FiveM weapons.meta Editor
Free FiveM / GTA V weapons.meta editor. Paste your existing weapons.meta (or pick a preset: Heavy Pistol, Assault Rifle Mk2, Heavy Sniper Mk2, Pump Shotgun Mk2, SMG), edit every documented CWeaponInfo field with live descriptions and Rockstar-verified value ranges, toggle ~120 WeaponFlags with checkbox pickers (grouped by category), and copy or download deploy-ready XML. Preserves Explosion / Fx / AttachPoints / OverrideForces sub-blocks unchanged.
Import existing weapons.meta
We extract every documented field and preserve <Explosion>, <Fx>, <AttachPoints>, <OverrideForces>, and scope blocks unchanged on output.
WEAPON_* spawncode — referenced by everything else
Drawable model (matches .ydr/.ytd, e.g. w_pi_pistol)
Audio profile name. Wrong value = silent firing
Inventory slot reference (e.g. SLOT_PISTOL)
GXT label hash for the on-screen weapon name
Stat tracker for kills/usage
Switching/AI/animation group
Weapon-wheel sector. Empty = hidden from wheel
Drives ragdoll / damage-proof checks
INSTANT_HIT = hitscan · DELAYED_HIT = ballistic · PROJECTILE = spawned entity
Reference to a CAmmoInfo block (capacity etc. lives there)
Field reference adapted from the GTAMods Wiki (CC-BY-SA-3.0). Verified against decrypted Rockstar weapons.meta files.
Edit weapons.meta visually — every CWeaponInfo field, every flag, no guessing
GTA V's weapons.meta controls every numeric value of every weapon: damage, recoil, accuracy spread, falloff range, lock-on range, fire rate, bullet velocity, ammo capacity, headshot multipliers, network damage modifiers (separate values for SP and MP), wheel-stat HUD bars, ~120 WeaponFlags that toggle behavior. The XML is verbose and the field names are obscure (RecoilAccuracyToAllowHeadShotAI, NetworkHeadShotPlayerDamageModifier, TimeLeftBetweenShotsWhereShouldFireIsCached) — most modders trial-and-error their way through it because there's no in-game help and the wiki coverage is patchy. This editor exposes every documented field with a plain-English description, a realistic min/max range pulled from real Rockstar weapons (Heavy Pistol, Assault Rifle Mk2, Heavy Sniper Mk2, Pump Shotgun Mk2), and a slider you can drag.
Workflow: paste your existing weapons.meta into the import box (or pick a preset baseline). The parser pulls every documented CWeaponInfo field, populates the form, and preserves any sub-block — `<Explosion>` (RPG/Grenade Launcher/Stickybomb explosion-tag refs), `<Fx>` (muzzle flash, smoke, tracer, shell ejection FX names), `<AttachPoints>` (component slots for sights/grips/suppressors), `<OverrideForces>` (per-bone force overrides for heavy weapons), `<FirstPersonScopeAttachmentData>` (per-scope FoV / offset data), and `<AimingInfo>` (aim-cone limits) — all kept verbatim on output. Edit anything in the form, watch the right-hand pane update live, copy or download when ready.
The editor groups fields into 8 tabs: Identity (Name, Model, Audio, Slot, HumanNameHash, StatName, Group, WheelSlot, DamageType, FireType, AmmoInfo ref), Ammo + Reload (ClipSize, ReloadTimeSP/MP, VehicleReloadTime, AnimReloadRate, BulletsPerAnimLoop), Damage (base damage, headshot mods for player + AI, head-shot distance bands, falloff range/min/max/modifier, hit-limbs modifiers, network damage modifiers, lightly-armoured modifier), Force + Range (impulse, ped/vehicle force overrides, penetration, force falloff, weapon range, lock-on range, AI sound range, blast event range), Recoil + Accuracy (accuracy spread, accurate-mode + run-and-gun modifiers, max recoil accuracy, error time, recovery rate, headshot allow threshold for AI, shake amplitude + cooldown), Timing (time between shots, fire-buffer cache, bullet speed, shotgun batch + spread, minigun spin times, alternate-fire wait), HUD (5 wheel-stat bars, reticule style hashes, scale), and Flags (~120 WeaponFlags grouped into 9 categories with one-line effect descriptions per flag).
Five baseline presets snap you into a sensible config for the common weapon archetypes: Heavy Pistol (default sidearm baseline), Assault Rifle Mk2 (full-auto rifle with FP scope), Heavy Sniper Mk2 (one-shot scope sniper, 1500m range, 5000 bullet speed, ArmourPenetrating + Penetration=9), Pump Shotgun Mk2 (8 pellets in batch, 1.0 spread, 40m range, force-eject-shell flag), and SMG (high fire rate, treated-as-one-handed-in-cover). Pick a preset, override any single field, the live preview updates instantly.
