET SPEED has been DOUBLED for most cases, this could be updated to make it more realistic in the future.
The name of the property is "Speed", the value went to 2000 to 4000.
7) ClipSizes and types of ammo have been modified for some weapons.
- Automatic assault shotgun fires TANKSHELLS at 70 meters, also the wheel magazine carries up to 20 projectiles. Sorry folks, I like it this way.
- CombatMG carries up to 200 bullets per magazine.
THAT'S ALL
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
TESTED 99%
If you have knowledge, share it with me, don't bitch out saying my config is full of sh*t. This is a community, not a contest, you ain't winning a million dollar prize for uploading a crappy modification. Rockstar is not gonna hire you.
Først Lastet opp: 13. juni 2015
Sist Oppdatert: 22. mai 2016
Last Downloaded: 1 dag siden
65 Kommentarer
[05/24/2016] VERSION 1.0.2 is being tested in order to achieve the following objectives:
1) Fix ASSAULT_SHOTGUN problems
.Accuracy: shooting nearby objects can sometimes miss target.
.Weapon Type: still fires traditional shotgun pellets, and not the projectile (TANKSHELL), the explosion is just the DamageType and the Default Explosion Type itself. Suggestions are welcome.
2) Add more materials to the list of materials pierced by bullets. Testing with concrete and other hard walls that would normally be pierced by bullets fired from certain heavy weapons.
[05/22/2016] VERSION 1.0.1
COMPATIBILITY with the latest patch 1.0.678.1, all files have been compared and merged with the latest files. Improvements on accuracy and others introduced by latest version have been left untouched.
REFACTORED the materials list that can be pierced by bullets. Use common sense, and think twice before entering into cover mode behind the materials that would normally be pierced by bullets.
DLC Weapons have not been included on this release (SORRY).
REDUCED values for "Penetration" and "ForceHitVehicle" on HEAVY WEAPONS.
[06/19/2015] VERSION 1.0.0
introducing material piercing bullets (wood, clay, ploster, plastic, glass fiber, bulletproof glass, some metals which includes most vehicles).
Total Weapon refactor, started from scratch. Detail of changed values included in separated text file (way too big to post it here).
http://pastebin.com/Uk6xbnWL
[06/15/2015] VERSION 0.0.3 released
Introducing bullet speed (feets per second) for almost every weapon
[06/14/2015] VERSION 0.0.2 released
Weapons from DLCs modified
THIS MODIFICATION IS INTENDED TO HAVE FUN, YET SHOWS SOME REALISM. IF YOU ARE LOOKING FOR SHARP REALISM, THEN LOOK SOMEWHERE ELSE.
IF YOU WANT TO BLOW SHIT UP AND SHOOT THE SHIT OUT OF EVERYTHING, THEN THIS IS WHAT YOU'VE BEEN LOOKING FOR.
DO NOT ATTEMPT TO PLAY ONLINE WITH THESE SETTINGS!
You will need OpenIV to edit the file "update.rpf" located in "Grand Theft Auto V/update" and REPLACE your "weapons.meta" and "weaponcomponent.meta" located in "common/data/ai" first.
NEW! This version introduces material piercing bullets, use OpenIV to edit file "common.rpf" located in GTA V root folder, and REPLACE file "materials.dat" located in "Grand Theft Auto V\common.rpf\data\materials".
Weapons from DLCs are located in different folders
SNS Pistol: update.rpf\dlc_patch\mpbeach\common\data\ai
Heavy Pistol: update.rpf\dlc_patch\mpbusiness\common\data\ai
Bullpup Rifle: update.rpf\dlc_patch\mpbusiness2\common\data\ai
Railgun: update.rpf\dlc_patch\spupgrade\common\data\ai
Make sure you always use latest ASI Loader and ALWAYS backup original files first.
**FEATURING**
- Kick-ass 50 caliber pistol
You will only need one or two shots to pierce through the fuel tank of ANY ground vehicle. You don't believe me? Take a good look at the screenshots.
- Automatic Assault Shotgun fires TANKSHELLS up to 70 meters.
If rumble intensity and duration get too annoying please let me know.
