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V Framework Custom Weapons


Contents Contents:
  1. Workflow
  2. Register and declare IDs
  3. Damage (SetDamage)
    1. Full field list, in vanilla column order
    2. Two traps worth knowing
  4. Receiver (SetReceiver)
    1. Base fields
    2. Wobbling fields
    3. System fields
    4. Borrowing motion (motionFrom)
  5. Fire sound (receiverParamSetsSound)
    1. Playing an exact event name (event)
    2. Overriding the _m template (table form)
    3. Picking the suppressed sound (sup / supEvent)
  6. Barrel (SetBarrel)
  7. Magazine (SetMagazine)
  8. Bullet (SetBullet)
    1. Base fields (SetBullet)
    2. Homing bullets (lockOn)
  9. Optional attachments
    1. Muzzle option (SetMuzzle)
    2. Sight (SetSight)
    3. Stock (SetStock)
    4. Laser or flashlight (SetOption)
    5. Underbarrel (SetUnderBarrel)
  10. Assemble with SetGunBasic
  11. Add the R&D row (AddToEquipDevelopTable)
  12. Minimal complete example
  13. Cross-family handling (SetWeaponHandling)
  14. Custom gun motion (SetReceiverMotion)
    1. The three layers
    2. Full example
    3. playerMotion
    4. Clip fields
    5. partMotion
  15. Remote-controlled missile (SetRemoteMissile)
    1. Full field list
  16. See also

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 - Damage, Receiver, Fire sound, Barrel, Magazine, Bullet, and any optional attachments
  3. Assemble with SetGunBasic
  4. Add the 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

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

Each parameter set accepts either:

  • a number to reuse a vanilla pool row; or
  • a table to define custom values.

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.


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.


Damage (SetDamage)

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 the SetDamage fields that map to those columns, in that same column order, so a vanilla row can be transcribed straight down. Column 1 is the attack id itself. It is not a complete list of SetDamage fields - hitNPC, used in the example above, has no column here.

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  

Two traps worth knowing

The flag columns 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.

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.


Receiver (SetReceiver)

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

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 Rounds per minute.
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 shapes your weapon’s fire-sound name; the <root> it wraps comes from receiverParamSetsSound, which has the details.

Borrowing motion (motionFrom)

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.

A receiver can also carry animation of its own instead of borrowing any: hand clips, gun clips, and per-shot slide, bolt and hammer rows. See Custom gun motion.


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.

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.

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 = { name = "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.

Barrel (SetBarrel)

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 Purpose
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.


Magazine (SetMagazine)

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.


Bullet (SetBullet)

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,
}

Base fields (SetBullet)

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

Homing bullets (lockOn)

Add lockOn to a Bullet3 projectile:

lockOn = {
  count    = 1,
  time     = 0.8,
  turnRate = 120,
  minRange = 0,
  maxRange = 100,
  canLockOnSoldier = true,
  canLockOnVehicle = false,
}

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.

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.


Optional attachments

Only the receiver, barrel and ammo/magazine are required. Everything below is optional - fit a weapon with as many or as few of these parts as you like.

Muzzle option (SetMuzzle)

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.

Sight (SetSight)

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.

Stock (SetStock)

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.

Laser or flashlight (SetOption)

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

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

Laser colour

Vanilla lasers are always red. laserColor overrides that per option, and takes either a single colour or one colour per weapon. Components are 0.0-1.0.

-- named
V_TppEquip.SetOption{
  optionId   = TppEquip.LS_Example,
  isLaser    = 1,
  laserColor = { r = 0, g = 1, b = 0, a = 0.5 },
}

-- positional, same thing
V_TppEquip.SetOption{
  optionId   = TppEquip.LS_Example,
  isLaser    = 1,
  laserColor = { 0, 1, 0, 0.5 },
}

-- one laser part, a different colour on each gun that mounts it
V_TppEquip.SetOption{
  optionId   = TppEquip.LS_Example,
  isLaser    = 1,
  laserColor = {
    default                    = { 1, 0, 0, 0.5 },
    [TppEquip.EQP_WP_Example1] = { 0, 1, 0, 0.5 },
    [TppEquip.EQP_WP_Example2] = { 0, 0.4, 1, 0.5 },
  },
}

A table whose values are themselves tables is read as the per-weapon form; otherwise it is a single colour. a is the alpha the beam and the dot are drawn with - 0 makes the dot invisible, and the engine’s own value is 0.5.

The colour must be declared alongside isLaser = 1. An option without the laser flag never reaches the laser code, so its colour is ignored.

