Weaponsintermediate16 min readupdated 11 Sept 2026

weapons.meta explained, field by field

The short answer

weapons.meta holds CWeaponInfo items inside a CWeaponInfoBlob. The fields you will edit most are Name, Model, Slot, AmmoInfo, ClipSize, Damage, HeadShotDamageModifierPlayer, DamageFallOffRange*, TimeBetweenShots, WeaponRange, the recoil shake values, WeaponFlags and AttachPoints. Load it with data_file 'WEAPONINFO_FILE' '**/weapons.meta' alongside the other weapon meta files.

Every GTA V weapon — vanilla or addon — is defined by a CWeaponInfo entry in a weapons.meta file. It decides what the weapon is called, which model it uses, how hard it hits, how fast it fires, how far it reaches and which attachments fit. The file is long and intimidating, but only a few dozen of its fields matter in practice. This reference explains those, using a real addon rifle’s meta as the example.

weapons.meta explained, field by field — illustrated with a FiveM-compatible minimap render

#How the file is loaded

An addon weapon resource ships several meta files and registers each with a data_file line. This is the set the weapon studio writes for every export:

fxmanifest.lua
fx_version 'cerulean'
game 'gta5'

files {
    '**/weaponcomponents.meta',
    '**/weaponarchetypes.meta',
    '**/weaponanimations.meta',
    '**/pedpersonality.meta',
    '**/weapons.meta',
}

data_file 'WEAPONCOMPONENTSINFO_FILE' '**/weaponcomponents.meta'
data_file 'WEAPON_METADATA_FILE'      '**/weaponarchetypes.meta'
data_file 'WEAPON_ANIMATIONS_FILE'    '**/weaponanimations.meta'
data_file 'PED_PERSONALITY_FILE'      '**/pedpersonality.meta'
data_file 'WEAPONINFO_FILE'           '**/weapons.meta'
Filedata_file typeDefines
weapons.metaWEAPONINFO_FILEThe weapon itself (this guide)
weaponarchetypes.metaWEAPON_METADATA_FILEModel archetypes: model, texture dictionary, LOD — see weaponarchetypes.meta
weaponanimations.metaWEAPON_ANIMATIONS_FILEWhich animation sets it uses — see weaponanimations.meta
weaponcomponents.metaWEAPONCOMPONENTSINFO_FILEIts attachments and magazines
pedpersonality.metaPED_PERSONALITY_FILEHolster/unholster clips for peds

#The structure

weapons.meta (skeleton)
<CWeaponInfoBlob>
  <SlotNavigateOrder>…</SlotNavigateOrder>
  <Infos>
    <Item>
      <Infos>
        <Item type="CWeaponInfo">
          <Name>WEAPON_MYRIFLE</Name>
          <Model>w_ar_myrifle</Model>
          <!-- … every field below … -->
        </Item>
      </Infos>
    </Item>
  </Infos>
  <Name>MY_WEAPON_PACK</Name>
</CWeaponInfoBlob>

SlotNavigateOrder places the weapon in the weapon wheel’s order; each CWeaponInfo is one weapon. One file can define several weapons.

#Identity: name, model, slot, group

FieldExampleMeaning
NameWEAPON_MYRIFLEThe weapon’s spawn name. Hashed with joaat, it is the ID inventories and natives use.
Modelw_ar_myrifleThe model (must match an archetype in weaponarchetypes.meta).
AudioAUDIO_ITEM_CARBINE_SPECIALWhich vanilla sound set to use — see addon weapon sounds.
SlotSLOT_WEAPON_MYRIFLEUnique inventory slot; must be unique per weapon.
WheelSlotWHEEL_RIFLEWhich weapon-wheel section it appears in.
GroupGROUP_RIFLEWeapon class, used by the game for animations, stats and AI.
HumanNameHashWEAPON_MYRIFLEText label key for the display name — see display names.
DamageTypeBULLETBULLET, EXPLOSIVE, MELEE, FIRE, ELECTRIC…
FireTypeINSTANT_HITINSTANT_HIT (bullets), PROJECTILE (rockets, grenades), MELEE…

#Damage, headshots and falloff

FieldExampleMeaning
Damage34.75Base damage per bullet.
HeadShotDamageModifierPlayer18.0Multiplier for headshots on players.
MinHeadShotDistancePlayer / MaxHeadShotDistancePlayer5 / 40Distances over which the headshot bonus applies.
HitLimbsDamageModifier0.5Damage scale for arm and leg hits.
NetworkHitLimbsDamageModifier0.8Limb scale in multiplayer.
LightlyArmouredDamageModifier0.75Scale against lightly armoured targets.
NetworkPlayerDamageModifier1.0Overall scale against players online.
NetworkHeadShotPlayerDamageModifier1.7Headshot scale against players online.
DamageFallOffRangeMin / Max47.5 / 120Damage starts dropping at Min and reaches the minimum at Max.
DamageFallOffModifier0.3Damage multiplier at the far end of the falloff.

