> 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/reference/weapon-catalogue.md).

# 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.

{% hint style="warning" %}
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.
{% endhint %}

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.