Laser appearance

These tune the same laser. Every field is optional and independent: omit one and the engine’s own value is left alone. The values below are the stock ones, so the block as written changes nothing.

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

  laserThickness        = 4.0,
  laserFadeIn           = 8.0,
  laserOvershoot        = 3.0,
  laserOvershootBlocked = 0.1,

  laserScrollU          = -0.6,
  laserScrollV          = 0.2,
  laserScrollU2         = -0.5,
  laserScrollV2         = -0.11,

  laserTilingAlong      = 0.2,
  laserTilingAcross     = 0.8,
  laserTilingAlong2     = 0.3,
  laserTilingAcross2    = 1.2,

  laserDotCone          = 0.06,
  laserDotLuminance     = 600.0,
  laserDotLuminanceMin  = 1.0,
  laserExposureMax      = -13.6,
  laserExposureMin      = -4.0,
}
Field Stock What it does
laserThickness 4.0 Beam width. See the note below - this is not a world-space size.
laserFadeIn 8.0 Metres over which the beam ramps up from the muzzle. A beam shorter than this is dimmed overall.
laserOvershoot 3.0 Metres the beam carries on past its end point and fades out, when it is not hitting anything.
laserOvershootBlocked 0.1 The same overshoot when the beam does land on something. Keeping it small is what stops the beam poking through walls.
laserScrollU / laserScrollV -0.6 / 0.2 Texture scroll speed of the first layer, in UV per second.
laserScrollU2 / laserScrollV2 -0.5 / -0.11 The same for the second texture layer.
laserTilingAlong 0.2 First layer’s tiling along the beam, in UV per metre. 0.2 is one repeat every 5 m.
laserTilingAcross 0.8 First layer’s tiling across the beam’s width. Barely visible at stock thickness.
laserTilingAlong2 / laserTilingAcross2 0.3 / 1.2 The same for the second layer.
laserDotCone 0.06 Cone angle of the light the dot casts. Widens or tightens the glow, not the dot itself.
laserDotLuminance 600.0 Dot brightness at the bright end of the exposure range.
laserDotLuminanceMin 1.0 Dot brightness at the dim end.
laserExposureMax / laserExposureMin -13.6 / -4.0 The scene exposure values the two brightnesses are interpolated between.

Three things worth knowing before tuning:

  • laserThickness is measured on screen, not in the world. The beam is drawn at a constant pixel width whatever the distance, so it does not get thinner as it goes away from you. It is also silently doubled while night vision is on.
  • There is no range setting. How far the laser reaches is decided by the game when it traces the beam, not by the laser part, so it cannot be set here.
  • A non-red laser has no muzzle flare. The engine only creates the flare when the colour is reddish, and that decision is made once when the laser is built.

Colour and appearance are applied when the laser is created and again every frame. One consequence: if you swap weapons mid-mission, the dot follows the new weapon’s colour but the beam keeps the colour it was built with, because the game creates one laser per character rather than one per gun.

Underbarrel (SetUnderBarrel)

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.


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 sets the weapon’s actual stats. The grade shown in the R&D menu comes from the Develop row instead, and does not affect them.


Add the R&D row (AddToEquipDevelopTable)

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.


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

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_SkullFace_010,
  familyFrom = TppEquip.EQP_WP_SP_sg_010,
}

This allows some creative combinations, such as a handgun that handles like a shotgun.


Custom gun motion (SetReceiverMotion)

A custom receiver normally borrows the animation of a vanilla one through motionFrom or SetWeaponHandling above. With V_TppEquip.SetReceiverMotion a receiver gets animation of its own instead: the hand clips Snake plays, the clips the gun model plays, and the per-shot slide, bolt and hammer movement. Nothing is borrowed from a vanilla family.

Place the call inside your module’s this.LoadLibraries(), after the SetReceiver and SetGunBasic calls that declare the receiver and the weapons built on it. Build support is limited; see Current limits.

The three layers

Layer Key What it animates Where it comes from
Player playerMotion Snake’s hands and arms: hold, fire, reload, cock, grip .gani clips inside your player-side .mtar
Gun weaponMotion The gun model itself during a clip: magazine drop, slide release .gani clips inside your gun-side .mtar
Part motion partMotion Slide, bolt and hammer on every shot, and the idle pose Rows the engine plays natively, no clip needed

Full example

Every path below is a vanilla asset of the hg00 pistol family, so the example runs without authoring any archive. The player-side pack is mounted straight from the game data. The gun-side archive is not, so pack a copy of hg00_asm.mtar inside your weapon’s own .fpk under that same path.

