Config = {} Config.Framework = "esx" -- esx, newqb, oldqb Config.NewESX = true Config.UseMInventory = true -- if you are using mInventory please set this true Config.WeaponAsItem = true -- if you want to use weapon as item set this true Config.WeaponDefaultAmmo = 0 -- if you want to use weapon as not item set this weapon ammo Config.GiveWeaponAfterBuy = true -- if you want to give weapon after buy set this true Config.LicenseSystem = true -- if you want to use license system set this true Config.Locations = { ["1"] = { coords = vector3(21.40975, -1106.47, 29.797), cam = {x = 22.5, y = -1105.23, z = 31.3, rot = -19.0}, WeaponObjectCoord = {x = 22.90, y = -1104.5, z = 31.397, heading = 160.0}, blip = {active = true, label = "Weapon Shop", sprite = 110, scale = 0.7, color = 81} }, ["2"] = { coords = vector3(-662.735, -935.169, 21.829), cam = {x = 23.5, y = -1106.23, z = 31.3, rot = -20.0}, WeaponObjectCoord = {x = 23.90, y = -1105.5, z = 31.397, heading = 170.0}, blip = {active = true, label = "Weapon Shop2", sprite = 110, scale = 0.7, color = 81} }, } -- INTERACTION SETTINGS Config.MenuOpenKey = 38 -- [E] Keys Reference : https://docs.fivem.net/docs/game-references/controls/ Config.TextUIHandler = { type = 'esx_textui', -- default, esx_textui, qb_default_textui, drawtext, custom [you can edit in client/editable.lua] text = 'Drücke [E] um den Ammunition zu öffnen', distance = 2.0, } Config.Messages = { ["bought"] = "Du hast die Waffe gekauft!", ["weaponcantfound"] = "Du hast keine Waffe", ["attachmentincompatible"] = "Modifikation nicht kompatibel", ["equip"] = "Aufsatz verwendet", ["alreadyhavecomponent"] = "Deine Waffe hat die Komponente bereits", ["skinnotfound"] = "Waffenskin nicht gefunden", ["notenoughmoney"] = "Nicht genug Geld", ["nolicenses"] = "Dir fehlt der Waffenschein" } Config.WeaponTints = { ["Normal"] = { [0] = { label = "Default/Black", price = 0, value = 0, }, [1] = { label = "Green", price = 2500, value = 1, }, [2] = { label = "Gold", price = 2500, value = 2, }, [3] = { label = "Pink", price = 2500, value = 3, }, [4] = { label = "Army", price = 2500, value = 4, }, [5] = { label = "LSPD", price = 2500, value = 5, }, [6] = { label = "Orange", price = 2500, value = 6, }, [7] = { label = "Platinum", price = 2500, value = 7, }, }, ["MK2"] = { [0] = { label = "Classic Black", price = 0, value = 0, }, [1] = { label = "Classic Gray", price = 2500, }, [2] = { label = "Classic Two-Tone", price = 2500, }, [3] = { label = "Classic White", price = 2500, }, [4] = { label = "Classic Beige", price = 2500, }, [5] = { label = "Classic Green", price = 2500, }, [6] = { label = "Classic Blue", price = 2500, }, [7] = { label = "Classic Earth", price = 2500, }, [8] = { label = "Classic Brown & Black", price = 2500, }, [9] = { label = "Red Contrast", price = 2500, }, [10] = { label = "Blue Contrast", price = 2500, }, [11] = { label = "Yellow Contrast", price = 2500, }, [12] = { label = "Orange Contrast", price = 2500, }, [13] = { label = "Bold Pink", price = 2500, }, [14] = { label = "Bold Purple & Yellow", price = 2500, }, [15] = { label = "Bold Orange", price = 2500, }, [16] = { label = "Bold Green & Purple", price = 2500, }, [17] = { label = "Bold Red Features", price = 2500, }, [18] = { label = "Bold Green Features", price = 2500, }, [19] = { label = "Bold Cyan Features", price = 2500, }, [20] = { label = "Bold Yellow Features", price = 2500, }, [21] = { label = "Bold Red & White", price = 