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V Framework Custom Weapons


Contents Contents:
  1. Workflow
  2. 1. Register and declare IDs
  3. 2. Damage
    1. Full field list, in vanilla column order
    2. Two traps worth knowing
  4. 3. Receiver
    1. Base fields
    2. Wobbling fields
    3. System fields
    4. Fire sound (receiverParamSetsSound)
  5. 4. Barrel
  6. 5. Magazine
  7. 6. Bullet
    1. Main fields
    2. Optional homing bullets
    3. Lock-on HUD files
  8. 7. Muzzle option
  9. 8. Sight
  10. 9. Stock
  11. 10. Laser or flashlight
  12. 11. Underbarrel
  13. 12. Assemble with SetGunBasic
  14. 13. Add the R&D row
  15. Cross-family handling (SetWeaponHandling)
  16. Minimal complete example

A custom MGSV weapon is assembled from parts such as a receiver, barrel, magazine, bullet, sight, stock, muzzle, laser/light, and underbarrel.

Place all registration calls inside your module’s this.LoadLibraries().

Workflow

  1. Register and declare IDs
  2. Configure damage and parts
  3. Assemble the weapon with SetGunBasic
  4. Add an R&D row
function this.LoadLibraries()
  -- 1. Register and declare
  V_TppEquip.RegisterConstantEquipId("EQP_WP_Example")
  V_TppEquip.AddToEquipIdTable{ -- model and pack rows }

  -- 2. Configure
  V_TppEquip.SetDamage{ -- ... }
  V_TppEquip.SetReceiver{ -- ... }
  V_TppEquip.SetBarrel{ -- ... }
  V_TppEquip.SetMagazine{ -- ... }
  V_TppEquip.SetBullet{ -- ... }

  -- 3. Assemble
  V_TppEquip.SetGunBasic{ -- ... }

  -- 4. Add to R&D
  V_TppMotherBaseManagement.AddToEquipDevelopTable("MyMod:Example", { -- ... })
end

Beginner option: reuse vanilla part IDs in SetGunBasic, such as TppEquip.RC_10102 or TppEquip.BA_10102. Configure only the parts you want to replace.

Each custom part name must be created with its matching Declare* call before it is used by a Set* function.


1. Register and declare IDs

V_TppEquip.RegisterConstantEquipId("EQP_WP_Example")
V_TppEquip.RegisterConstantEquipId("EQP_AM_Example")

V_TppEquip.DeclareWPs     { "WP_Example" }
V_TppEquip.DeclareRCs     { "RC_Example" }
V_TppEquip.DeclareBAs     { "BA_Example" }
V_TppEquip.DeclareAMs     { "AM_Example" }
V_TppEquip.DeclareSKs     { "SK_Example" }
V_TppEquip.DeclareMOs     { "MO_Example" }
V_TppEquip.DeclareSTs     { "ST_Example" }
V_TppEquip.DeclareUBs     { "UB_Example" }
V_TppEquip.DeclareLTLS    { "LS_Example", "LT_Example" }
V_TppEquip.DeclareBLs     { "BL_Example" }
V_TppEquip.DeclareDamages { "ATK_Example" }

DeclareDamages creates TppDamage.ATK_Example; all other declarations create constants under TppEquip.

Map equip IDs to their model and pack:

V_TppEquip.AddToEquipIdTable{
  {
    TppEquip.EQP_WP_Example,
    TppEquip.EQP_TYPE_Assault,
    TppEquip.WP_Example,
    TppEquip.EQP_BLOCK_MISSION,
    "/Assets/tpp/parts/weapon/eft/556x45/example/example_main0.parts",
    "/Assets/tpp/pack/weapon/eft/wp_example_main0.fpk",
  },
  {
    TppEquip.EQP_AM_Example,
    TppEquip.EQP_TYPE_Ammo,
    0,
    TppEquip.EQP_BLOCK_NONE,
    "/Assets/tpp/weapon/amo/Scenes/am01_main0_def.fmdl",
    "",
  },
}

See Equipment for the complete row format.


2. Damage

SetDamage creates the attack used by the receiver.