Critical gotchas the editor flags for you up-front: ReloadTimeSP/MP = -1 means "use the animation duration" not "no reload" — almost every Rockstar weapon uses -1. HeadShotDamageModifierAI = 1000.0 is NORMAL — that's how Rockstar produces one-shot NPC headshots regardless of base damage; lowering it breaks the gun. FireType = PROJECTILE makes most CWeaponInfo numeric fields IGNORED at runtime — the engine reads from the linked CAmmoInfo's projectile block instead; the editor shows a yellow banner when you switch to PROJECTILE. WeaponFlags is a single space-separated list inside ONE `<WeaponFlags>` element — multiple tags break the parser; the checkbox UI serializes correctly. GROUP_TRANQILIZER is misspelled in vanilla — preserve the typo or your weapon won't classify.
Why a dedicated editor: no free no-login web tool exists for weapons.meta. Paid Tebex / Cfx Marketplace scripts run in-game and cost $15-30 per pack. Community tutorials walk you through ~10 of the ~80 documented fields and ignore network multipliers, recoil tuning, and the projectile-vs-hitscan distinction entirely. This editor is a complete reference + edit surface in one page, free, no login. Pairs with the FiveM Weapons Database (look up real damage / hash / class for any of the 113 base GTA V / FiveM weapons) and the FiveM Vehicles Database for cross-reference.
Field reference adapted from the GTAMods Wiki under CC-BY-SA-3.0 with cross-validation against decrypted Rockstar weapons.meta files (extracted via community tools like CyCoSnag/snag_weapon_metas) — every enum literal, flag name, and reference value here has been seen in real R* shipping files; nothing is invented.
FiveM weapons.meta Editor — FAQ
What does ReloadTimeSP / ReloadTimeMP = -1 mean?
It means "use the animation duration" — the engine reads how long the reload animation plays for that weapon group and matches it. -1 is NOT a bug; setting an explicit positive value just overrides the anim. Most vanilla Rockstar weapons use -1.
Why is HeadShotDamageModifierAI = 1000.0 normal?
That's how Rockstar makes one-shot NPC headshots regardless of base damage. Don't lower it to 1.5 thinking it's broken — every R* weapon uses ~1000 here. The actual headshot damage clamp comes from Damage × 1000 (capped at NPC max HP).
FireType = PROJECTILE — why are my Damage / Speed / Range values ignored?
PROJECTILE weapons (RPG, Grenade Launcher, Stickybomb) read their numeric values from the linked CAmmoInfo's projectile block instead of CWeaponInfo. Edit the AmmoInfo `ref` block. INSTANT_HIT weapons read from CWeaponInfo as expected.
BulletsInBatch and BatchSpread — what are they for?
Shotguns. BulletsInBatch=8 fires 8 pellets per trigger pull (per-pellet damage, not summed). BatchSpread is the cone they spread within. Don't set BulletsInBatch>1 without BatchSpread>0 or all pellets stack on one point.
How do I make a silenced weapon?
Add `Silenced` to WeaponFlags AND drop AiSoundRange to 5-10 (default 70-80). The flag changes audio; the range controls how far NPCs hear you. Both are needed.
What's the difference between Group and WheelSlot?
Group (GROUP_PISTOL, GROUP_RIFLE…) drives weapon-switching, AI behavior, and animations. WheelSlot (WHEEL_PISTOL, WHEEL_RIFLE…) only controls which wheel sector the weapon shows in. Most weapons match (GROUP_PISTOL + WHEEL_PISTOL), but the parachute/scanner/etc. have a Group but no WheelSlot.
Why can't I edit AmmoMax / AmmoMaxMP?
Those live on CAmmoInfo, not CWeaponInfo. The CWeaponInfo block only references CAmmoInfo by `<AmmoInfo ref="AMMO_PISTOL"/>`. Edit your CAmmoInfo block separately — or accept the ammo cap from the referenced shared CAmmoInfo.
WeaponFlags syntax — space-separated or one-per-line?
Space-separated, all inside ONE `<WeaponFlags>` element. Like `<WeaponFlags>Gun TwoHanded Automatic CanLockonOnFoot</WeaponFlags>`. Multiple `<WeaponFlags>` tags or child elements break the parser. The flag-checkbox UI in this editor serializes back correctly.
GROUP_TRANQILIZER is misspelled — should I fix it?
No — Rockstar's vanilla files use the typo (`TRANQILIZER` not `TRANQUILIZER`). The classifier looks for the misspelled string. Fix it and your weapon won't classify correctly. Preserve the typo.
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