Weapon

Updated for version 3.38. Thanks Pawcio for pretty much all of this info. This info here is mostly based of his template.

This page is missing some information.

You should read this to understand some things about the XML files in BeardLib.

Module Definition

The module is inherited from ItemModuleBase. So base parameters can be found there.

This modules let's you add weapons.

Module name

The name of the module you use as the meta of the module definition is 'WeaponMod' or 'WeaponModModule' if _force_search is set to true in the module definition.

XML Structure

<Weapon>
    <weapon id ...>
        <stats damage spread spread_moving recoil concealment/>
        ...
    </weapon>
    <factory id ...>
        <adds/>
        <override/>
        <default_blueprint>
            <value_node value/>
        </default_blueprint>
        <uses_parts>
            <value_node value/>
        </uses_parts>
    </factory>
    ...
    <stance/>
</Weapon>

Many values are optional if their based on weapon already defines them and you don't wish to change them.

<weapon id ...>

Parameter
Type
Description

id

String

Unique ID of weapon

name_id

String

desc_id

String

Optional localization ID for the description of the gun. Defaults to bm_w_id_desc

unlock_level

Number

Required reputation level to unlock

based_on

String

ID of weapon base that the custom weapon will be based on

weapon_hold

String

Optional parameter that is only needed if custom weapon is using incorrect hold animation - In most cases ID is same as used in based_on

global_value

String

texture_bundle_folder

String

Folder to contain the icon. The path will be guis/dlcs/texture_bundle_folder/textures/pd2/mods/icons/weapons/id. Defaults to "mods"

animations

Table

A table of animation group used by custom weapon:

CLIP_AMMO_MAX

Number

Rounds in magazine/etc

NR_CLIPS_MAX

Number

How many magazines/etc that weapon can have. Note: Both CLIP_AMMO_MAX and NR_CLIPS_MAX are used to calculate total ammo of weapon in this case: 30 * 5 = 150 total ammo

ammo_pickup

Number

Optional index used for ammo pickup that defines how min and max values for ammo pickup are calculated. The indices:As we said, this is optional and you can pretty much use the based on's AMMO_PICKUP.

AMMO_PICKUP

Table

Optional value if you want to set the AMMO_PICKUP manually without using premade indices. The table needs to have 2 values in the 1st index the low number and in 2nd the high

muzzleflash

String

Optional in-game path to muzzle flash effect

muzzleflash_silenced

String

Optional in-game path to muzzle flash effect when suppressor is attached

shell_ejection

String

Optional in-game path to effect used for ejecting cases

categories

Table

Optional ategories that weapons will be present this also has effect on player weapon skills. This can be assault_rifle, smg, shotgun, pistol, lmg, snp, grande_launcher, revolver, akimbo, saw, flamethrower, bow, crossbow. Akimbos use both their original category and akimbo, and rpgs use grenade_launcher. This is optional of course if the based on weapon already defined them.

stats

Table

Unique stats of custom weapon. Available stats parameters and values: damage Base damage of weapon. Max value should be no more than 180 (Damage can be increased further by using "stats_modifiers") spread Base accuracy of weapon. 1 value = 4 accuracy - Game calculate it using: Value4-4 = accuracy in-game. Example - 17 value = 174-4=64 accuracy. spread_moving NOT USED BY GAME (But just in case use same value as for "spread") recoil Base stability of weapon 1 value = 4 stability - Game calculate it using: Value4-4 = stability in-game. Example - 16 value = 164-4=60 stability. zoom Base zoom value used when aiming down sights. concealment Base concealment of weapon. suppression Base suppression value.

use_data

Table

Has a value named selection_index Inventory slot of weapon: 1 - Secondary 2 - Primary

fire_mode_data

Table

Has a value named fire_rate Fire rate value: Fire rate in 60 / RPM = Value. Example 60 / 800 RPM = 0.075

stats_modifiers

Table

Has a value named damage Modifier that will multiply damage by value. Note: This modifier also applies to attachments.

sounds

Table

animations

Table

Has a value named reload_name_id ID of reload animation

And any other value from WeaponTweakData. There are more that are not listed here yet

<factory id ...>

Holds more data for the weapon.

Parameter
Type
Description

id

String

Unique factory ID of weapon. Defaults to wpn_fps_id of <weapon>

unit

String

Optional path to weapon base unit. Leave empty to use the based on's unit

stock_adapter

String

Optional parameter only needed if weapon will be using AR-15 Stocks. ID = Attachment that use "stock_adapter" type and will be added to connect weapon model with AR-15 stock models.

animations

Table

Some weapons bases use own animations table if custom weapon is missing animations check if chosen base has animations table in the weaponfactorytweakdata script.

optional_types

Table

adds

Table

Adds additional attachments to specific attachment - like rails for sights or gadgets. Contains tables that have their meta as weapon mod ids and inside of these tables are the parts you want to add when using that part

override

Table

Allows to override data of attachments used by weapon. Contains tables that have their meta as weapon mod ids and the values of the table contains any data of a weapon mod you wish to change like unit, a_obj,etc

default_blueprint

Table

List of attachments IDs (all in a value_node) the weapon has by default. Any changes to this list require to sell old gun and repurchase it

uses_parts

Table

IDs of the parts that the gun uses. You must also include the default_blueprint parts!

skip_thq_parts

Boolean

Used only for NPC bows

*These are all of the values for factory

<stance/>

Data for the "stance" of the weapon or basically where the guns is on the screen or how much rotated it is. There's one for standing (standard), aiming (steelsight), crouching(crouched), and bipod. The module will inherit the stance of the based on weapon regardless. Example of modifying the stance:

<stance>
    <standard position="10 10 -5" rotation="Rotation(0, 0, 0)"/>
    <crouched rotation="Rotation(0, 0, 0)"/>
    <shoulders rotation="Rotation(0.1, 0, 0)"/>
</stance>

You can get the values for position (vector3) and rotation (Rotation) using a mod called PVM Using that mod you can pretty much change the stance to your liking.

The icon

The icon will be stored in guis/dlcs/mods/textures/pd2/blackmarket/icons/weapons and will be named id.texture then add it using AddFiles.

Template

Since this template is more complex and requires other modules (other than the usual AddFiles, Localization) You pretty much should depend on the template. Download template here

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