sling new

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Nordi98 2025-06-12 23:02:30 +02:00
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commit 78a5bb06ee
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# fjh-sling
Simple weapons slings for the qbcore framework. Will put any weapon that is in the inventory hotbar on the players body.
[Support my Projects](https://ko-fi.com/fjhstudios)
[Discord](https://discord.gg/CN8chwsK7E)
[Preview](https://i.imgur.com/XeFO0SH.mp4)
### Installation
Add ``start fjh-sling`` or ``ensure fjh-sling`` to your server.cfg or mods.cfg if you use one.
### Config file
If you want to add other weapons add them to the `config.lua` file in the same way weapons are added there now. The first value needs the be the item name from qbcore shared.lua otherwise it cannot find the weapon.
### Commands
`/sling` - Toggle if the sling should be in the front or back of the body. For the weapon to switch just take it out and put it away again.
### Idle usage
![Resmon](https://i.imgur.com/D3mqhNe.png)

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local QBCore = exports['qb-core']:GetCoreObject()
local attached_weapons = {}
local hotbar = {}
local sling = "Back"
local playerLoaded = false
Citizen.CreateThread(function()
while true do
if playerLoaded then
local me = PlayerPedId()
local items = QBCore.Functions.GetPlayerData().items
if items ~= nil then
hotbar = { items[1], items[2], items[3], items[4], items[5], items[41] }
for slot, item in pairs(hotbar) do
if item ~= nil and item.type == "weapon" and Config.compatable_weapon_hashes[item.name] ~= nil then
local wep_model = Config.compatable_weapon_hashes[item.name].model
local wep_hash = Config.compatable_weapon_hashes[item.name].hash
if not attached_weapons[wep_model] and GetSelectedPedWeapon(me) ~= wep_hash then
AttachWeapon(wep_model, wep_hash, Config.Positions[sling].bone, Config.Positions[sling].x, Config.Positions[sling].y, Config.Positions[sling].z, Config.Positions[sling].x_rotation, Config.Positions[sling].y_rotation, Config.Positions[sling].z_rotation)
end
end
end
for key, attached_object in pairs(attached_weapons) do
if GetSelectedPedWeapon(me) == attached_object.hash or not inHotbar(attached_object.hash) then -- equipped or not in weapon wheel
DeleteObject(attached_object.handle)
attached_weapons[key] = nil
end
end
end
end
Wait(500)
end
end)
function inHotbar(hash)
for slot, item in pairs(hotbar) do
if item ~= nil and item.type == "weapon" and Config.compatable_weapon_hashes[item.name] ~= nil then
if hash == GetHashKey(item.name) then
return true
end
end
end
return false
end
function AttachWeapon(attachModel,modelHash,boneNumber,x,y,z,xR,yR,zR)
local bone = GetPedBoneIndex(PlayerPedId(), boneNumber)
RequestModel(attachModel)
while not HasModelLoaded(attachModel) do
Wait(100)
end
attached_weapons[attachModel] = {
hash = modelHash,
handle = CreateObject(GetHashKey(attachModel), 1.0, 1.0, 1.0, true, true, false)
}
AttachEntityToEntity(attached_weapons[attachModel].handle, PlayerPedId(), bone, x, y, z, xR, yR, zR, 1, 1, 0, 0, 2, 1)
end
RegisterNetEvent('mg-weapon-sling:client:changeSling')
AddEventHandler('mg-weapon-sling:client:changeSling', function()
if sling == "Back" then
sling = "Front"
else
sling = "Back"
end
end)
RegisterNetEvent('QBCore:Client:OnPlayerLoaded')
AddEventHandler('QBCore:Client:OnPlayerLoaded', function()
playerLoaded = true;
end)

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Config = {
Positions = {
["Back"] = {
bone = 24816,
x = 0.275,
y = -0.15,
z = -0.02,
x_rotation = 0.0,
y_rotation = 165.0,
z_rotation = 0.0
},
["Front"] = {
bone = 10706,
x = 0.0,
y = 0.19,
z = -0.25,
x_rotation = 0.0,
y_rotation = 75.0,
z_rotation = 180.0
}
},
compatable_weapon_hashes = {
-- assault rifles:
["weapon_carbinerifle"] = { model = "w_ar_carbinerifle", hash = -2084633992},
["weapon_carbinerifle_mk2"] = { model = "w_ar_carbineriflemk2", hash = GetHashKey("WEAPON_CARBINERIFLE_MK2")},
["weapon_assaultrifle"] = { model = "w_ar_assaultrifle", hash = -1074790547},
["weapon_specialcarbine"] = { model = "w_ar_specialcarbine", hash = -1063057011},
["weapon_bullpuprifle"] = { model = "w_ar_bullpuprifle", hash = 2132975508},
["weapon_advancedrifle"] = { model = "w_ar_advancedrifle", hash = -1357824103},
-- sub machine guns:
["weapon_microsmg"] = { model = "w_sb_microsmg", hash = 324215364},
["weapon_assaultsmg"] = { model = "w_sb_assaultsmg", hash = -270015777},
["weapon_smg"] = { model = "w_sb_smg", hash = 736523883},
["weapon_smgmk2"] = { model = "w_sb_smgmk2", hash = GetHashKey("WEAPON_SMG_MK2")},
["weapon_gusenberg"] = { model = "w_sb_gusenberg", hash = 1627465347},
-- sniper rifles:
["weapon_sniperrifle"] = { model = "w_sr_sniperrifle", hash = 100416529},
-- shotguns:
["weapon_assaultshotgun"] = { model = "w_sg_assaultshotgun", hash = -494615257},
["weapon_bullpupshotgun"] = { model = "w_sg_bullpupshotgun", hash = -1654528753},
["weapon_pumpshotgun"] = { model = "w_sg_pumpshotgun", hash = 487013001},
["weapon_musket"] = { model = "w_ar_musket", hash = -1466123874},
["weapon_heavyshotgun"] = { model = "w_sg_heavyshotgun", hash = GetHashKey("WEAPON_HEAVYSHOTGUN")},
}
}

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fx_version 'cerulean'
game 'gta5'
description 'QB-Weapons'
version '1.0.0'
shared_scripts {
'config.lua'
}
server_script 'server.lua'
client_script 'client.lua'

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local QBCore = exports['qb-core']:GetCoreObject()
QBCore.Commands.Add("sling", "Change weapon sling position", {}, false, function(source, args)
TriggerClientEvent("mg-weapon-sling:client:changeSling", source)
end)