指南
Weapons and attachments
How a weapon record, its caliber, and its attachment slots fit together, and where the stored numbers live.
记录于 2026-10-21 · 游戏构建 25937608
这篇文章以英文收录。这个语言的译文还不在文件里。
Open the index before a single gun
The weapon index is the list. It holds 40 weapon records from game build 25937608, grouped by the archetype stored on each record. This note does not sort them again and does not score them. A row is a link to that weapon's page. The page, not this paragraph, is where a muzzle velocity, a rate of fire, an effective range, or an aim time is allowed to appear.
Read the manual's first note if you have not already. The rule from that note applies to every cell below a link in this one: a blank is a field the files omit. It is not a zero, and it is not a hint.
Archetype names that appear on the records are AR, SMG, LMG, DMR, Sniper, Shotgun, Pistol, Bow, and Launcher. Those words are the file's tags with the prefix removed, not a separate taxonomy this site invented. A compound bow is in the file with the firearms. Launcher records include weapons a soldier carries and test records that share the same file. The index prints a dev mark only when the weapon record sets that flag. In this ingest the mark is on Artillery Barrel Test. A test record without the flag is still a test record by its name. Do not drop either kind to make the list look like a loadout screen.
Fire modes are labels, not a tactic
A weapon stores its fire modes as one or more of Automatic, SemiAutomatic, and Burst. The page translates those labels. It does not infer a mode the file left out. A rifle with semi-automatic and burst does not secretly have automatic fire on this site. A weapon with an empty or partial list is shown that way.
roundsPerBurst is present only when the files store it. Most weapons do not have the field. The absence does not mean the burst is one round, and it does not mean the weapon cannot be a burst weapon if Burst is among its modes. Open the weapon. Read the row.
What a weapon page is for
Each weapon page is one item id. The lede names that id and the game build. Under that, the page is a stack of tables:
- Base stats: fire modes, rate of fire, burst length, calibers, muzzle velocity, effective range, accuracy, random deviation, aim time, reload time, ergonomics, windup, melee damage, suppression, and zeroing. A cell is filled only when that field is present.
- Damage falloff: distance, multiplier, and whether the point is marked linear or cubic. Cubic tangents were not published, so they are not drawn.
- Recoil: one sideways sample and one upward sample per shot, in firing order, in the game's own units. Those units are not published. Pattern reset time is shown only when the files include it.
- Shotgun cone, only when the record has a cone object. The object is not itself a claim that the weapon is a shotgun. Some weapons that are not shotguns carry a zeroed cone.
- Attachment slots: the slot name, what it accepts, what it blocks, and the default item when the files store one.
- A missing-data list, so the empty fields are stated instead of left for you to notice.
- A short reading note that is the same shape on every weapon. It explains the page. It is not a review of that gun.
The page does not rank the weapon against the others. It does not recommend a sight. It does not draw an icon, because the icon path in the dataset points at an image the git repository does not contain.
Empty fields are part of the record
Reload time is null on every weapon in this build. Ergonomics is null on every weapon. Windup time is null in this build as well. The dictionary of the dataset knows the name windup. These weapon files still omit it. A null is not filled from the dictionary.
Aim time is present on only some weapons. Where it is present, read it as stored. Where a stored aim time is far too large to be a person's time-to-aim, the page says so and still prints the stored figure. Do not "correct" it in a spreadsheet you keep beside this site. The correction would be yours, not the file's.
Accuracy has no published scale. Smaller values tend to sit on tighter weapons, and the weapon page says to compare them inside one archetype, not across the whole index. This note does not pick a winner inside an archetype either.
Zeroing, when the object exists, is a minimum, a maximum, and a step, in meters. Any one of those three can itself be null. A weapon with no zeroing object is not a weapon zeroed at zero.
Caliber and the projectile
Caliber base damage is not a weapon field. It lives on a projectile in the ammunition file. The weapon page joins them only by an exact id: the weapon's caliber token, prefixed as Item.Caliber.<token>, must be one projectile's whole id.
That rule is why two familiar guns behave differently on the page, and why this note still will not quote a damage figure for either of them.
The M4 stores the caliber token 556mm. The ammunition file has a projectile whose id is exactly Item.Caliber.556mm. The M4 page may show that projectile's base damage. The number belongs on the M4 page, next to the build in the header.
