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ATY Scripts/Docs/Weapon Editor/Introduction

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.

**Sold on the CFX portal as *****ATY Weapon Editor*****. The resource folder is `aty_gunsmith`.** Same script, two names — if you came looking for "gunsmith" documentation, this is it.

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 oxmysql or mysql-async
  • aty_gunsmith_assets — the art pool and the weapon model copies
  • ox_target or qb-target, optional

See Installation.

Where to start

  1. Installation — files, dependencies, start order
  2. Permissions — who can open what
  3. Workbenches — how players reach the workshop
  4. 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?"
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