Introduction
Introduction
ATY Gunsmith is weapon customisation for FiveM. Players design their own weapon skins on a canvas, fit attachments, and carry a weapon that keeps its identity — its serial number, its design, its kill counter — as it changes hands.
It is four tools sharing one weapon record:
| Tool | Who opens it | What it does |
|---|---|---|
| Workshop | Players, at a workbench | Paint, patterns, attachments, tint, serial |
| Skin Studio | Players, from the workshop | A layer-based canvas editor for designing skins |
| Balance Lab | Admins | Edit weapon statistics, versioned and rollback-able |
| Shooting Range | Admins | Measure what those statistics actually did |
What makes it different
Designs are made in game, not shipped as files. The Skin Studio is a real canvas editor — base colour, 22 patterns (eight of them animated), decals, text, a freehand brush and images from hosts you allow. A design is a definition every client redraws, not a texture file you have to build and stream.
Other players see them. Skin sync is on by default. For ten weapons the whole gun carries your design for everyone nearby; Mk II weapons sync through their camo surfaces. See Who sees your skin for exactly what each weapon does.
An AI can write a design for you. The studio builds a complete prompt, including the format specification, that you paste into any AI chat. Paste the JSON it answers with back into the studio. See AI designs.
The weapon has an identity. Every instance gets a serial stored in the database and written into the item's metadata. Modifying a weapon never mints a new serial, and every change is written to an audit trail — which is what makes police tracking workable.
The workshop belongs to a place. There is no global command by default. The way in is through workbenches you build in game, each bound to a person, a job or a job grade.
Weapon statistics are versioned. The Balance Lab writes a weapon meta patch, archives every version, and can roll back. The Shooting Range then measures the result under repeatable scenarios, so a change can be compared against the version before it.
Requirements
aty_lib- One of
qb-core/es_extended/qbx_core - MySQL, through
oxmysqlormysql-async aty_gunsmith_assets— the art pool and the weapon model copiesox_targetorqb-target, optional
See Installation.
Where to start
- Installation — files, dependencies, start order
- Permissions — who can open what
- Workbenches — how players reach the workshop
- The workshop — the player-facing screen
If a customer question brought you here, these three pages carry the answers most often asked for:
- Adding weapons — "how do I add more weapons to the skin creator?"
- Who sees your skin — "are the skins player-specific?"
- Balance lab — "is there one weapon meta file, and does it overwrite the original?"