Administrator Guide
Complete admin workflow guide for the ARS Weapon Meta Editor. Covers UI navigation, stat editing, component management, persistence, scanning, live preview, AI assistance, and troubleshooting.
Table of Contents
Section titled “Table of Contents”- Opening the Editor
- Understanding the Weapon List
- Editing Weapon Stats
- Editing Component Stats
- Saving Changes
- Resetting Weapons
- Running a Weapon Scan
- Live Preview Mode
- AI Weapon Tuning
- Stat Presets
- Native Recoil Mode & Spray Visualizer
- Troubleshooting
1. Opening the Editor
Section titled “1. Opening the Editor”Method 1: Command
Section titled “Method 1: Command”Type /weaponmeta in chat as an admin user.
/weaponmetaThe UI opens only if your account passes the admin check (Config.AdminPermissions). The NUI is a React panel with tabs: Overview, Tuning, Attachments, Animations, Recoil, and AI.
Method 2: Server Command (Scan Only)
Section titled “Method 2: Server Command (Scan Only)”Admins can trigger a weapon scan from the server console without opening the UI:
weaponmeta_scan2. Understanding the Weapon List
Section titled “2. Understanding the Weapon List”The main Overview tab displays all detected weapons in a sortable, searchable list.
| Column | Description |
|---|---|
| Weapon Name | Human-readable label (e.g., Pistol, Assault Rifle) pulled from the game’s label text or the weapon hash |
| Category | Auto-detected weapon group: pistols, smgs, rifles, shotguns, snipers, heavy, melee, throwable, or unknown |
| Stats sidebar | Quick glance at current Damage, RPM, Range, Accuracy (varies by UI settings) |
| Actions | Edit button (pencil) opens the stat editor; Reset button (undo) reverts to defaults |
Data sources (in order of precedence):
- Saved overrides — your admin modifications
- Scanned defaults — raw values extracted from
.metafiles Config.StatLimits— used for validation, not display
Modified weapons show a MODIFIED badge in the list.
3. Editing Weapon Stats
Section titled “3. Editing Weapon Stats”Click Edit (pencil icon) on any weapon row to open the Tuning tab for that weapon.
Stat Tabs
Section titled “Stat Tabs”- Damage — Damage, headshot multipliers, limb/vehicle/network modifiers, AI headshot distances
- Falloff — Damage range falloff curves
- Firing — RPM, reload time, clip size, burst/batch settings
- Accuracy — Spread, aiming modifiers, recoil buildup
- Ballistics — Bullet speed, penetration, force, bending, pitch offsets
- Camera — FOV, zoom, reticle size, aim probe, depth of field
- Rumble — Controller vibration settings (third person / first person)
- FX — Muzzle flash, tracers, smoke
- Misc — Melee multipliers, ammo diminishing, capsule radius
- AI Detection — AI hearing and blast reaction distances
- Range — Weapon range, lock-on range, aircraft lock-on multiplier
- Animation — Breathing, lean, IK settings
Stat Controls
Section titled “Stat Controls”- Sliders — Drag to adjust numeric values (clamped to allowed bounds)
- Number inputs — Type precise values
- Dropdowns — For string-enum stats (
DamageType,FireType,EffectGroup, etc.) - Tooltips — Hover over any stat name for an explanation
All changes are client-side until you click Save.
4. Editing Component Stats
Section titled “4. Editing Component Stats”Switch to the Attachments tab to edit weapon component metadata (scopes, suppressors, magazines, flashlights, etc.).
The component panel lists all components attached to the currently selected weapon. Each component has its own stat subset:
| Component Stat | Description |
|---|---|
ClipSize |
Magazine capacity override |
AccuracyModifier |
Accuracy multiplier when equipped |
DamageModifier |
Damage multiplier |
HudDamage / HudSpeed / HudCapacity / HudAccuracy / HudRange |
HUD bar values |
RecoilShakeAmplitude |
Recoil effect modifier |
ExtraZoomFactorForAccurateMode |
Additional zoom level when aiming |
FallOffRangeModifier / FallOffDamageModifier |
Damage falloff adjustment |
CameraHash |
Camera behavior override |
ReticuleHash |
Crosshair style |
SpecialScopeType |
Night vision / thermal scope |
AmmoInfo |
Ammo type (AP, explosive, incendiary, tracer, etc.) |
ReloadData |
Reload animation variant |
bShownOnWheel |
Show in weapon wheel |
ShouldSilence |
Suppressor effect flag |
ApplyWeaponTint |
Enable tint customization |
Note: If
Config.OverwriteAddonComponentSourceistrue, component edits write directly back to the source resource. Otherwise, overrides are generated insidears_components_assets.