Values are illustrative from a real addon rifle; tune against your own server’s health and armour. For server-wide balance without editing files, damage modifiers are often simpler, and headshots have their own guide: headshot damage settings.

#Magazine, fire rate, range and accuracy

FieldExampleMeaning
AmmoInfo refAMMO_RIFLEWhich ammo type it uses (shared pools between weapons).
ClipSize30Rounds per magazine.
TimeBetweenShots0.135Seconds between shots — 60 / 0.135 ≈ 444 RPM.
WeaponRange120Maximum range in metres.
LockOnRange65Lock-on distance for aim assist.
AccuracySpread3.0Base spread; lower is more accurate.
RecoilAccuracyMax0.5How much sustained fire degrades accuracy.
BulletsInBatch / BatchSpread1 / 0Pellets per shot and their spread — shotguns use several.
Penetration0.1How well bullets pass through thin materials.
Speed2000Projectile speed.
ReloadTimeMP-1Override reload time; −1 uses the animation.

#Recoil shake and cameras

FieldExampleMeaning
RecoilShakeHashASSAULT_RIFLE_RECOIL_SHAKEThird-person camera shake per shot
RecoilShakeHashFirstPersonFPS_ASSAULT_RIFLE_RECOIL_SHAKEFirst-person camera shake per shot
RecoilShakeAmplitude0.333Strength of that shake
MinTimeBetweenRecoilShakes150Milliseconds between shakes
DefaultCameraHashDEFAULT_THIRD_PERSON_PED_AIM_CAMERAAim camera
FirstPersonScopeFov20Field of view through a scope in first person

The shake is visual; it does not move where bullets go. Scripted recoil that actually lifts the aim is covered in recoil scripts.

#WeaponFlags

<WeaponFlags> is a single space-separated list. Each word switches on a behaviour. From the example rifle:

weapons.meta
<WeaponFlags>CarriedInHand Automatic Gun CanLockonOnFoot CanLockonInVehicle CanFreeAim TwoHanded AnimReload AnimCrouchFire UsableOnFoot UsableInCover LongWeapon UseFPSAimIK</WeaponFlags>
FlagEffect
AutomaticFires while the trigger is held
TwoHandedHeld with both hands
LongWeaponTreated as a long gun (affects holstering and animations)
CanFreeAimCan be aimed without lock-on
UsableInCoverCan be used from cover
UsableOnFootCan be used while on foot
AnimReloadUses a reload animation

#AttachPoints: which components fit

weapons.meta
<AttachPoints>
  <Item>
    <AttachBone>WAPClip</AttachBone>
    <Components>
      <Item><Name>COMPONENT_MYRIFLE_CLIP_01</Name><Default value="true" /></Item>
      <Item><Name>COMPONENT_MYRIFLE_CLIP_02</Name><Default value="false" /></Item>
    </Components>
  </Item>
  <Item>
    <AttachBone>WAPSupp</AttachBone>
    <Components>
      <Item><Name>COMPONENT_AT_AR_SUPP</Name><Default value="false" /></Item>
    </Components>
  </Item>
</AttachPoints>

Each attach point is a bone on the model (WAPClip for magazines, WAPSupp for suppressors, WAPFlshLasr for lights, WAPScop for scopes, WAPGrip for grips). A component only fits if it is listed here — which is why an attachment item does nothing on some addon guns. Weapon components explains the scripting side.

#The HUD stats

HudDamage, HudSpeed, HudCapacity, HudAccuracy and HudRange (0–100) only fill the stat bars in the game’s weapon wheel and shop menus. They do not change how the weapon behaves; set them to reflect the real values so players are not misled. To see what each field starts at without opening a file, a weapons.meta editor reads the real values out of the game data and writes the changed lines back.

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Questions

What is weapons.meta?
The GTA V file that defines weapons: name, model, damage, fire rate, range, ammo, flags and attachments. Addon weapons ship their own and load it with data_file 'WEAPONINFO_FILE'.
How do I change fire rate in weapons.meta?
Edit TimeBetweenShots (seconds between shots). Lower is faster: 0.1 is 600 rounds per minute.
How do I change magazine size?
Edit ClipSize. If the weapon uses component magazines, the component’s own clip size in weaponcomponents.meta applies when that magazine is attached.
Why does my addon weapon not load?
A meta file failed to parse (often a typo in the XML), a data_file line points at the wrong path, or the model named in Model is not streamed. Check the F8 console for errors on join.
Do the HudDamage values change damage?
No. They only draw the stat bars in menus. Real damage is Damage and the modifiers.
Which data_file lines does an addon weapon need?
WEAPONCOMPONENTSINFO_FILE, WEAPON_METADATA_FILE, WEAPON_ANIMATIONS_FILE, PED_PERSONALITY_FILE and WEAPONINFO_FILE, pointing at the matching meta files.

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