-- animatios when weapon is unholstered and holstered. local info = {} info.animations = { mele = { holster = { dict = "melee@holster", clip = "holster", duration = 200 }, unholster = { dict = "melee@holster", clip = "unholster", duration = 200 } }, gang = { holster = { dict = "reaction@intimidation@1h", clip = "outro", duration = 800 }, unholster = { dict = "reaction@intimidation@1h", clip = "intro", duration = 900 } }, police = { holster = { dict = "reaction@intimidation@cop@unarmed", clip = "intro", duration = 400, clothing = 300 }, unholster = { dict = "rcmjosh4", clip = "josh_leadout_cop2", duration = 300, clothing = 0, cancel = true } } } -- default anim for weapons not found in groups, weapons, or clothing. info.default = "gang" -- weapon groups can be found here: https://docs.fivem.net/natives/?_0xC3287EE3050FB74C info.weaponGroups = { [`GROUP_MELEE`] = "mele", [`GROUP_PISTOL`] = "gang", } -- If you add a weapon here it will ignore the animation on it's group and instead play a specific animation set here. info.weapons = { [`WEAPON_STUNGUN`] = "police", [`weapon_pistol_mk2`] = "police", [`WEAPON_REVOLVER`] = "police", [`WEAPON_HEAVYPISTOL`] = "police", [`weapon_appistol`] = "police", [`WEAPON_SWITCHBLADE`] = false -- setting to false will not play any anim and instead use the in game default. } -- if wearing specific clothing such as a holster then everything else ignored and that anim is used. info.clothing = { holster = { { anim = "police", weapons = {`weapon_pistol_mk2`,`WEAPON_REVOLVER`,`WEAPON_HEAVYPISTOL`,`WEAPON_APPISTOL`}, variation = 7, male = {186, 183, 188}, female = {221} } }, unholster = { { anim = "police", weapons = {`weapon_pistol_mk2`,`WEAPON_REVOLVER`,`WEAPON_HEAVYPISTOL`,`WEAPON_APPISTOL`}, variation = 7, male = {182, 179, 187}, female = {220} } } } return info