- Material piercing bullets (wood, plastic, ploster, clay, glass, glassfiber, bullet proof glass, metals)
- TOTAL Weapon Refactor for almost ALL weapons, started from scratch (weapons from DLCs have not been included for this release).
-------------------------------------------------------------------------------------------------
CHANGELOG
-------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------
VERSION 1.0.1
-------------------------------------------------------------------------------------------------
1) COMPATIBILITY WITH LATEST PATCH 1.0.678.1
ALL files have been compared and merged with the files from the latest patch.
NOTICE the latest patch introduces some improvements on weapon accuracy, those properties have been left untouched.
2) UPDATED the list of MATERIALS that can be pierced by bullets.
I've tried to make it as realistic as possible.
You have been warned, think before entering into COVER MODE (Q).
If you think some materials should not be pierced by bullets, please let me know.
3) REDUCED the value for the property "Penetration" for HEAVY WEAPONS.
If you still think it's too high, please let me know.
4) REDUCED the value for the property "ForceHitVehicle" for HEAVY WEAPONS.
The force was so strong, that it literally allowed to move vehicles by shooting those with HEAVY WEAPONS.
If you still think it's too high, please let me know.
-------------------------------------------------------------------------------------------------
VERSION 1.0.0
-------------------------------------------------------------------------------------------------
1) TOTAL WEAPON REFACTOR for almost ALL weapons. This means I have restarted from SCRATCH.
PROPERTIES MODIFIED:
"FireType"
"MaxHeadShotDistancePlayer"
"Damage"
ForceHitVehicle
ForceHitFlyingHeli
"ForceFalloffRangeStart"
"ForceFalloffRangeEnd"
"FragImpulse"
"Penetration"
"Speed" -DETERMINED TO BE IN FEET PER SECONDS-
"TimeBetweenShots"
"LockOnRange"
"WeaponRange" -RANGES HAVE BEEN UPDATED ACCORDING TO WIKIPEDIA-
"DamageFallOffRangeMin"
"WeaponFlags"
Further details for each gun provided in file "1.0.0_WEAPON_CHANGES.txt".
Weapons from DLCs have not been included for this release.
2) INTRODUCING MATERIAL PIERCING BULLETS
Bullets fired from heavy weapons can go through certain materials:
- WOOD
- CLAY
- PLOSTER
- PLASTIC (this includes trash cans)
- GLASS FIBER
- BULLET PROOF GLASS
- METALS (this includes most VEHICLES and is not limited to doors)
You have been warned, think before entering into COVER MODE (Q) behind the mentioned materials.
Some materials are missing, those will be included in next update.
-------------------------------------------------------------------------------------------------
VERSION 0.0.3
-------------------------------------------------------------------------------------------------
1) Almost ALL weapons now fire "DELAYED_HIT" bullets, using the following muzzle speed values obtained from Wikipedia.
This means bullets now actually travel to target.
PISTOL 1250
COMBAT_PISTOL 1165
HEAVY_PISTOL 1050
PISTOL50 1550
APP_PISTOL 2100
SMG 1300
ASSAULT_SHOTGUN 1100
PUMP_SHOTGUN 1325
CARBINE_RIFLE 2392
SPECIAL_CARBINE 3018
ASSAULT_RIFLE 2350
ADVANCED_RIFLE 2986
BULLPUP_RIFLE 3181
SNIPER 2790
HEAVY_SNIPER 2800
COMBAT_MG 3000
MINIGUN 2800
Values are in FEET PER SECOND (FPS).
PROPERTIES MODIFIED FOR THIS CASE:
"FireType"
"Speed"
2) FIRE RATES for almost ALL guns improved by 20 to 30%.
PROPERTIES MODIFIED FOR THIS CASE:
"TimeBetweenShots"
-------------------------------------------------------------------------------------------------
VERSION 0.0.2
-------------------------------------------------------------------------------------------------
1) Restored "Speed" to "2000".
Original values for ALL weapons.
2) Modified weapons from DLCs.
- SNS Pistol: bullet reaches further distance and does more damage, like a small .45 caliber pistol.
- Heavy Pistol: bullet does little more damage.
- Bullpup Rifle: bullet reaches up to 500 meters and does more damage to health and vehicles.