Changes here are client-side until saved.
5. Saving Changes
Section titled “5. Saving Changes”Single Weapon Save
Section titled “Single Weapon Save”- Edit stats in the Tuning tab
- Click Save at the bottom of the panel
- Server validates all values and persists the changes
- Companion asset resources are restarted to apply changes in-game
- Component changes (if any) are saved alongside weapon stats
The UI shows a “Saved” toast and refreshes the badge/stat display.
Bulk Save All
Section titled “Bulk Save All”Click Save All at the top of the Overview list. Sends every modified weapon in one batch and performs a single asset resource restart.
Tip: Use Save All to batch multiple edits before restarting — minimizes server interruption.
6. Resetting Weapons
Section titled “6. Resetting Weapons”Per-Weapon Reset
Section titled “Per-Weapon Reset”Click the Reset button (undo/rotate icon) on a weapon row. This:
- Removes the override for that weapon
- Restores the weapon to its scanned default
- Resets all component stats for that weapon back to defaults
- Restarts companion resources to apply changes
You will be prompted to confirm the action.
Reset All (Console Only)
Section titled “Reset All (Console Only)”Run from the server console or RCON:
weaponmeta_resetallThis clears all overrides and resets everything to vanilla defaults. Use with caution — this action cannot be undone.
7. Running a Weapon Scan
Section titled “7. Running a Weapon Scan”Click Scan in the top-right of the UI or run the command:
weaponmeta_scanWhat Scanning Does
Section titled “What Scanning Does”- Iterates all started resources looking for weapon meta files (vanilla + custom)
- Extracts weapon hashes, human-readable names, and categories
- Builds a complete map of every editable stat value for every weapon
- Populates the UI weapon list if it was empty
When to Scan
Section titled “When to Scan”- After adding a new weapon mod or custom weapon resource
- If your weapon list is empty or missing entries
- To refresh default values after a framework update
8. Live Preview Mode
Section titled “8. Live Preview Mode”The Live Preview mode opens an in-game combat simulator so you can test weapon changes in real-time without leaving the game.
How to Use
Section titled “How to Use”- Open
/weaponmetaUI and select a weapon to tune - In the top header, click Live Preview
- Spawns 5 target peds in front of you at 10 meters distance, spaced 2 meters apart
- Shoot the targets to gather live DPS, accuracy, TTK, and hit pattern data
- Changes to weapon stats apply live to your currently equipped weapon without a restart
- Press F5 (control 166) to exit live preview and return to the editor
- Press Alt (control 19) to toggle cursor mode between free-aim and UI interaction
Live Preview Features
Section titled “Live Preview Features”- Auto respawn toggle — targets respawn 3 seconds after being destroyed
- Reset stats — revert the weapon to scanned defaults on-the-fly
- Combat stats — shots fired, damage dealt, headshot count, kills
- Hit visualization — 3D damage numbers at impact point (gold = head, red = body, blue = limbs)
- Kill markers — “KILL” text appears above killed peds
- Component support — weapon attachments are applied and testable in the preview
Note: Live Preview uses a separate runtime override that does not persist to the weapons.meta file until you click Save in the editor.
Note: If
Config.DisableCriticalHitsistrue, random GTA V critical headshot multipliers are suppressed during live preview for consistent damage testing.
9. AI Weapon Tuning
Section titled “9. AI Weapon Tuning”The built-in AI assistant helps you balance weapons by suggesting stat changes in a one-click apply format.
