forked from Simnation/Main
236 lines
8.3 KiB
Lua
236 lines
8.3 KiB
Lua
config.throwableWeapons = {
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weapon_grenade = true,
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weapon_bzgas = true,
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weapon_molotov = true,
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weapon_flare = true,
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weapon_stickybomb = true,
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weapon_proxmine = true,
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weapon_snowball = true,
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weapon_pipebomb = true,
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weapon_ball = true,
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weapon_smokegrenade = true,
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weapon_acidpackage = true,
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weapon_throwingshoered = true
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}
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config.removeWeaponWhenEnteringVehicle = false -- Remove the weapon when entering the vehicle
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-- Required for police weapons. If the police weapon is added in your items.lua, the assigned jobs can use this weapon. (Police weapons are automatically added to your item list.)
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-- Normal weapon: weapon_pistol
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-- Police weapon: weapon_police_pistol
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config.weaponPoliceJobs = { "police" } -- Jobs that can use police weapons
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config.disableWeaponWhip = true -- Disabling weapon whipping
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config.disableWeaponAnimation = true -- Make this true if you want to disable the holster animation
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config.disableWeaponsAnimation = { -- Holster animation is disabled for weapons added to the list
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weapon_snowball = true,
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}
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config.weaponAnimation = {
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police = { -- Job name
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add = { -- Animation of grabbing the weapon in hand and duration (in ms)
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animDictionary = "rcmjosh4",
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animationName = "josh_leadout_cop2",
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time = 300
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},
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remove = { -- Animation of putting the weapon back from hand and duration (in ms)
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animDictionary = "reaction@intimidation@cop@unarmed",
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animationName = "intro",
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time = 250
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},
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},
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otherJobs = { -- OTHER JOBS than the ones above ^
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add = { -- Animation of grabbing the weapon in hand and duration (in ms)
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animDictionary = "reaction@intimidation@1h",
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animationName = "intro",
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time = 1200
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},
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remove = { -- Animation of putting the weapon back from hand and duration (in ms)
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animDictionary = "reaction@intimidation@1h",
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animationName = "outro",
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time = 1200
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},
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}
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}
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-- Add here the weapons that cannot be picked up in the vehicle in gta, that is, weapons that cannot be fired from inside the vehicle
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-- You can pick up the weapons you add here while you are in the vehicle, so that when you get out of the vehicle, the weapon is in your hand.
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config.bigWeapons = {
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[`weapon_smg`] = true,
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[`weapon_smg_mk2`] = true,
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[`weapon_assaultsmg`] = true,
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[`weapon_combatpdw`] = true,
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[`weapon_raycarbine`] = true,
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[`weapon_pumpshotgun`] = true,
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[`weapon_pumpshotgun_mk2`] = true,
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[`weapon_sawnoffshotgun`] = true,
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[`weapon_assaultshotgun`] = true,
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[`weapon_bullpupshotgun`] = true,
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[`weapon_musket`] = true,
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[`weapon_heavyshotgun`] = true,
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[`weapon_dbshotgun`] = true,
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[`weapon_autoshotgun`] = true,
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[`weapon_assaultrifle`] = true,
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[`weapon_assaultrifle_mk2`] = true,
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[`weapon_carbinerifle`] = true,
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[`weapon_carbinerifle_mk2`] = true,
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[`weapon_advancedrifle`] = true,
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[`weapon_specialcarbine`] = true,
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[`weapon_specialcarbine_mk2`] = true,
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[`weapon_bullpuprifle`] = true,
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[`weapon_bullpuprifle_mk2`] = true,
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[`weapon_compactrifle`] = true,
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[`weapon_mg`] = true,
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[`weapon_combatmg`] = true,
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[`weapon_combatmg_mk2`] = true,
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[`weapon_gusenberg`] = true,
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[`weapon_sniperrifle`] = true,
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[`weapon_heavysniper`] = true,
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[`weapon_heavysniper_mk2`] = true,
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[`weapon_marksmanrifle`] = true,
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[`weapon_marksmanrifle_mk2`] = true,
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[`weapon_rpg`] = true,
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[`weapon_grenadelauncher`] = true,
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[`weapon_grenadelauncher_smoke`] = true,
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[`weapon_minigun`] = true,
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[`weapon_firework`] = true,
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[`weapon_railgun`] = true,
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[`weapon_hominglauncher`] = true,
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[`weapon_compactlauncher`] = true,
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[`weapon_rayminigun`] = true,
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[`weapon_dagger`] = true,
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[`weapon_bat`] = true,
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[`weapon_bottle`] = true,
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[`weapon_crowbar`] = true,
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[`weapon_unarmed`] = true,
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[`weapon_flashlight`] = true,
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[`weapon_golfclub`] = true,
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[`weapon_hammer`] = true,
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[`weapon_hatchet`] = true,
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[`weapon_knuckle`] = true,
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[`weapon_knife`] = true,
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[`weapon_machete`] = true,
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[`weapon_switchblade`] = true,