- Railgun: bullet reaches further.
PROPERTIES MODIFIED FOR THIS CASE
"MaxHeadShotDistancePlayer".
"ForceFalloffRangeStart".
"ForceFalloffRangeEnd".
"FragImpulse".
"LockOnRange".
"WeaponRange".
"DamageFallOffRangeMin".
"DamageFallOffRangeMax".
3) Modified "ClipSize" for some weapons:
SNS_PISTOL magazine has 7 rounds.
HEAVY_SNIPER magazine has 12 rounds now.
RAILGUN magazine has 50 rounds now.
-------------------------------------------------------------------------------------------------
VERSION 0.0.1
-------------------------------------------------------------------------------------------------
1) ALL weapon ranges and targeting capabilities have been modified.
Pistols up to 150 meters.
Submachine guns up to 130 meters.
Rifles up to 700 hundred meters.
Sniper Rifles up to 2200 meters.
Heavy Machine guns up to 400 meters.
PROPERTIES CHANGED FOR THIS CASE:
"MaxHeadShotDistancePlayer".
"ForceFalloffRangeStart".
"ForceFalloffRangeEnd".
"FragImpulse".
"LockOnRange".
"WeaponRange".
"DamageFallOffRangeMin".
"DamageFallOffRangeMax".
2) BULLET FORCE for impact against objects modified.
If you shoot with your heavy machine guns or the minigun, you will be able to push a car backways a little, maybe some more.
If it seems too much for you, please let me know.
PROPERTIES MODIFIED FOR THIS CASE:
"ForceHitPed"
"ForceHitVehicle"
"ForceHitFlyingHeli"
3) BULLET DAMAGE to ALL objects modified.
You will need less shots of most weapons to kill anything.
You will need less shots of most weapons to disable or blow a vehicle.
Most weapons rip out half or all of your health with a single bullet, you have been warned.
Heavy weapons kill almost instantly, that goes for every single gun category.
4) ARMOR PIERCING BULLETS added to most heavy weapons.
It works for NPCs too, so be careful.
PROPERTY MODIFIED FOR THIS CASE:
Added flag "ArmourPiercing" to weapon FLAGS.
5) Most weapons used by police have not been modified.
I'm on the way to do it, but I think it's funnier if cops weapon are left unmodified. If you have the army at the maximum wanted level then get ready to suffer.
6) BULLET SPEED has been DOUBLED for most cases, this could be updated to make it more realistic in the future.
The name of the property is "Speed", the value went to 2000 to 4000.
7) ClipSizes and types of ammo have been modified for some weapons.
- Automatic assault shotgun fires TANKSHELLS at 70 meters, also the wheel magazine carries up to 20 projectiles. Sorry folks, I like it this way.
- CombatMG carries up to 200 bullets per magazine.
THAT'S ALL
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
TESTED 99%
If you have knowledge, share it with me, don't bitch out saying my config is full of sh*t. This is a community, not a contest, you ain't winning a million dollar prize for uploading a crappy modification. Rockstar is not gonna hire you.
1) Fix ASSAULT_SHOTGUN problems
.Accuracy: shooting nearby objects can sometimes miss target.
.Weapon Type: still fires traditional shotgun pellets, and not the projectile (TANKSHELL), the explosion is just the DamageType and the Default Explosion Type itself. Suggestions are welcome.
2) Add more materials to the list of materials pierced by bullets. Testing with concrete and other hard walls that would normally be pierced by bullets fired from certain heavy weapons.
[05/22/2016] VERSION 1.0.1
COMPATIBILITY with the latest patch 1.0.678.1, all files have been compared and merged with the latest files. Improvements on accuracy and others introduced by latest version have been left untouched.
REFACTORED the materials list that can be pierced by bullets. Use common sense, and think twice before entering into cover mode behind the materials that would normally be pierced by bullets.
DLC Weapons have not been included on this release (SORRY).
REDUCED values for "Penetration" and "ForceHitVehicle" on HEAVY WEAPONS.
[06/19/2015] VERSION 1.0.0
introducing material piercing bullets (wood, clay, ploster, plastic, glass fiber, bulletproof glass, some metals which includes most vehicles).