V_TppEquip.SetReceiverMotion{
  receiverId = TppEquip.RC_Example,

  playerMotion = {
    mtar = "/Assets/tpp/motion/mtar/player2/Receiver/pl_rcvr_hg00.mtar",
    pack = "/Assets/tpp/pack/player/motion/equip/receiver/pl_rcvr_hg00.fpk",
    clips = {
      hold        = "/Assets/tpp/motion/SI_game/fani/bodies/snap/snaphg00/snaphg00_s_fre.gani",
      fire        = "/Assets/tpp/motion/SI_game/fani/bodies/snap/snaphg00/snaphg00_s_fre.gani",
      cock        = "/Assets/tpp/motion/SI_game/fani/bodies/snap/snaphg00/snaphg00_s_fre.gani",
      reload      = "/Assets/tpp/motion/SI_game/fani/bodies/snap/snaphg00/snaphg00_s_fre_emp_rld.gani",
      reloadEmpty = "/Assets/tpp/motion/SI_game/fani/bodies/snap/snaphg00/snaphg00_s_fre_emp_rld.gani",
      grip        = "/Assets/tpp/motion/SI_game/fani/bodies/snap/snaphg00/snaphg00_s_fre.gani",
    },
    oneHand = {
      hold   = "/Assets/tpp/motion/SI_game/fani/bodies/snap/snapcry/snapcry_s_hag_fre.gani",
      fire   = "/Assets/tpp/motion/SI_game/fani/bodies/snap/snapcry/snapcry_s_hag_fre.gani",
      reload = "/Assets/tpp/motion/SI_game/fani/bodies/snap/snapcry/snapcry_s_hag_fre_rld.gani",
      grip   = "/Assets/tpp/motion/SI_game/fani/bodies/snap/snapcry/snapcry_s_hag_fre.gani",
    },
    oneHandCqc = {
      hold   = "/Assets/tpp/motion/SI_game/fani/bodies/snap/snapcqc/snapcqc_s_chk_fre.gani",
      fire   = "/Assets/tpp/motion/SI_game/fani/bodies/snap/snapcqc/snapcqc_s_chk_fre.gani",
      reload = "/Assets/tpp/motion/SI_game/fani/bodies/snap/snapcqc/snapcqc_s_chk_fre_rld.gani",
      grip   = "/Assets/tpp/motion/SI_game/fani/bodies/snap/snapcqc/snapcqc_s_chk_fre.gani",
    },
    horse = {
      hold   = "/Assets/tpp/motion/SI_game/fani/bodies/snap/snapcry/snapcry_s_hag_fre.gani",
      fire   = "/Assets/tpp/motion/SI_game/fani/bodies/snap/snapcry/snapcry_s_hag_fre.gani",
      reload = "/Assets/tpp/motion/SI_game/fani/bodies/snap/snapcry/snapcry_s_hag_fre_rld.gani",
    },
  },

  weaponMotion = {
    mtar  = "/Assets/tpp/motion/mtar/equip/chimera/assemble/hg00_asm.mtar",
    clips = {
      reloadEmpty = "/Assets/tpp/motion/SI_game/fani/props/hg00/hg00snap/hg00snap_s_fre_emp_rld.gani",
    },
  },

  partMotion = {
    shoot      = { { "SKL_001_SLIDE",  TppEquip.AXIS_Z_TRANS, TppEquip.MOVE_ROUND,  0, 0.10, -0.033 },
                   { "SKL_004_HAMMER", TppEquip.AXIS_X_ROT,   TppEquip.MOVE_ONEWAY, 0, 0.05, -62 } },
    shootLast  = { { "SKL_001_SLIDE",  TppEquip.AXIS_Z_TRANS, TppEquip.MOVE_ONEWAY, 0, 0.05, -0.033 },
                   { "SKL_004_HAMMER", TppEquip.AXIS_X_ROT,   TppEquip.MOVE_ONEWAY, 0, 0.05, -62 } },
    poseLoaded = { { "SKL_004_HAMMER", TppEquip.AXIS_X_ROT,   -62 } },
    poseEmpty  = { { "SKL_001_SLIDE",  TppEquip.AXIS_Z_TRANS, -0.033 },
                   { "SKL_004_HAMMER", TppEquip.AXIS_X_ROT,   -62 } },
    casing     = { shoot = true, shootLast = true },
  },
}

playerMotion

Field Purpose
mtar Archive holding the hand clips. It is added to the player’s archive list for every weapon built on this receiver.
pack The .fpk that contains that archive. Required. Without it the engine never mounts the archive and no hand clip plays.
clips The two-hand set, used in the normal stance.
oneHand Used whenever the engine puts the weapon in one-hand mode, carrying a body for example. Missing fields fall back to clips.
oneHandCqc Used in one-hand mode while holding someone in a CQC hold. Missing fields fall back to oneHand, then clips.
horse Used on horseback. Missing fields fall back to clips. Vanilla rides a handgun one-handed, so a handgun gives horse the same clips as oneHand, as in the example. Rifles and other two-handed weapons use their normal set on horseback and can leave horse out.