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[`weapon_nightstick`] = true,
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[`weapon_wrench`] = true,
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[`weapon_battleaxe`] = true,
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[`weapon_poolcue`] = true,
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[`weapon_stone_hatchet`] = true,
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}
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-- Weapon Durabilty Values (Shooting max ammo before breaking)
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local weaponList = {
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-- Handguns
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weapon_stungun = 100,
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weapon_pistol = 500,
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weapon_pistol_mk2 = 500,
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weapon_combatpistol = 500,
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weapon_appistol = 500,
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weapon_pistol50 = 500,
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weapon_snspistol = 500,
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weapon_heavypistol = 500,
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weapon_vintagepistol = 500,
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weapon_flaregun = 500,
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weapon_marksmanpistol = 500,
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weapon_revolver = 500,
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weapon_revolver_mk2 = 500,
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weapon_doubleaction = 500,
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weapon_snspistol_mk2 = 500,
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weapon_raypistol = 500,
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weapon_ceramicpistol = 500,
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weapon_navyrevolver = 500,
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weapon_gadgetpistol = 500,
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weapon_pistolxm3 = 500,
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-- Submachine Guns
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weapon_microsmg = 1000,
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weapon_smg = 1000,
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weapon_smg_mk2 = 1000,
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weapon_assaultsmg = 1000,
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weapon_combatpdw = 1000,
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weapon_machinepistol = 1000,
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weapon_minismg = 1000,
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weapon_raycarbine = 1000,
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-- Shotguns
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weapon_pumpshotgun = 150,
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weapon_sawnoffshotgun = 150,
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weapon_assaultshotgun = 150,
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weapon_bullpupshotgun = 150,
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weapon_musket = 150,
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weapon_heavyshotgun = 150,
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weapon_dbshotgun = 150,
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weapon_autoshotgun = 150,
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weapon_pumpshotgun_mk2 = 150,
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weapon_combatshotgun = 150,
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-- Assault Rifles
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weapon_assaultrifle = 2000,
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weapon_assaultrifle_mk2 = 2000,
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weapon_carbinerifle = 2000,
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weapon_carbinerifle_mk2 = 2000,
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weapon_advancedrifle = 2000,
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weapon_specialcarbine = 2000,
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weapon_bullpuprifle = 2000,
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weapon_compactrifle = 2000,
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weapon_specialcarbine_mk2 = 2000,
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weapon_bullpuprifle_mk2 = 2000,
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weapon_militaryrifle = 2000,
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-- Light Machine Guns
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weapon_mg = 3000,
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weapon_combatmg = 3000,
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weapon_gusenberg = 3000,
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weapon_combatmg_mk2 = 3000,
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-- Sniper Rifles
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weapon_sniperrifle = 50,
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weapon_heavysniper = 50,
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weapon_marksmanrifle = 50,
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weapon_remotesniper = 50,
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weapon_heavysniper_mk2 = 50,
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weapon_marksmanrifle_mk2 = 50,
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-- Heavy Weapons
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weapon_rpg = 10,
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weapon_grenadelauncher = 10,
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weapon_grenadelauncher_smoke = 10,
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weapon_minigun = 10,
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weapon_firework = 10,
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weapon_railgun = 10,
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weapon_railgunxm3 = 10,
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weapon_hominglauncher = 10,
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weapon_compactlauncher = 10,
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weapon_rayminigun = 10,
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}
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-- Melee Weapons Durabilty Values (second)
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local meleeList = {
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weapon_dagger = 432000,
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weapon_bat = 432000,
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weapon_bottle = 432000,
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weapon_crowbar = 432000,
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weapon_unarmed = 432000,
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weapon_flashlight = 432000,
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weapon_golfclub = 432000,
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weapon_hammer = 432000,
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weapon_hatchet = 432000,
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weapon_knuckle = 432000,
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weapon_knife = 432000,
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weapon_machete = 432000,
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weapon_switchblade = 432000,
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weapon_nightstick = 432000,
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weapon_wrench = 432000,
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weapon_battleaxe = 432000,
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weapon_poolcue = 432000,
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weapon_stone_hatchet = 432000,
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weapon_candycane = 432000,
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weapon_stunrod = 432000,
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}
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config.weaponBreakAmount = {} -- Don't change
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config.maleeWeaponBreakAmount = {} -- Don't change
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for weapon, int in pairs(weaponList) do
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config.weaponBreakAmount[weapon] = int
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config.weaponBreakAmount[weapon:gsub("weapon_", "weapon_police_")] = int
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end
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for weapon, int in pairs(meleeList) do
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config.maleeWeaponBreakAmount[weapon] = int
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config.maleeWeaponBreakAmount[weapon:gsub("weapon_", "weapon_police_")] = int
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end
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