Total Weapon refactor, started from scratch. Detail of changed values included in separated text file (way too big to post it here).
http://pastebin.com/Uk6xbnWL
[06/15/2015] VERSION 0.0.3 released
Introducing bullet speed (feets per second) for almost every weapon
[06/14/2015] VERSION 0.0.2 released
Weapons from DLCs modified
THIS MODIFICATION IS INTENDED TO HAVE FUN, YET SHOWS SOME REALISM. IF YOU ARE LOOKING FOR SHARP REALISM, THEN LOOK SOMEWHERE ELSE.
IF YOU WANT TO BLOW SHIT UP AND SHOOT THE SHIT OUT OF EVERYTHING, THEN THIS IS WHAT YOU'VE BEEN LOOKING FOR.
DO NOT ATTEMPT TO PLAY ONLINE WITH THESE SETTINGS!
You will need OpenIV to edit the file "update.rpf" located in "Grand Theft Auto V/update" and REPLACE your "weapons.meta" and "weaponcomponent.meta" located in "common/data/ai" first.
NEW! This version introduces material piercing bullets, use OpenIV to edit file "common.rpf" located in GTA V root folder, and REPLACE file "materials.dat" located in "Grand Theft Auto V\common.rpf\data\materials".
Weapons from DLCs are located in different folders
SNS Pistol: update.rpf\dlc_patch\mpbeach\common\data\ai
Heavy Pistol: update.rpf\dlc_patch\mpbusiness\common\data\ai
Bullpup Rifle: update.rpf\dlc_patch\mpbusiness2\common\data\ai
Railgun: update.rpf\dlc_patch\spupgrade\common\data\ai
Make sure you always use latest ASI Loader and ALWAYS backup original files first.
**FEATURING**
- Kick-ass 50 caliber pistol
You will only need one or two shots to pierce through the fuel tank of ANY ground vehicle. You don't believe me? Take a good look at the screenshots.
- Automatic Assault Shotgun fires TANKSHELLS up to 70 meters.
If rumble intensity and duration get too annoying please let me know.
- Material piercing bullets (wood, plastic, ploster, clay, glass, glassfiber, bullet proof glass, metals)
- TOTAL Weapon Refactor for almost ALL weapons, started from scratch (weapons from DLCs have not been included for this release).
-------------------------------------------------------------------------------------------------
CHANGELOG
-------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------
VERSION 1.0.1
-------------------------------------------------------------------------------------------------
1) COMPATIBILITY WITH LATEST PATCH 1.0.678.1
ALL files have been compared and merged with the files from the latest patch.
NOTICE the latest patch introduces some improvements on weapon accuracy, those properties have been left untouched.
2) UPDATED the list of MATERIALS that can be pierced by bullets.
I've tried to make it as realistic as possible.
You have been warned, think before entering into COVER MODE (Q).
If you think some materials should not be pierced by bullets, please let me know.
3) REDUCED the value for the property "Penetration" for HEAVY WEAPONS.
If you still think it's too high, please let me know.
4) REDUCED the value for the property "ForceHitVehicle" for HEAVY WEAPONS.
The force was so strong, that it literally allowed to move vehicles by shooting those with HEAVY WEAPONS.
If you still think it's too high, please let me know.
-------------------------------------------------------------------------------------------------
VERSION 1.0.0
-------------------------------------------------------------------------------------------------
1) TOTAL WEAPON REFACTOR for almost ALL weapons. This means I have restarted from SCRATCH.
PROPERTIES MODIFIED:
"FireType"
"MaxHeadShotDistancePlayer"
"Damage"
ForceHitVehicle
ForceHitFlyingHeli
"ForceFalloffRangeStart"
"ForceFalloffRangeEnd"
"FragImpulse"
"Penetration"
"Speed" -DETERMINED TO BE IN FEET PER SECONDS-
"TimeBetweenShots"
"LockOnRange"
"WeaponRange" -RANGES HAVE BEEN UPDATED ACCORDING TO WIKIPEDIA-
"DamageFallOffRangeMin"
"WeaponFlags"
Further details for each gun provided in file "1.0.0_WEAPON_CHANGES.txt".
