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ATY Scripts/Doku/Weapon Editor/Commands

Commands

Commands

Everyday commands

Command Who What
/gunsmith Everyone Open the workshop on the weapon in hand. Disabled by default — see Config.Access.workshop.command
/gunsmithadmin lab Place, edit and remove workbenches
/gunsmithlab lab Open the Balance Lab
/gunsmithrange range Open the Shooting Range
/gunsmithshowcase lab The screenshot scene — floats your skinned weapons on an arc, blurs the background, hides the UI. Local only, changes nothing on the server

Command names are configurable: Config.Access.workshop.commandName, Config.Tables.adminCommand, Config.Showcase.command.

Where your framework provides a command API, these are registered through it — so an unauthorised player does not see them in chat suggestions at all. The scope is checked a second time inside the handler regardless.

Diagnostics

Command Who What
/gunsmith:doctor lab Full health report: bridge, framework, inventory, every SQL table, both companion resources, current balance version, issue count
/gunsmith:whoami Everyone Every scope, every group and ACE object tested, the result of each, and which path granted access
/gunsmithserial lab Serial number diagnostics
/gunsmithverify Console only Database-level verification: duplicate instance records, unowned records, design base colours, workbench count
/gunsmithslots <id> [weapon] Console only How many copies of a weapon a player's inventory holds and which serial each carries
`/gunsmith:whoami` is deliberately **not** permission-gated. Its entire purpose is answering "why don't I have permission", which a gated command could never do.

Start with /gunsmith:doctor. It is the one command worth running after any install or update.

Support commands

The resource ships a set of read-only diagnostics used when a ticket is open. They print to the console. You will normally only be asked to run one.

Skin sync

Command What
/gunsmithsync What the sync scanner currently sees
/gunsmithlook The local player's own appearance state
/gunsmithpool The texture pool and what is holding each slot
/gunsmithsyncread Read the sync state off nearby players

Full-body sync (prop lane)

Command What
/gunsmithpropverify Request every model the lane needs and report how many loaded. Run this before enabling the lane
/gunsmithprop Current prop-lane state

Camo lane

Command What
/gunsmithcamoverify Audit the camo slot names against the game's own component models
/gunsmithcamoresolve Resolve a weapon's camo targets
/gunsmithcamo Current camo state

Texture discovery

These are the tools for adding a weapon. They apply test textures locally only — nothing is saved, nothing reaches other players, and off clears them.

Command What
/gunsmithprobe verify Audit the whole catalogue against the game's real weapon models
/gunsmithprobe scan WEAPON_X Scan for texture names that exist on a weapon
/gunsmithtry WEAPON_X <dict> <texture> Paint one exact pair red. Red means the pair is correct
/gunsmithhunt WEAPON_X [n|off] Colour-coded parallel search — several candidates at once, each a different colour
/gunsmithmeleetest Dump what the catalogue holds for melee weapons
/gunsmithmeleeshow Walk the melee weapons one at a time, one mapping at a time

Workbenches

Command What
/gunsmithtables The workbench list as the client sees it

Exports

All server-side, safe to call from other resources.

Export Signature
createInstance (weapon, owner, opts)
getInstance (serial)
transferInstance (serial, newOwner)
destroyInstance (serial, reason)
applySkin (serial, skinId)
setComponents (serial, componentList)
setTint (serial, tintIndex)
setLivery (serial, camoName, colorIndex)
createSkin (author, def)
setSkinStatus (skinId, status, reason)
mintSkin (skinId, owner)
getWeaponStats (weaponName)
setWeaponStats (weaponName, patch, actor)
deploy (actor, note)
rollback (version, actor)
resolveDamage (weaponHash, bone, dist)
addKill (serial, victimType)
local instance = exports.aty_gunsmith:getInstance(serial)

Events

Server-side, fired for you to listen to.

Event Payload
aty_gunsmith:instanceCreated { serial, weapon, owner }
aty_gunsmith:skinApplied { serial, skinId, lane }
aty_gunsmith:skinModerated moderation decision
aty_gunsmith:balanceDeployed { version, diff, actor }
aty_gunsmith:pendingChanged pending balance changes
aty_gunsmith:damageFlagged damage anomaly details
AddEventHandler('aty_gunsmith:instanceCreated', function(data)
    print(data.serial, data.weapon, data.owner)
end)
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