V_TppEquip.SetDamage{
  damageId       = TppDamage.ATK_Example,
  lethalDamage   = 700,
  staminaDamage  = 0,
  impactForce    = 40,
  lethalDamageUI = 700,
  damageSource   = TppDamage.DAM_SOURCE_Assault,
  injureType     = TppDamage.INJ_TYPE_BULLET,
  injurePart     = TppDamage.INJ_PART_ALL,
  hitNPC         = 1,
}

Set only what applies. Unspecified values default to 0.

Full field list, in vanilla column order

Vanilla DamageParameterTables.lua rows are positional arrays of 32 values. The table below lists every SetDamage field in that same column order, so a vanilla row can be transcribed straight down. Column 1 is the attack id itself.

Col SetDamage field Native Notes
1 damageId row index TppDamage.ATK_*
2 oldLethalDamageVsSoldier +0x06 vs soldiers and animals; stored x 0.1. Old name lethalDamageUI still accepted
3 oldLethalDamageVsPlayer +0x08 vs the player, buddies, and player-owned life pools (cbox, decoy, supply crate); stored x 0.1
4 oldLethalDamageVsVehicle +0x0A vs breakable vehicles and Sahelanthropus; stored x 0.1
5 oldStaminaDamageVsSoldier +0x0C legacy stamina vs soldiers; raw u16, clamp to 65535
6 oldStaminaDamageVsPlayer +0x0E legacy stamina vs player and buddies.
7 blowPower +0x10 knockback impulse. 1000 or above triggers a blow/stagger reaction, below it only a flinch
8 shieldDamage +0x12 shield-breaking power, compared against the engine’s shield endurance table
9 injureType +0x17 low nibble TppDamage.INJ_TYPE_*
10 injurePart +0x17 high nibble TppDamage.INJ_PART_*
11 injureMaxDistance +0x18 metres. The injury is only used below this bullet travel distance; 0 = never. u8, truncates
12 injureRate +0x19 injury chance in percent, stored x 2 (200 = 100%). Used only when the hit is lethal
13 isBullet +0x14 bit 0 0x0001, Set it on any bullet attack
14 isSniper +0x14 bit 1 0x0002
15 isShotgun +0x14 bit 2 0x0004
16 isTranq +0x14 bit 3 0x0008
17 isStun +0x14 bit 4 0x0010
18 isExplosive +0x14 bit 5 0x0020
19 isMelee +0x14 bit 6 0x0040
20 isBlade +0x14 bit 7 0x0080
21 isFire +0x14 bit 8 0x0100
22 isParasite +0x14 bit 11 0x0800
23 isGas +0x14 bit 12 0x1000
24 isVehicleHit +0x14 bit 13 0x2000
25 unk25 +0x14 bit 14 0x4000, unused
26 isElectric +0x14 bit 10 0x0400
27 isWater +0x14 bit 9 0x0200
28 isPenetrating +0x14 bit 15 0x8000
29 damageSource +0x16 TppDamage.DAM_SOURCE_*
30 lethalDamage +0x00  
31 staminaDamage +0x02  
32 impactForce +0x04  

Columns 22 to 28 are not in bit order. The engine parser writes bits 11, 12, 13, 14 and only then doubles back for bits 10 and 9, finishing on bit 15. Read the Native column, not the row position, when mapping a flag to its bit.

Two traps worth knowing

Non-lethal weapons must set oldStaminaDamageVsPlayer. If oldStaminaDamageVsSoldier is above zero while oldStaminaDamageVsPlayer is zero, the player routes onto the legacy path and takes no stamina damage at all, while soldiers behave normally. This is why every vanilla tranq weapon carries a flat 245 there. A custom tranq that omits it will look like it works right up until someone shoots the player with it.


3. Receiver

The receiver controls firing behavior, handling, and the attack ID.