Weapons from DLCs have not been included for this release.
2) INTRODUCING MATERIAL PIERCING BULLETS
Bullets fired from heavy weapons can go through certain materials:
- WOOD
- CLAY
- PLOSTER
- PLASTIC (this includes trash cans)
- GLASS FIBER
- BULLET PROOF GLASS
- METALS (this includes most VEHICLES and is not limited to doors)
You have been warned, think before entering into COVER MODE (Q) behind the mentioned materials.
Some materials are missing, those will be included in next update.
-------------------------------------------------------------------------------------------------
VERSION 0.0.3
-------------------------------------------------------------------------------------------------
1) Almost ALL weapons now fire "DELAYED_HIT" bullets, using the following muzzle speed values obtained from Wikipedia.
This means bullets now actually travel to target.
PISTOL 1250
COMBAT_PISTOL 1165
HEAVY_PISTOL 1050
PISTOL50 1550
APP_PISTOL 2100
SMG 1300
ASSAULT_SHOTGUN 1100
PUMP_SHOTGUN 1325
CARBINE_RIFLE 2392
SPECIAL_CARBINE 3018
ASSAULT_RIFLE 2350
ADVANCED_RIFLE 2986
BULLPUP_RIFLE 3181
SNIPER 2790
HEAVY_SNIPER 2800
COMBAT_MG 3000
MINIGUN 2800
Values are in FEET PER SECOND (FPS).
PROPERTIES MODIFIED FOR THIS CASE:
"FireType"
"Speed"
2) FIRE RATES for almost ALL guns improved by 20 to 30%.
PROPERTIES MODIFIED FOR THIS CASE:
"TimeBetweenShots"
-------------------------------------------------------------------------------------------------
VERSION 0.0.2
-------------------------------------------------------------------------------------------------
1) Restored "Speed" to "2000".
Original values for ALL weapons.
2) Modified weapons from DLCs.
- SNS Pistol: bullet reaches further distance and does more damage, like a small .45 caliber pistol.
- Heavy Pistol: bullet does little more damage.
- Bullpup Rifle: bullet reaches up to 500 meters and does more damage to health and vehicles.
- Railgun: bullet reaches further.
PROPERTIES MODIFIED FOR THIS CASE
"MaxHeadShotDistancePlayer".
"ForceFalloffRangeStart".
"ForceFalloffRangeEnd".
"FragImpulse".
"LockOnRange".
"WeaponRange".
"DamageFallOffRangeMin".
"DamageFallOffRangeMax".
3) Modified "ClipSize" for some weapons:
SNS_PISTOL magazine has 7 rounds.
HEAVY_SNIPER magazine has 12 rounds now.
RAILGUN magazine has 50 rounds now.
-------------------------------------------------------------------------------------------------
VERSION 0.0.1
-------------------------------------------------------------------------------------------------
1) ALL weapon ranges and targeting capabilities have been modified.
Pistols up to 150 meters.
Submachine guns up to 130 meters.
Rifles up to 700 hundred meters.
Sniper Rifles up to 2200 meters.
Heavy Machine guns up to 400 meters.
PROPERTIES CHANGED FOR THIS CASE:
"MaxHeadShotDistancePlayer".
"ForceFalloffRangeStart".
"ForceFalloffRangeEnd".
"FragImpulse".
"LockOnRange".
"WeaponRange".
"DamageFallOffRangeMin".
"DamageFallOffRangeMax".
2) BULLET FORCE for impact against objects modified.
If you shoot with your heavy machine guns or the minigun, you will be able to push a car backways a little, maybe some more.
If it seems too much for you, please let me know.
PROPERTIES MODIFIED FOR THIS CASE:
"ForceHitPed"
"ForceHitVehicle"
"ForceHitFlyingHeli"
3) BULLET DAMAGE to ALL objects modified.
You will need less shots of most weapons to kill anything.
You will need less shots of most weapons to disable or blow a vehicle.
Most weapons rip out half or all of your health with a single bullet, you have been warned.
Heavy weapons kill almost instantly, that goes for every single gun category.
4) ARMOR PIERCING BULLETS added to most heavy weapons.