The M500 stores two tokens, 12g and 7mmBuck. 7mmBuck matches Item.Caliber.7mmBuck. 12g does not match a single projectile. The file has a longer id, Item.Caliber.12g.RifledSlug, and no row whose id is exactly Item.Caliber.12g. The page leaves the 12g damage cell blank. It does not substitute the rifled slug, and it does not average the 12 gauge family. The same refusal applies to other families that fan out into variants, including the shells whose ids carry a suffix.
A falloff curve then multiplies damage by distance. Between two points the game interpolates in a straight line, unless a point is marked cubic. Before the first distance the first multiplier holds. After the last distance the last multiplier holds. A weapon with an empty falloff list is not a weapon that keeps full damage at every range. The curve is absent, so the page does not draw one. Several launchers, and some other weapons, are in that state. Open the weapon to see which.
Hit location, armor, and ammunition type sit further downstream, in the damage model. They are not folded into the weapon's base row. Do not read a caliber's base damage as the damage a shot deals to a chest.
Slots are not the attachment catalog
A weapon lists slots. The names that appear across the file include Chamber, Sight, Magazine, Barrel, Stock, Grip, Handguard, Underbarrel, and Muzzle. A given weapon has a subset. The AK74 does not have the same slot list as the M4, and the SVD adds a handguard the M4 record does not list. The slot table on the weapon page is the authority for that gun: what the slot accepts, what it blocks, and whether a default item was stored. Default items are usually absent. An empty default is not the first attachment in the catalog.
Slot names and attachment types are different lists. Do not assume that a weapon slot called Underbarrel is an attachment type of the same name.
The attachment file
The attachment file holds 298 records. Each has an id, a slug, a display name, a type, contexts, modifiers, character modifiers, and a magazine block that is null unless the attachment is a magazine. When the magazine block is present it carries a capacity and the calibers that magazine feeds. Names were present on the records in this build. The schema still allows a fallback to the id, and a future ingest can use it. Do not invent a nickname in the meantime.
The type values in this file are Sight, Barrel, Magazine, Grip, Stock, Handguard, Bipod, and Muzzle. Contexts are a separate, finer set of tags, often naming a weapon family or a magazine length. A context tag is not a stat. The attachment index is where a record's type, contexts, and modifier rows are listed. This note does not paste a sight's row in order to illustrate the shape.
Modifiers, without a worked example
A modifier is an attribute, an operation, and a value. The attribute looks like Weapon.AimTime or a recoil multiplier: the game's attribute tag without its prefix. The operation is one of four, as the dataset defines them.
addadds the stored value.overridereplaces the attribute.multiplyandmultiplyCompoundscale it. In that definition,1.1means ten percent more, not 1.1 extra units of the attribute.- Several
multiplyCompoundmodifiers on the same attribute multiply together.
521 flattened modifier rows sit beside the attachment records. The flattened file is a check on the attachment file, not a second set of opinions. Row order matters for override. This note does not re-sort a worked example, because a worked example would be a number, and the number belongs on the attachment page.
One rule decides whether a modifier can be applied at all. If the weapon's base field is null, the simulated field stays null. A null base is not 1, and it is not 0. Aim time is null on most weapons, so an aim-time modifier has nothing to scale on those weapons. Reload time and ergonomics are null on all of them, so no attachment in this build can invent a reload time by multiplying. The attachment simulator, when that chapter is open, has to obey the same rule. This guide does not run it.
Character modifiers are a second list on the attachment, aimed at the soldier rather than the gun: sway and stabilization among them. They are not secretly weapon stats. The attachment page is responsible for keeping the two lists apart.
Three pages, then the catalog
Open these three weapon pages after this note, and read the cells there instead of asking this page to quote them:
- M4, for a rifle whose
556mmtoken joins one projectile, and for a slot list without a handguard. - AK74, for a different slot list on another rifle, including a stock and a grip the page can name without this note repeating them.
- M500, for a shotgun-archetype record where one caliber token joins a projectile and
12gdoes not.
Then open the attachment index and the weapon index. If you are building a base rather than a gun, the next note is forward operating bases. The FOB file does not feed these weapon tables, and these weapon tables do not price a wall.
其他笔记
- Reading this field manual
How this unofficial WARDOGS manual is built from the public game files, and how to read a blank cell.
- Forward operating bases
What the constructables file records about the FOB and the pieces around it, and which placement numbers it does not contain.