Each parameter set accepts either:

  • a number to reuse a vanilla pool row; or
  • a table to define custom values.
V_TppEquip.SetReceiver{
  receiverId = TppEquip.RC_Example,
  attackId   = TppDamage.ATK_Example,

  receiverParamSetsBase = {
    fireRate         = 700,
    aimAssistDist    = 45,
    gunAimAdjust     = 0.5,
    effectiveRange   = 45,
    effectiveRangeUI = 45,
    adsZoom          = 0.18,
    adsFov           = 30,
    reloadSpeed      = 1.1,
  },

  receiverParamSetsWobbling = {
    spreadPerShot  = 1.3,
    unk2           = 0.9,
    spreadRecovery = 8.1,
    spreadMin      = 0.35,
    spreadMax      = 2.9,
    shotKick       = 0.16,
    shotKick2      = 0.31,
  },

  receiverParamSetsSystem = {
    eqpType            = TppEquip.EQP_TYPE_Assault,
    reticleUiId        = TppEquip.RETICLE_UI_ASSAULT,
    triggerId          = TppEquip.TRIGGER_FULLAUTO,
    showMagazineMesh   = 1,
    plusOneChamber     = 1,
    missileMeshVariant = 0,
    modelDedupExclude  = 0,
    flag5              = 0,
    sightMountMesh     = 0,
    railMountMesh      = 0,
    railMountMesh2     = 0,
    altMagazineSocket  = 0,
  },

  receiverParamSetsSound = "ar01",
  motionFrom             = TppEquip.RC_10102,
}

Base fields

Field Purpose
fireRate It’s the fire rate…
aimAssistDist Aim-assist distance.
gunAimAdjust Auto-aim correction strength.
effectiveRange Runtime effective range.
effectiveRangeUI R&D menu range value.
adsZoom ADS camera zoom blend.
adsFov ADS field of view.
reloadSpeed Reload multiplier; 1.0 is normal.

Wobbling fields

Field Purpose
spreadPerShot Bloom added per shot.
spreadRecovery How quickly bloom recovers.
spreadMin / spreadMax Minimum and maximum spread.
shotKick / shotKick2 Aim kick values.
unk2 Unknown; use a vanilla-like value.

System fields

The main fields are:

  • eqpType: weapon family
  • reticleUiId: HUD reticle
  • triggerId: cocking, semi-auto, burst, or full-auto
  • plusOneChamber: allows one round in the chamber

The remaining flags mainly control model meshes or loading behavior.

eqpType also decides two things about your weapon’s fire sound: whether the name gets a _m segment, and whether a sound plays at all. Families Assault/Sniper/Shotgun/Machinegun/GrenadeLauncher/Missile build the name with _m (sfx_w_p_<root>_m_active); Handgun and the rocket family build it without (sfx_w_p_<root>_active). The <root> itself comes from receiverParamSetsSound - set it to pick any sound you want.

motionFrom copies the .mtar file used by the specified receiver, so you must include the correct .mtar file in the .fpk. The equipType in V_TppEquip.AddToEquipIdTable must also match the receiver type used by motionFrom. For example, if you use TppEquip.EQP_TYPE_Handgun, motionFrom must reference a handgun receiver. To use a shotgun receiver instead and have your weapon in the handgun menu, you must make the game treat the weapon as TppEquip.EQP_TYPE_Shotgun. For more information, see SetWeaponHandling.

Fire sound (receiverParamSetsSound)

receiverParamSetsSound is the weapon’s fire-sound name root, not the full event name. The game wraps it: it builds sfx_w_p_<root>_m_active (and the enemy sfx_w_e_, suppressed _sup, etc.) around whatever you set. So the root is only the middle piece:

receiverParamSetsSound = "ar01",   -- fires sfx_w_p_ar01_m_active, etc.

Common mistake: passing a full event name here. "sfx_w_p_ar01_m_active" becomes sfx_w_p_sfx_w_p_ar01_m_active_m_active - which doesn’t exist, so the weapon is silent. Pass just "ar01". If you want to name an event exactly as-is (including non-weapon sounds), use the event form below.

It accepts:

  • a string - the fire-sound root (e.g. "ar01"). Vanilla roots are short <family><NN> codes: ar01 (assault), hg00 (handgun), and so on. Roots up to 7 characters ride in the native sound row; longer roots still work (see the table form below);
  • a number - reuse an existing vanilla sound row by index; or
  • a table { name = "root", middle = true|false } - for full control (below).

Pass any vanilla weapon’s root here to borrow its fire sound, independent of the weapon’s part IDs or damage. The gameplay family, recoil, reload, and ballistics are untouched.

By default the _m segment and whether a sound plays follow receiverParamSetsSystem.eqpType: families Assault/Sniper/Shotgun/Machinegun/GrenadeLauncher/Missile build sfx_w_p_<root>_m_active; Handgun and the rocket family omit the _m; families with no sound template are silent. So a root from any _m family plays on any other _m-family weapon with just the string form.