It works for NPCs too, so be careful.
PROPERTY MODIFIED FOR THIS CASE:
Added flag "ArmourPiercing" to weapon FLAGS.
5) Most weapons used by police have not been modified.
I'm on the way to do it, but I think it's funnier if cops weapon are left unmodified. If you have the army at the maximum wanted level then get ready to suffer.
6) BULLET SPEED has been DOUBLED for most cases, this could be updated to make it more realistic in the future.
The name of the property is "Speed", the value went to 2000 to 4000.
7) ClipSizes and types of ammo have been modified for some weapons.
- Automatic assault shotgun fires TANKSHELLS at 70 meters, also the wheel magazine carries up to 20 projectiles. Sorry folks, I like it this way.
- CombatMG carries up to 200 bullets per magazine.
THAT'S ALL
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
TESTED 99%
If you have knowledge, share it with me, don't bitch out saying my config is full of sh*t. This is a community, not a contest, you ain't winning a million dollar prize for uploading a crappy modification. Rockstar is not gonna hire you.
Først Lastet opp: 13. juni 2015
Sist Oppdatert: 22. mai 2016
Last Downloaded: 1 dag siden
@Rippler i could almost swear that instant_hit won't use that speed value.when i began to modifie weapons' data,i set speed to a extremely low value like 10,but with instant_hit bullet still traveled fast than light.of cause it slows the system a little bit,straight ballistic is also ballistic.but it's way easier for your pc than projectile type.wouldn't wanna save couple of frame/sec to ditch bullet speed.
@leonardoli It travels at the speed I set it at maybe that value was so low you used it ignored it completely. I have shot alot of real weapons the heavy pistol which I gave a velocity setting similar to a .45acp round for example hits pretty much exactly the right time it should. You just develop an ear for these things like when you expect to hear the sound report off the material it struck and in game with my mod its damn close now you can get into different bullet weights and all that jazz but mine are averages and there all pretty damn close in game from the time fired to the time it hits whatever it hits.I 100% agree with you about projectile type though and they use a different speed measurement entirely and yeah they are harder on the cpu because they have physics specifically gravity applied to them in real time.
@Rippler and bullets are much slower than what you think in real world,especially for pistols.effective range of 50m means the velocity will drop to the speed of sound at 50m.when that happens bullet still carries enough power for dealing damage but loses stabilty in directions.
@Rippler in close range you wouldn't feel the delay,but the further bullet goes the more obvious it gets.maybe you are confused by the measurement of length.i don't think it's feet for speed value and range value.yards perhaps.
@Rippler @leonardoli This is what I did... M92 used "INSTANT_HIT" and speed "1", while M249 used "DELAYED_HIT" and speed "1". CONCLUSION: Considering the bullet took 10 seconds to reach a target 3 METERS away, the speed value is definitely in FEET PER SECOND. Also, the property "Speed" is affected by both "INSTANT_HIT" and "DELAYED_HIT" FireTypes. Try it out if you don't believe me. Speed for bullets in GTA IV was also in feet per second, in fact it had a property called "fps".
@HEMP_INVADER really?weird.what's the difference between delayed hit and instant hit then?
@leonardoli Just like @Rippler said, both FireTypes "INSTANT_HIT" and "DELAYED_HIT" are affected by the property "Speed". I'm not sure about the difference yet.
@Rippler @HEMP_INVADER i tried myself,it seems you are right.apology for wrong information earlier.maybe it was me who's confused.very strange though,i did do a lot of tests on the ballistic thing.how came i saw it the wrong way.damn i am an idiot.
@leonardoli don't worry dude, in the end we've all learned something new. What makes most weapons pierce ground vehicles fuel tanks is this <DamageType>EXPLOSIVE</DamageType>.
@HEMP_INVADER It might be in feet per second but the way the game processes it makes it appear much faster for example if you set a rifle to lets say 3000 feet per second which is similar to a 5.56 the bullet hits instantly with no human perceivable delay at a target thats several hundred meters out. So its simply not realistic when I use meters per second the delay is very close to reality this is also due to the fact that there is no velocity reduction for bullets in gta if there was then feet per second would probably work fine. @leonardoli Many bullets do not lose stability when they enter the trans sonic stage its far more common in rifle bullets because of there length and they yawing effect thats created by projectile rotation creating instability and the effective range for a pistol is relative to the shooters skill many good shooters can hit 100m targets routinely. Great points though by both you guys all around makes me think every time I read them but yeah the data is out there don't take my word on these things.
