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ATY Scripts/Docs/Weapon Editor/Weapon catalogue

Weapon catalogue

Weapon catalogue

The full list of what the editor knows about, and what each weapon supports.

42 weapons. 32 can take a custom design. The catalogue is fixed — the script does not scan your server, and addon weapons are not supported out of the box. To change the list, see Adding weapons.

How to read the sync column

Value Meaning
Full body Prop lane. Everyone nearby sees the actual design, on the whole weapon
Camo Camo lane. Everyone nearby sees the actual design, on the weapon's camo surfaces
Nearest Fallback. The nearest player holding that model wins its texture slot
— The weapon cannot be skinned at all

The mechanics behind these are on Who sees your skin.

Pistols

Weapon Name Skinnable Sync
Pistol WEAPON_PISTOL Yes Full body
Pistol Mk II WEAPON_PISTOL_MK2 Yes Full body · Camo
Combat Pistol WEAPON_COMBATPISTOL Yes Full body
AP Pistol WEAPON_APPISTOL Yes Full body
Heavy Pistol WEAPON_HEAVYPISTOL Yes Nearest

SMGs

Weapon Name Skinnable Sync
Micro SMG WEAPON_MICROSMG Yes Full body
SMG WEAPON_SMG Yes Full body
SMG Mk II WEAPON_SMG_MK2 No —
Mini SMG WEAPON_MINISMG Yes Nearest

Rifles

Weapon Name Skinnable Sync
Assault Rifle WEAPON_ASSAULTRIFLE Yes Full body
Assault Rifle Mk II WEAPON_ASSAULTRIFLE_MK2 No —
Carbine Rifle WEAPON_CARBINERIFLE Yes Full body
Carbine Rifle Mk II WEAPON_CARBINERIFLE_MK2 Yes Camo
Advanced Rifle WEAPON_ADVANCEDRIFLE Yes Nearest
Special Carbine WEAPON_SPECIALCARBINE Yes Full body

Shotguns

Weapon Name Skinnable Sync
Pump Shotgun WEAPON_PUMPSHOTGUN Yes Full body
Sawed-Off Shotgun WEAPON_SAWNOFFSHOTGUN Yes Nearest
Heavy Shotgun WEAPON_HEAVYSHOTGUN Yes Nearest

Snipers

Weapon Name Skinnable Sync
Sniper Rifle WEAPON_SNIPERRIFLE Yes Nearest
Marksman Rifle WEAPON_MARKSMANRIFLE Yes Nearest
Marksman Rifle Mk II WEAPON_MARKSMANRIFLE_MK2 Yes Camo

Machine guns and heavy

Weapon Name Skinnable Sync
MG WEAPON_MG Yes Nearest
Combat MG WEAPON_COMBATMG Yes Nearest
RPG WEAPON_RPG Yes Nearest

Melee

Melee weapons are never on the prop or camo lanes, so they always sync by the nearest-player rule.

Weapon Name Skinnable Sync
Knife WEAPON_KNIFE Yes Nearest
Switchblade WEAPON_SWITCHBLADE Yes Nearest
Battle Axe WEAPON_BATTLEAXE Yes Nearest
Broken Bottle WEAPON_BOTTLE Yes Nearest
Crowbar WEAPON_CROWBAR Yes Nearest
Antique Cavalry Dagger WEAPON_DAGGER Yes Nearest
Hatchet WEAPON_HATCHET Yes Nearest
Stone Hatchet WEAPON_STONE_HATCHET Yes Nearest
Flashlight WEAPON_FLASHLIGHT Yes Nearest
Knuckle Duster WEAPON_KNUCKLE Yes Nearest
Baseball Bat WEAPON_BAT No —
Golf Club WEAPON_GOLFCLUB No —
Hammer WEAPON_HAMMER No —
Nightstick WEAPON_NIGHTSTICK No —
Pool Cue WEAPON_POOLCUE No —
Pipe Wrench WEAPON_WRENCH No —

Throwables

Weapon Name Skinnable Sync
Grenade WEAPON_GRENADE No —
Molotov WEAPON_MOLOTOV No —

Throwables are in the catalogue but their class is not in Config.Lanes.composite.classes, so the studio will not offer them. Adding the class back is one config line — and untested. See Adding weapons.

Why some weapons are excluded

SMG Mk II and Assault Rifle Mk II. Mk II weapons cannot be painted on their base model — the diffuse texture lives in a dictionary that cannot be reached — so they are skinned through their camo component slots instead. For these two, the camo slot model names do not follow the pattern the other three Mk II weapons use. Around thirty naming variants were tried and none matched.

Six melee weapons. They use a plain normal_spec shader whose diffuse texture is neither w_camo_1 nor the model's own name. Their real texture name is not known, so there is nothing to write a design into.

In both cases the weapons are marked unskinnable and the studio refuses them openly. The alternative — leaving them in and letting a design apply to nothing — is what players report as a broken script, so it is not an option.

Any of these becomes a one-line fix the moment its real texture name is known. The procedure for finding one is on Adding weapons.

Attachments

Attachments come from a separate catalogue in shared/components.lua: 27 entries covering flashlights, suppressors, scopes, a grip and extended magazines. The workshop only offers the ones the equipped weapon actually accepts.

The order of `Components.list` is frozen. Its **index** is what travels in the network state and what is written to stored rows, so a new entry always goes at the end. Inserting, deleting or reordering corrupts existing weapons.

Suppressors and the grip carry live stat effects (−10% damage, −15% horizontal recoil). Extended magazines change clip size, which is a weapon-meta field and so only takes effect after a server restart — see Balance lab.

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