Overriding the _m template (table form)

To use a sound whose name does not match your weapon’s family - e.g. a no-_m rocket/missile sound on an Assault-family weapon - pass a table and set middle:

-- an Assault-family AK that fires the missile launch sound (no _m):
receiverParamSetsSound = { name = "ms00", middle = false },
  • name - the fire-sound root (any length; not limited to 7 chars here).
  • middle - forces the _m segment regardless of eqpType: true = sfx_w_p_<root>_m_active, false = sfx_w_p_<root>_active. Omit it to follow the weapon’s family.

If the sound is silent, the name didn’t resolve - flip middle, or try a neighbouring root (ms00 -> ms01/ms02). Missiles/rockets have no suppressed variant, so a suppressor on such a weapon will silence its fire until you remove it.

Picking the suppressed sound (sup / supEvent)

The suppressed shot normally follows the same root: attaching a suppressor plays sfx_w_p_<root>_sup_active (no _m segment). To pick the suppressed sound independently of the loud one, add sup (a root) or supEvent (an exact event name) to the table form:

receiverParamSetsSound = { event = "ar01", supEvent = "sfx_w_p_ar01_sup_active" },
  • sup - suppressed-sound root; plays sfx_w_p_<sup>_sup_active. Use any vanilla weapon’s root whose suppressed variant you want.
  • supEvent - exact event name for the suppressed shot, hashed verbatim.
  • Both work together with name/middle/event for the loud shot; each side is chosen independently.

Playing an exact event name (event)

To fire a sound event by its exact name - no sfx_w_p_ wrapping, no _m - use event. The full name is hashed straight into the fire-sound slots:

receiverParamSetsSound = { event = "sfx_w_p_ar01_m_active" },

This is the form to use when you already have a complete event name (e.g. copied from the game’s sound data). It also lets you try non-weapon sound events. Caveat: the shot is played through the weapon’s SE emitter, so other weapon/sfx_* SE events generally work, but events from unrelated subsystems (BGM/Play_bgm_*, some UI cues) may not sound even with a correct name - they aren’t routed through the weapon emitter.


4. Barrel

The barrel applies multipliers to receiver stats and enables attachment mounts.

V_TppEquip.SetBarrel{
  barrelId = TppEquip.BA_Example,

  barrelParamSetsBase = {
    fireRateMult     = 1.2,
    gunAimAdjustMult = 1.15,
    rangeMult        = 0.9,
    rangeUIMult      = 0.9,
    spreadMaxMult    = 1.1,
    percentOverride  = 1.05,
  },

  barrelLength  = TppEquip.BARREL_LENGTH_MIDDLE,
  hasScopeMount = 1,
  hasSideMount  = 1,
  hasUnderMount = 1,
}

1.0 is neutral. barrelParamSetsBase may also be a vanilla pool index.

Field Effect
fireRateMult Fire rate.
gunAimAdjustMult Aim adjustment.
rangeMult Aim-assist and runtime range.
rangeUIMult R&D menu range.
spreadMaxMult Maximum bloom.
percentOverride Unknown; copy a suitable vanilla value.

Multipliers are not limited to the engine’s native 2.55 ceiling: values like fireRateMult = 5.0 work - the engine applies its part, and the framework applies the remainder to the assembled gun at setup.


5. Magazine

V_TppEquip.SetMagazine{
  ammoId      = TppEquip.AM_Example,
  equipAmmoId = TppEquip.EQP_AM_Example,
  capacity    = 30,
  totalCarry  = 210,
  bulletId    = TppEquip.BL_Example,
}
Field Purpose
ammoId Magazine ID.
equipAmmoId Ammo equip ID used for resupply.
capacity Magazine size.
totalCarry Maximum carried rounds.
bulletId Projectile fired by the magazine.

A vanilla EQP_AM_* or BL_* may be reused.


6. Bullet

SetBullet controls speed, drop, falloff, penetration, tracer effects, and bullet type.