Clip fields

Field When the engine asks for it Fallback
hold Aim and idle hold. Also answers any request not listed below. none
fire GunFire hold
cock GunCock, chambering a round after an empty reload or a bolt cycle hold
reload Reload with rounds still in the magazine none
reloadEmpty Reload with the magazine empty reload
dualReload Reload with a dual magazine fitted reload
grip Support-hand grip, normal and per-category grip selectors none
magazineGrip Support hand on the magazine none
magazineGripDual Same, with a dual magazine fitted magazineGrip
underBarrelGrip Grip with an under-barrel attachment fitted none
stepReload Round-by-round reload, one-handed handguns none

partMotion

These rows are appended to the engine’s own per-shot part-motion table, the same one the vanilla EquipMotionDataForChimera.lua fills, so the engine plays them natively. Each list takes at most two rows. A third row is silently dropped, and rows are positional, without named fields.

List Played when
shoot A normal shot, rounds remaining
shootLast The shot that empties the magazine
poseLoaded Re-applied every idle frame while rounds remain
poseEmpty Re-applied every idle frame while the magazine is empty

A motion row is { bone, axis, moveType, start, end, value }. A pose row is { bone, axis, value }.

Position Meaning
bone Bone name in the receiver model, for example SKL_001_SLIDE, SKL_004_HAMMER, SKL_002_BOLT, SKL_002_CYLINDER. The bone must exist in your model.
axis TppEquip.AXIS_Z_TRANS moves along the bone’s Z in metres. TppEquip.AXIS_X_ROT and TppEquip.AXIS_Z_ROT rotate in degrees.
moveType TppEquip.MOVE_ROUND goes out and comes back. TppEquip.MOVE_ONEWAY goes and stays until a pose or the next row moves it. TppEquip.MOVE_ONEWAY_REV is the reverse.
start, end Seconds after the shot when the movement begins and ends, 0 to 2.55.
value Amplitude from the bone’s rest position.

casing.shoot and casing.shootLast decide whether a casing is ejected on that shot type. Both default to true. Revolvers set them false.


Remote-controlled missile (SetRemoteMissile)

V_TppEquip.SetRemoteMissile Turns a weapon’s shell steerable like a rocket arm.

V_TppEquip.SetRemoteMissile{
    receiverId       = TppEquip.RC_Nikita_010,
    maxFlightSeconds = 20,
    maxRange         = 0,
    cameraDistance   = 4.0,
    cameraHeight     = 0.0,
    minSpeed         = 0,
    maxSpeed         = 0,
}

Give it exactly one key, receiverId or equipId.

Every other field has a working default, and the call above spells out what those defaults already are.

Full field list

Field Default Accepted Purpose
receiverId - must be > 0 One key required. Every weapon whose SetGunBasic declares this receiver fires a steerable shell.
equipId - must be > 0 One key required. Binds the spec to a single weapon equip instead of a whole receiver.
attackId none 1..1023 Optional. Charges the blast and the direct hit to this damage row instead of the one the receiver carries. Omitted, nothing is written and the receiver’s own id is used.
maxFlightSeconds 20 clamped to 1..90 How long the missile may fly before control is handed back.
maxRange 0 clamped to 0..100000; 0 = unlimited Straight-line metres from the launch point.
cameraDistance 4.0 clamped to 0..50 Chase camera sits behind the missile.
cameraHeight 0.0 clamped to -50..50 Chase camera sits above (positive) or below (negative) the missile.
minSpeed 0 clamped to 0..100; 0 = engine default Slowest the missile flies, in the engine’s own speed unit.
maxSpeed 0 clamped to 0..100; 0 = engine default Fastest the missile flies. Full boost settles here.
fireVoiceId none clip-name string, or the pre-hashed id as a number Optional. The player shouts this voice clip when the weapon fires, the way the Rocket Arm shouts its line. Omitted means nothing plays.

See also