Weapons
All dual weapons live in cfg.weapons. The table key is the item name: rm_appistol_dual is both the config key and the inventory item.
Normal entries
Both hands hold the same weapon. All fields sit at the top level:
rm_appistol_dual = {
label = 'AP Pistol', weapon = 'weapon_appistol', weaponHash = 584646201,
animSet = 'small', ammo = 'dual_pistol_ammo',
magazine_capacity = 18, max_ammo = 100, reload_time_ms = 1500,
shot_interval = 80, recoilData = { recoil = 0.5, screenShake = 0.1 },
},label
Display name in the HUD and notifications
weapon
Vanilla weapon name
weaponHash
Numeric hash, must match weapon
animSet
Which animation set to use (see below)
ammo
Ammo item name that reloads this weapon
magazine_capacity
Rounds per magazine, per hand, before a reload triggers
max_ammo
Total ammo cap per hand (magazine + reserve)
reload_time_ms
How long the reload animation locks the player
shot_interval
Minimum milliseconds between shots from the same hand
recoilData
{ recoil, screenShake }, reserved, not applied yet
Combined entries
A different weapon in each hand. Per-side fields move into left and right subtables; everything shared stays at the top:
Shared at the top level: label, animSet, ammo, recoilData Per side: weapon, weaponHash, label, magazine_capacity, max_ammo, reload_time_ms, shot_interval
Six combined weapons ship by default:
rm_microassault_dual
Micro SMG
Assault Rifle
rm_desperado_dual
Revolver
Sawed-Off Shotgun
rm_chaos_dual
RPG
Minigun
rm_breacher_dual
SMG
Pump Shotgun
rm_pyro_dual
Firework
Grenade Launcher
rm_akimbo_dual
AP Pistol
Micro SMG
Combined weapons share one ammo item and one ammo pool split across the two sides. A dual_minigun_ammo item used on rm_chaos_dual fills both the RPG and the minigun. Pick the ammo item that matches the side you want players to resupply most.
Animation sets
animSet picks the pose. Six sets ship in stream/:
small
Relaxed two-hand
Pistols, SMGs, compacts
gang
Sideways gangster hold
Heavy pistols, revolvers, micro SMGs
long
Braced, longer weapons
Rifles, shotguns, railgun
mg
Machine gun stance
MG
mini
Minigun stance
Minigun
rpg
Shoulder-fired
RPG, homing launcher, firework
For combined weapons, use the set that suits the larger of the two weapons.
The gang, mg and long sets also override the walk clipset while moving. This exists to cancel the "sassy walk" that GTA otherwise blends in.
Adding a weapon
Add an entry to
cfg.weapons, keyed by your new item name.Add the same item name to all three files in
[items]/.Make sure
weaponHashmatchesweapon. A mismatch means that hand ends up holding the wrong gun.Point
ammoat an existing ammo item, or create a new one and add it to the item files too.
Balancing notes
shot_interval is the single most important number for balance. It is a hard floor between shots on one hand, so the real DPS of a dual weapon is roughly:
A dual minigun at shot_interval = 30 therefore produces about 66 shots per second. That is also the worst case for network traffic. See Rate Limits.
The default fire rates range from 30 ms (minigun) to 1500 ms (launchers).
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