V_TppEquip.SetBullet{
  bulletId       = TppEquip.BL_Example,
  bulletSpeed    = 450,
  npcBulletSpeed = 450,
  dropRate       = 18,

  bulletParamSetsBase = {
    tranqNear      = 50,
    tranqFar       = 90,
    tranqResidual  = 0.75,

    damageNear     = 45,
    damageFar      = 60,
    damageResidual = 0.75,

    impactNear     = 40,
    impactFar      = 70,
    impactResidual = 0.8,

    penNear           = TppEquip.PENETRATE_LEVEL_RIFLE,
    penFar            = TppEquip.PENETRATE_LEVEL_TRANQ,
    penSwitchDistance = 45,
  },

  npcBulletParamSetsBase = 8,
  bulletTrailEffect      = 0,
  ricochetSize           = TppEquip.RICOCHET_SIZE_DEFAULT,
  bulletType             = TppEquip.BULLET_TYPE_NORMAL,
  blastId                = 0,
  isLethal               = 1,
  eqpType                = TppEquip.EQP_TYPE_Assault,
  ammoPerShot            = 1,
}

Main fields

Field Purpose
bulletSpeed Player-fired velocity in m/s.
npcBulletSpeed NPC-fired velocity; always set this.
dropRate Player bullet-drop strength.
bulletParamSetsBase Player falloff and penetration.
npcBulletParamSetsBase NPC falloff and penetration; always set this.
bulletTrailEffect Trail index or .vfx path.
ricochetSize Impact radius category.
bulletType Normal, spread, blast, shell, water, or airshock.
blastId Explosion ID for explosive projectiles.
isLethal 1 lethal, 0 non-lethal.
ammoPerShot Ammunition consumed per trigger pull: 1 to 1023. Values past the engine’s native 255 are fired as chunked re-triggers; a mag running empty stops the burst.

Each falloff channel uses:

near distance -> far distance -> residual strength

For example, damage remains full until damageNear, fades by damageFar, then stays at damageResidual.

Penetration order:

MINIMUM < TRANQ < HANDGUN < RIFLE < SNIPER < AMRIFLE

Optional homing bullets

Add lockOn to a Bullet3 projectile:

lockOn = {
  count    = 1,
  time     = 0.8,
  turnRate = 120,
  minRange = 0,
  maxRange = 100,
}

Useful fields:

Field Purpose
count Simultaneous lock slots.
time Seconds required to lock.
turnRate Steering speed in degrees per second.
minRange / maxRange Lock distance limits.
bulletSpeed Speed override for locked shots.
bulletType Bullet-type override for locked shots.
ammoPerShot Ammo-cost override for locked shots.
homingStartDistance Straight-flight distance before homing starts.
canLockOnSoldier Enable or disable soldier targets.
canLockOnVehicle Enable or disable vehicle targets.

Example:

lockOn = {
  count = 1,
  time = 0.5,
  turnRate = 360,
  canLockOnSoldier = true,
  canLockOnVehicle = false,
}

Homing works on Bullet3 weapons such as rifles, pistols, SMGs, MGs, and shotguns. It does not replace the separate shell system used by launchers.

Lock-on HUD files

For the visible lock marker, add this to the weapon .fpkd:

/Assets/tpp/ui/GraphAsset/entry_datas/reticle/reticle_lockon.fox2

Add the lock-marker .uilb, .uif, and all eight .uia files from hud_marker_lockon to the weapon .fpk.

Use TppEquip.RETICLE_UI_MISSILE in the receiver only when you also want the launcher-style hip-fire reticle.


7. Muzzle option

SetMuzzle controls suppressor or compensator behavior. The model itself is stored in the weapon pack.

V_TppEquip.SetMuzzle{
  muzzleOptionId = TppEquip.MO_Example,
  grouping       = 1.0,
  durability     = 30,
  suppressor     = 1,
}
Field Purpose
grouping Multiplies spread added per shot; below 1.0 is tighter.
durability Suppressor life in shots; -1 is infinite.
suppressor 1 suppressor, 0 brake/compensator.

8. Sight

V_TppEquip.SetSight{
  scopeId               = TppEquip.ST_Example,
  zoom1                 = 2,
  zoom2                 = 4,
  zoom3                 = 0,
  scopeUiId             = TppEquip.SCOPE_UI_DEFAULT,
  booster               = 0,
  nvg                   = 0,
  builtIn               = 1,
  rangeFinder           = 0,
  rangeFinderBulletDrop = 0,
}

Use zoom1 to zoom3 for zoom steps; 0 disables a step. Other fields enable the booster, NVG, built-in status, range finder, and bullet-drop display.