@Rippler I see your point, however think of this example: the .50 from the heavy sniper reaches 2800 feet per second, that's 853 meters per second. Look at my latest screenshot, target is 321 meters away (distance measured with car GPS) and bullet reaches target almost instantly. Why? The bullet took 0,37 seconds to reach the target. My graphics configuration won't show npcs when being farther than 321 meters. The Extended Distance Scaling is a little more than half, that's the most my hardware can handle without dropping performance.
@HEMP_INVADER Yeah this is all true but in GTA bullets do not lose energy if you really want to get a understanding of what I am talking about go play a game like arma 3 where bullet flight is very realistically modeled the delay is noticeable because the bullet loses velocity gradually even for a 12.7x99mm ( .50) round plus the speed of sound report of the target being hit then that sound coming back to the shooters ears is also not factored in lol there is just so many things to think about but I found in testing as far as gta is concerned meters per second is the way to go its the most believable from a visual effects standpoint in the game. But also as to the npc draw distance you should be able to see them further then that even with your distance setting think you change it in visualsettings.dat as well. Nice to see you actually testing stuff though not like alot of people who just blab and have no idea what there talking about lol.
@Rippler in arma3,you engage enemies at much much further distance like 300m-1000m.in gta5,few target will be further than 100m.
@HEMP_INVADER you must have noticed,when set to instant_hit and use feet/second for speed,you hit everything in no time.that doesn't feel right.
@Rippler I haven't played Arma 3 (I don't like futuristic fps), but I've played Arma 2 a lot and I know what you are saying, those guys bring a whole different level of realism. Maybe you are right, meters per second fits better, however I need a greater draw distance to reach a final conclusion. I took a glance at "visualsettings.dat" and I think I might have found something, still not sure though. So I've taken the liberty of asking a modder who has messed a lot with that file, I'm waiting for his answer.
@leonardoli To be honest I did't notice INSTANT_HIT is affected by Speed until I set its value to "1". However I can't say which one fits better with my actual draw distance of 300 meters. I need to test it with a greater draw distance, at least 700 meters. Still I don't understand why they put 5000 for snipers, in meters per second it's insane. Great topic for debate.
@HEMP_INVADER i am guessing that when speed is set to a high value,instant_hit will override it and make bullet reach target instantly.in that case only delayed_hit allows bullet apply to speed value.there was a remote sniper rifle in weapons.meta,it must be the gun Michael use to shoot down that jet.in that mission target is miles away from the van,bullet must be very fast to hit that flying jet.maybe R* think all the sniper rifles should use the same settings:delayed_hit with speed 5000.maybe it is feet/sec for speed value,but only if delayed_hit is chosen.or it won't work.
how do i make bullets light stuff on fire like a molotov?
So it's seem we're lacking of knowledge bout how realy weapon meta work's isn't no worries with all modder join hand soon lights will come... now back to topic..
1. Yes speed do affecting both type either instant OR delayed Hit. The difference is how the game script handle it delayed bullet travel to point.
2. Clip / piercing etc not been handle in weapon meta
3. What meta affecting
1. Type of firing
2. Ammo it's use
3. Accuracy of weapon
4. Recoil of weapon
5. Damage of weapon
6. Impact force of weapon
7. Fov & camera use of weapon
8. Flag use in weapon
So the homework are.. how to decoded one and each the parameter realy do. I.e weaponbendingfarradius value:0.375000. What are these do.. etc..
So it's more beneficial for our community if we can put every knowledge we have into a guide in others can read and put it in too.. since modding without knowledge mean trial error and crash not mention its also far from what we have in mind to make it works as we wanted to..
@tuffcole open weapon meta.. search molotov.. see what flag it's has. Type of firing etc.. just copas those to any weapon u wish to had those fire thing.. though any trainer already had that option.. ammo explosive .. ammo fire.. etc..