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Warning

This program is outdated and has been replaced by a more advanced program, UGX WeaponsEditor++. Please use it instead, this page is preserved only for existing external links.

Notice

A MAJOR UPDATE TO THIS PROGRAM HAS BEEN RELEASED UNDER A NEW NAME: UGX WeaponsEditor++ ! WE WILL NO LONGER OFFER SUPPORT FOR THE GUI WEAPON EDITOR!

Download Link

This program was designed to make the process of editing weapons files for the CoD series faster and easier. Created out of frustration, the goal of this program is to be more efficient and reliable than Asset Manager, and easier to use than a Text Editor, while providing useful features such as stat generation and a key search. 

How to Use

File Menu

OptionsDefinitions
Open

Opens a file. Valid files are extentionless CoD weapon files.

Generally these are located in 'CoD Root/raw/weapons/sp' or '/mp', or 'CoD Root/mods/modname/weapons/sp' or' /mp'

Save

Saves the current table data. You cannot save blank files.

This also creates a backup of the currently opened file before overwriting the original (originalfilename_backup).

ExitCleanly exits all windows open for the editor without saving the currently opened file.

Tools Menu

OptionsDefinitions

Find

After entering all or part of a KEY name (this means the LEFT column of the grid; you currently cannot search for values; this feature would be somewhat useless as most values are numbers), it will attempt to find an exact match for what you entered.

If an exact match is not found, it will begin cycling though potetial matches for a partial key entry.

Auto-PaP

This option will automatically generate 'PaP'd' weapon statistics for the currently opened weapon file based on user preference. Clicking this option will bring up a small window with many dropdown boxes.

Each dropdown box corresponds to a specific statistic of the currently opened weapon file, such as Fire Rate or Clip Size. Using the dropdown menus, you can specify degrees of intensity for the randomly generated values.

After generation is complete, you can refer to the console to see (most of) the changed values. Any values you cannot see in the console are checkable by referring to the now changed table grid in the main window.

If you are not happy with the values, you may click the 'Auto-PaP' button in the Auto-PaP window to generate new stats, or manually edit them using the grid. 

Warning

This must not be used on 'Projectile' weapon files such as the Panzershreck or the Grenade Launcher. To edit the stats of these weapons, perform a manual edit via The Grid.

 

The Grid

The Grid is a table displaying all key-value pairs of the currently opened weapon file. The left column, which contains bolded, uneditable 'Keys' are the names for each value (the right column). The right column, which contains editable 'Values', are the values of the Keys (the left column). Take care to maintain the data type for each column, i.e. do not replace numerical values with alphabetic characters, or vise versa. This will result in a weapon file unusable by Call of Duty.

KvP Dictionary

This is an abridged dictionary of some of the more obscure and commonly used key-value pairs in a common "bulletweapon" weapon file.

 

alphanumeric: This can contain letters, spaces and/or numbers

numeric: This can only contain numbers

alphabetic: This can only contain letters, no spaces

 

KeyValid ValueDefinition
displayNamealphanumericThis is the text string displayed on-screen when the weapon is equipped, and when you find the weapon laying the ground and the game prompts you to pick up the weapon using 'F'
fireTypeFull Auto, Single Shot, 2-Round Burst, 3-Round Burst, 4-Round BurstFire mode for the specified weapon. Changing this can convert a single-shot weapon into a fully automatic machine gun, etc.

to be continued... use some common sense and you can figure this all out by yourself.

Author: UGX treminaor | Edited by: UGX lukkie1998

2 Comments

  1. Deprecated by WeaponsEditor++

    1. Should I remove it then?
      Please confirm.