Starting a Conversation
Section titled “Starting a Conversation”- In the UI, click the AI tab (assistant icon)
- Type a natural-language request in the chat input
- Examples: “Increase fire rate by 20% and reduce recoil”
- “Make this a 2-tap headshot weapon at close range”
- “Balanced for PvP, not too OP”
The AI responds with advice and, if tuning is requested, a suggestions list with stat keys, labels, and new numeric values. Each suggestion has an Apply button that updates the Tuning tab sliders instantly.
AI Flow
Section titled “AI Flow”- First prompt → AI receives a compact context of key stats first
- If more data needed → AI asks for specific keys; the client fetches additional stats and retries automatically (up to
MaxRetrievalRounds) - Clarification mode → If the prompt is vague, the AI returns multiple-choice questions (up to 3 questions, 6 options each) to narrow the intent
- Final response → Explanation +
suggestionsarray or plain text
Token Cost
Section titled “Token Cost”Each round consumes LLM tokens. The panel displays [X tok] after each exchange. Costs are tracked server-side but not billed per-user.
Requirements
Section titled “Requirements”ars_weaponmeta:ai_keyset inserver.cfg- API endpoint supports OpenAI chat completions format
Config.AI.Enabled = true
10. Stat Presets
Section titled “10. Stat Presets”The Presets panel lets you save and load weapon stat configurations for quick switching between tuning profiles.
Using Presets
Section titled “Using Presets”- Tune a weapon to your desired settings
- Open the Presets panel and enter a name
- Click Save to store the current stat configuration
- Load any saved preset from the list to apply it to the current weapon
- Use Quick Templates for common tuning profiles
Presets are stored client-side and persist across sessions.
11. Native Recoil Mode & Spray Visualizer
Section titled “11. Native Recoil Mode & Spray Visualizer”The Recoil tab hosts the most advanced feature set in the editor, providing a complete canvas-based spray simulation and support for runtime-driven native recoil.
11.1 Meta Recoil vs. Native Recoil
Section titled “11.1 Meta Recoil vs. Native Recoil”You can toggle each weapon’s recoil system between two mutually exclusive modes:
- Meta Recoil Mode (XML-driven): Standard mode. Recoil is driven by the weapon’s
.metaXML files. The editor writes metadata overrides that apply upon resource restart. - Native Recoil Mode (FiveM runtime-driven): Advanced mode. Recoil is driven live at runtime by the client using FiveM native calls (
SetWeaponRecoilShakeAmplitude,SetWeaponWeaponSpread, andSetWeaponAnimationOverride).
[!WARNING] When you toggle a weapon to Native Recoil Mode, the editor automatically resets its 16 recoil and accuracy XML meta parameters back to defaults during save. This is a critical safety feature to prevent FiveM natives from conflicting with game-engine XML overrides.
The 16 reset meta parameters are:
- Recoil:
RecoilShakeAmplitude,RecoilErrorTime,RecoilRecoveryRate,RecoilAccuracyMax,IkRecoilDisplacement,IkRecoilDisplacementScope,IkRecoilDisplacementScaleBackward,IkRecoilDisplacementScaleVertical,MinTimeBetweenRecoilShakes,ExplosionShakeAmplitude. - Accuracy:
AccuracySpread,AccurateModeAccuracyModifier,RunAndGunAccuracyModifier,RunAndGunAccuracyMaxModifier,RunAndGunAccuracyMinOverride.
11.2 Overrides & Priority Resolution
Section titled “11.2 Overrides & Priority Resolution”In Native Recoil Mode, you can customize weapon recoil on a per-player basis:
- Global Recoil Baseline (Mandatory): The default recoil shake amplitude, weapon spread, and animation override applied to all players.
- Dynamic Overrides: Flat overrides matching players by:
job(player’s current framework job, e.g.,police)gang(player’s current framework gang, e.g.,ballas)identifier(license/steam/discord identifier, e.g.,license:abcdef...)
Resolution Rules
Section titled “Resolution Rules”- Overrides are sorted in ascending order of their Priority integer.
- The system evaluates overrides from top to bottom (highest priority/lowest number first).
- First match wins: The first override where the player meets the match condition is applied.
- Fallback: If no override matches, the player falls back to the Global baseline.
