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Stats & composants d'armes

Consulte n'importe quelle arme de GTA V : hashes, groupe d'arme, type de munitions, munitions max, type de dégâts, chaque hash de composant/accessoire et chaque index de teinte.

Cet outil et ses notes sont en anglais pour l'instant.

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How to use it

Weapons are grouped by weapon group (GROUP_PISTOL, GROUP_RIFLE...). Click a row to see its hashes, ammo type, max ammo, damage type, flags, every component and tint. Tick components or pick a tint and the Lua snippet updates, so you can build a loadout and paste it straight into a client script.

Search also matches component names and labels (try suppressor or COMPONENT_AT_AR_FLSH) and hashes in signed, unsigned or hex form, including component hashes. Vehicle weapons are hidden by default, use the toggle to include them.

local ped = PlayerPedId()
local weapon = `WEAPON_CARBINERIFLE`
GiveWeaponToPed(ped, weapon, 250, false, true)
GiveWeaponComponentToPed(ped, weapon, `COMPONENT_AT_AR_FLSH`)
GiveWeaponComponentToPed(ped, weapon, `COMPONENT_AT_AR_SUPP`)
SetPedWeaponTintIndex(ped, weapon, 2) -- Gold

Tints on Mk II weapons

Regular weapons have 8 tints (0 to 7). Mk II weapons use a separate, longer list (30+). Passing an index that does not exist for that weapon does nothing, so use the list shown for the weapon you are giving.

Where are damage, fire rate and range?

Some other lists show damage, rate of fire, accuracy and range. Those are the HUD stat bars from the weapon wheel, not raw values from weapons.meta, and they are not part of the data dump used here, so this page does not show them rather than guess. For real per-shot damage, read Damage in the weapon'sweapons.meta, or change it at runtime with SetWeaponDamageModifier.

Credits

Data: DurtyFree/gta-v-data-dumps, images: FiveM docs.