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().
SetGunBasicfunction 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 asTppEquip.RC_10102orTppEquip.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.
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.
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,
}
Common flags are isSniper, isShotgun, isTranq, isStun, isExplosive,
isMelee, isBlade, isFire, isWater, isElectric, isParasite, isGas,
isVehicleHit, and isPenetrating.
Set only the flags that apply. Unspecified values default to 0.
The receiver controls firing behavior, handling, and the attack ID.
Each parameter set accepts either:
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,
}
| 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. |
| 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. |
The main fields are:
eqpType: weapon familyreticleUiId: HUD reticletriggerId: cocking, semi-auto, burst, or full-autoplusOneChamber: allows one round in the chamberThe 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.
motionFromselects a vanilla animation set, but the matching receiver.mtarmust also exist in the custom weapon’s.fpk.
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"becomessfx_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 theeventform below.
It accepts:
"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);{ 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.
_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.
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" }, -- verbatim, no wrapping
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.
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. |
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.
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,
}
| 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. |
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
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.
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.
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. |
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.
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.V_TppEquip.SetOption{
optionId = TppEquip.LS_Example,
isLaser = 1,
}
V_TppEquip.SetOption{
optionId = TppEquip.LT_Example,
isLight = 1,
}
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.
SetGunBasicV_TppEquip.SetGunBasic{
weaponId = TppEquip.WP_Example,
receiverId = TppEquip.RC_Example,
barrelId = TppEquip.BA_Example,
ammoId = TppEquip.AM_Example,
stockId = TppEquip.SK_Example,
muzzleOptionId = TppEquip.MO_Example,
scope1Id = TppEquip.ST_Example,
underBarrelId = TppEquip.UB_Example,
laserFlash1Id = TppEquip.LT_Example,
laserFlash2Id = TppEquip.LS_Example,
weaponGrade = 7,
}
Required fields:
weaponIdreceiverIdbarrelIdammoIdA 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 comes from the Develop
row and doesn’t actually effect it.
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.
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