9. Stock

V_TppEquip.SetStock{
  stockId        = TppEquip.SK_Example,
  spreadRecovery = 1.1,
  movementSway   = 0.8,
}
  • spreadRecovery: higher is better.
  • movementSway: lower is steadier.
  • 1.0 is neutral.

10. Laser or flashlight

V_TppEquip.SetOption{
  optionId = TppEquip.LS_Example,
  isLaser  = 1,
}

V_TppEquip.SetOption{
  optionId = TppEquip.LT_Example,
  isLight  = 1,
}

11. Underbarrel

An underbarrel reuses a receiver for firing behavior and a magazine for ammunition.

V_TppEquip.SetUnderBarrel{
  underBarrelId    = TppEquip.UB_Example,
  receiverId       = TppEquip.RC_10307_u,
  magazineId       = TppEquip.AM_10302,
  underBarrelGrade = 7,
}

The receiver and magazine may be vanilla or custom.


12. Assemble with SetGunBasic

V_TppEquip.SetGunBasic{
  weaponId       = TppEquip.WP_Example,
  receiverId     = TppEquip.RC_Example,
  barrelId       = TppEquip.BA_Example,
  ammoId         = TppEquip.AM_Example,
  stockId        = TppEquip.SK_Example,
  muzzleId       = TppEquip.MZ_None, -- There is still no way to make a custom one yet.
  muzzleOptionId = TppEquip.MO_Example,
  scope1Id       = TppEquip.ST_Example,
  underBarrelId  = TppEquip.UB_Example,
  laserFlash1Id  = TppEquip.LT_Example,
  laserFlash2Id  = TppEquip.LS_Example,
  weaponGrade    = 7,
}

Required fields:

  • weaponId
  • receiverId
  • barrelId
  • ammoId

A row missing receiverId, barrelId, or ammoId is rejected - a weapon cannot be assembled without all three. Vanilla part IDs work fine here (e.g. barrelId = TppEquip.BA_10102).

weaponGrade affects weapon ACTUAL stats, but the R&D menu grade that comes from the Develop row and doesn’t actually effect it.


13. Add the R&D row

V_TppMotherBaseManagement.AddToEquipDevelopTable("MyMod:Example", {
  const = {
    equipID            = TppEquip.EQP_WP_Example,
    equipDevelopTypeID = TppMbDev.EQP_DEV_TYPE_Assault,
    langEquipName      = "example_weapon_name",
    langEquipInfo      = "example_weapon_desc",
    iconFtexPath       = "/Assets/.../ui_icon_example",
  },
  flow = {
    grade            = 7,
    developGmpCost   = 180000,
    developTimeMinute = 30,
    initialAvailable = 0,
  },
})

This makes the weapon appear in the Mother Base development tree. Its stat bars are calculated from the configured parts.

See AddToEquipDevelopTable for every optional R&D field.


Cross-family handling (SetWeaponHandling)

By default a custom weapon handles like the family its parts imply. With SetWeaponHandling it can borrow the hold, aim, and reload behavior of any vanilla weapon while keeping its own identity - model, bullet, damage, stats, menu category, and name all stay yours.

V_TppEquip.SetWeaponHandling{
  equipId    = TppEquip.EQP_WP_Example,      -- your weapon
  familyFrom = TppEquip.EQP_WP_West_sm_010,  -- vanilla weapon to handle like
}

Creative stuff can be done with this, like make a handgun that acts like a shotgun


Minimal complete example

This example creates a basic assault rifle while reusing vanilla parts where possible.

local this = {}

function this.LoadLibraries()
  V_TppEquip.RegisterConstantEquipId("EQP_WP_Example")
  V_TppEquip.RegisterConstantEquipId("EQP_AM_Example")

  V_TppEquip.DeclareWPs     { "WP_Example" }
  V_TppEquip.DeclareRCs     { "RC_Example" }
  V_TppEquip.DeclareAMs     { "AM_Example" }
  V_TppEquip.DeclareBLs     { "BL_Example" }
  V_TppEquip.DeclareDamages { "ATK_Example" }

