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Animated finishes

How the moving effects on animated weapons work, and what to watch for in your own scripts.

Animated weapons (glowing veins, flowing liquid, fire, lightning) carry their effect on a weapon component that's fitted automatically when the weapon is given. There's nothing to configure.

  • Keep every file in the weapon's stream/ folder together: the effect is its own model next to the weapon's.

  • The effect moves in your hand at all times. Whether it keeps moving on a carried prop (on your back, for example) depends on the weapon.

If the effect goes missing

Some scripts equip weapons by force with SetCurrentPedWeapon(ped, hash, true). That can drop the effect component, leaving the weapon plain. If a script of yours does that, fit the component back after equipping it:

your script (client)
local weapon = `WEAPON_SCYTHE`
SetCurrentPedWeapon(ped, weapon, true)
-- the effect component is the weapon's model name with _camo1 on the end
GiveWeaponComponentToPed(ped, weapon, `w_me_md_scythe_camo1`)

The component's name is in the weapon's meta/weaponcomponents.meta.

Static and animated versions

Some weapons come in both a static and an animated version (for example the Karambits, Shard Bats and Abyss Hooks). They're separate weapons with their own spawn names, so a server can offer either or both.

Animated finishes · Weapons docs · mdevstore