- Live switching: Updates are processed instantly. When a player’s job or gang changes via a framework event, or when they swap weapons, their recoil values re-evaluate and apply immediately without restarting any resources.
11.3 Recoil Spray Pattern Visualizer
Section titled “11.3 Recoil Spray Pattern Visualizer”The interactive canvas simulated in the NUI provides a deterministic preview of your weapon’s firing characteristics:
- Simulation Engine: Simulates up to 30 consecutive shots using a seedable PRNG (pseudo-random number generator) and custom weapon-category recoil models (pistols, SMGs, rifles, shotguns, snipers, heavy).
- Early/Mid/Late Gradients: The spray path changes color to show recoil phases (blue for early shots, green for mid-recoil, and red/orange for late-stage maximum vertical climb and horizontal drift).
- First-Person & Third-Person Support: Selects appropriate camera shake hashes based on camera mode and simulates the visual drift.
- Simulation Metrics: Instantly calculates and displays:
- Peak Climb: Total vertical rise of the spray.
- Horizontal Span: Total side-to-side recoil variance.
- Camera Drift: Average and maximum camera shift.
- Spread Growth: Buildup of weapon spread over sustained fire.
- Largest Jump: The single biggest jump between consecutive shots.
11.4 Tuning Modes & Presets
Section titled “11.4 Tuning Modes & Presets”- Simple Mode: Exposes a single Intensity slider. Dragging this slider proportionally scales all underlying native recoil metrics for quick, intuitive balancing.
- Advanced Mode: Exposes fine-grained control sliders for every metric, including shake amplitude, error recovery, dispersion limits, and custom animations.
- Built-in & Custom Presets: Choose from built-in templates (Pistol, Rifle, SMG, Shotgun, Sniper, Revolver) or export/import your custom setups via JSON to share configurations across servers.
12. Troubleshooting
Section titled “12. Troubleshooting”UI says “No permission to use this”
Section titled “UI says “No permission to use this””- Verify
Config.AdminPermissions.Permissionsincludes your ACE group name (admin,god, etc.) - Confirm
Config.Frameworkmatches your server’s actual framework - If using license whitelist, ensure your license identifier is in
Config.AdminPermissions.License - Restart
ars_weaponmetaafter config changes
Weapons list is empty
Section titled “Weapons list is empty”- Run
/weaponmeta_scanin the server console - Ensure relevant framework resources are started (
qb-core,es_extended, etc.) - Check that your weapon mod resources have started — they must load before scanning
- Confirm
Config.Frameworkmatches the running framework’s identifier
Save fails or shows an error
Section titled “Save fails or shows an error”- Check that
ars_weaponmeta_assetsis running - Verify
server.cfgcontains the requiredadd_ace/add_filesystem_permissionlines - If using
OverwriteAddonComponentSource, ensure filesystem permissions are set for the add-on resource
Live Preview stats do not update smoothly
Section titled “Live Preview stats do not update smoothly”- Some GTA V weapon stats only parse on weapon pickup/swaps
- Drop and re-pick up your current weapon after editing to force a refresh
- Enter/leave a vehicle or respawn as a last resort
AI says “API key is missing”
Section titled “AI says “API key is missing””- Confirm the three
set ars_weaponmeta:ai_*convars are inserver.cfg - Restart the server or run
ensure ars_weaponmetaafter adding convars - Verify the API key is valid and not expired or out of quota
Resource restarts repeatedly
Section titled “Resource restarts repeatedly”- Stop the resource, delete
data/weapon_meta_state.json(it will regenerate), and restart
Quick Reference
Section titled “Quick Reference”| Command / Action | Side | Description |
|---|---|---|
/weaponmeta |
client | Open UI (admin check required) |
/weaponmeta_scan |
server | Scan all resources for weapon .meta files |
weaponmeta_resetall |
server console | Clear all overrides and reset to vanilla |
| Live Preview F5 | client | Exit combat test mode |
| Live Preview Alt | client | Toggle cursor mode (free-aim / UI) |
Note: This guide is written by a third party. If you find any incorrect or outdated information, please contact us on Discord so we can update it for you.