Main/resources/[jobs]/[weapons]/ND_GunAnims/data/animations.lua
2025-06-11 02:30:41 +02:00

60 lines
2 KiB
Lua

-- 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