  V_TppEquip.AddToEquipIdTable{
    {
      TppEquip.EQP_WP_Example,
      TppEquip.EQP_TYPE_Assault,
      TppEquip.WP_Example,
      TppEquip.EQP_BLOCK_MISSION,
      "/Assets/tpp/parts/weapon/example_main0.parts",
      "/Assets/tpp/pack/weapon/wp_example_main0.fpk",
    },
    {
      TppEquip.EQP_AM_Example,
      TppEquip.EQP_TYPE_Ammo,
      0,
      TppEquip.EQP_BLOCK_NONE,
      "/Assets/tpp/weapon/amo/Scenes/am01_main0_def.fmdl",
      "",
    },
  }

  V_TppEquip.SetDamage{
    damageId       = TppDamage.ATK_Example,
    lethalDamage   = 680,
    lethalDamageUI = 680,
    impactForce    = 300,
    damageSource   = TppDamage.DAM_SOURCE_Assault,
    injureType     = TppDamage.INJ_TYPE_BULLET,
    injurePart     = TppDamage.INJ_PART_ALL,
    hitNPC         = 1,
  }

  V_TppEquip.SetReceiver{
    receiverId = TppEquip.RC_Example,
    attackId   = TppDamage.ATK_Example,

    receiverParamSetsBase = {
      fireRate         = 540,
      aimAssistDist    = 47,
      gunAimAdjust     = 0.3,
      effectiveRange   = 47,
      effectiveRangeUI = 47,
      adsZoom          = 0.35,
      adsFov           = 42,
      reloadSpeed      = 1,
    },

    receiverParamSetsWobbling = {
      spreadPerShot  = 0.64,
      unk2           = 0.64,
      spreadRecovery = 3.4,
      spreadMin      = 0.38,
      spreadMax      = 2.8,
      shotKick       = 0.18,
      shotKick2      = 0.39,
    },

    receiverParamSetsSystem = {
      eqpType          = TppEquip.EQP_TYPE_Assault,
      reticleUiId      = TppEquip.RETICLE_UI_ASSAULT,
      triggerId        = TppEquip.TRIGGER_FULLAUTO,
      showMagazineMesh = 1,
      plusOneChamber   = 1,
    },

    receiverParamSetsSound = "ar01",
    motionFrom = TppEquip.RC_10102,
  }

  V_TppEquip.SetMagazine{
    ammoId      = TppEquip.AM_Example,
    equipAmmoId = TppEquip.EQP_AM_Example,
    capacity    = 30,
    totalCarry  = 210,
    bulletId    = TppEquip.BL_Example,
  }

  V_TppEquip.SetBullet{
    bulletId       = TppEquip.BL_Example,
    bulletSpeed    = 450,
    npcBulletSpeed = 450,
    dropRate       = 18,
    bulletParamSetsBase = 8,
    npcBulletParamSetsBase = 8,
    bulletTrailEffect = 0,
    ricochetSize = TppEquip.RICOCHET_SIZE_DEFAULT,
    bulletType   = TppEquip.BULLET_TYPE_NORMAL,
    isLethal     = 1,
    eqpType      = TppEquip.EQP_TYPE_Assault,
  }

  V_TppEquip.SetGunBasic{
    weaponId   = TppEquip.WP_Example,
    receiverId = TppEquip.RC_Example,
    barrelId   = TppEquip.BA_10102,
    ammoId     = TppEquip.AM_Example,
    stockId    = TppEquip.SK_10102,
    scope1Id   = TppEquip.ST_None,
    weaponGrade = 7,
  }

  V_TppMotherBaseManagement.AddToEquipDevelopTable("MyMod:Example", {
    const = {
      equipID            = TppEquip.EQP_WP_Example,
      equipDevelopTypeID = TppMbDev.EQP_DEV_TYPE_Assault,
      langEquipName      = "example_Title",
      langEquipInfo      = "example_Desc",
      iconFtexPath       = "/Assets/tpp/pack/ui/texture/EquipIcon/weapon/example/example_UIHigh",
    },
    flow = {
      grade             = 7,
      developGmpCost    = 180000,
      initialAvailable  = 1,
    },
  })
end

return this