> For the complete documentation index, see [llms.txt](https://atiysus-organization.gitbook.io/aty-scripts/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://atiysus-organization.gitbook.io/aty-scripts/weapon-editor/introduction.md).

# 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.

{% hint style="info" %}
**Sold on the CFX portal as&#x20;*****ATY Weapon Editor*****. The resource folder is `aty_gunsmith`.** Same script, two names — if you came looking for "gunsmith" documentation, this is it.
{% endhint %}

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?"*