2500, }, [22] = { label = "Bold Blue & White", price = 2500, }, [23] = { label = "Metallic Gold", price = 2500, }, [24] = { label = "Metallic Platinum", price = 2500, }, [25] = { label = "Metallic Gray & Lilac", price = 2500, }, [26] = { label = "Metallic Purple & Lime", price = 2500, }, [27] = { label = "Metallic Red", price = 2500, }, [28] = { label = "Metallic Green", price = 2500, }, [29] = { label = "Metallic Blue", price = 2500, }, [30] = { label = "Metallic White & Aqua", price = 2500, }, [31] = { label = "Metallic Red & Yellow", price = 2500, }, } } Config.WeaponTypes = { ["Pistols"] = { ["SNS Pistol"] = { hash = "weapon_snspistol", label = "SNS Pistole", rateoffire = 40, accuracy = 40, range = 20, price = 25000, description = "", attachments = { ["extendedclip"] = { component = "COMPONENT_SNSPISTOL_CLIP_02", label = "Erwweitertes Magazin", price = 1500, item = "pistol_extendedclip" } }, tints = { ["COMPONENT_SNSPISTOL_VARMOD_LOWRIDER"] = {label = "Etched Wood Grip Finish", price = 2500}, } }, }, -- ["Other"] = { -- ["Munition"] = { -- hash = "pistol_ammo", -- label = "Munition, -- rateoffire = 10, -- accuracy = 40, -- range = 5, -- amount = 12, -- price = 200, -- description = "This weapon belongs to the Assault Rifles weapon class in the game. The Carbine Rifle has featured in multiple Grand Theft Auto titles under different names. This is a fully-automatic weapon that can be fitted with a variety of attachments. There is also a setup mission in GTA V by the name Carbine Rifles in which the player has to hijack a tactical van full of weapons including Carbine Rifles.", -- }, -- }, } HSN = {} HSN.WeaponAttachments = {} HSN.GetWeaponAttachmentData = function() for k,v in pairs(Config.WeaponTypes) do for i,j in pairs(v) do if j.attachments then for m,n in pairs(j.attachments) do if string.match(m, 'magazine') or string.match(m, 'clip') or string.match(m, 'drummag') then if HSN.WeaponAttachments[j.hash] == nil then HSN.WeaponAttachments[j.hash] = {} end if HSN.WeaponAttachments[j.hash]["magazine"] == nil then HSN.WeaponAttachments[j.hash]["magazine"] = {} end if HSN.WeaponAttachments[j.hash]["magazine"][m] == nil then HSN.WeaponAttachments[j.hash]["magazine"][m] = n end elseif string.match(m, 'grip') then if HSN.WeaponAttachments[j.hash] == nil then HSN.WeaponAttachments[j.hash] = {} end if HSN.WeaponAttachments[j.hash]["grip"] == nil then HSN.WeaponAttachments[j.hash]["grip"] = {} end if HSN.WeaponAttachments[j.hash]["grip"][m] == nil then HSN.WeaponAttachments[j.hash]["grip"][m] = n end elseif string.match(m, 'scope') then if HSN.WeaponAttachments[j.hash] == nil then HSN.WeaponAttachments[j.hash] = {} end if HSN.WeaponAttachments[j.hash]["scope"] == nil then HSN.WeaponAttachments[j.hash]["scope"] = {} end if HSN.WeaponAttachments[j.hash]["scope"][m] == nil then HSN.WeaponAttachments[j.hash]["scope"][m] = n end elseif string.match(m, 'suppressor') or string.match(m, 'muzzle') then if HSN.WeaponAttachments[j.hash] == nil then HSN.WeaponAttachments[j.hash] = {} end if HSN.WeaponAttachments[j.hash]["muzzle"] == nil then HSN.WeaponAttachments[j.hash]["muzzle"] = {} end if HSN.WeaponAttachments[j.hash]["muzzle"][m] == nil then HSN.WeaponAttachments[j.hash]["muzzle"][m] = n end elseif string.match(m, 'barrel') then if HSN.WeaponAttachments[j.hash] == nil then HSN.WeaponAttachments[j.hash] = {} end if HSN.WeaponAttachments[j.hash]["barrel"] == nil then HSN.WeaponAttachments[j.hash]["barrel"] = {} end if HSN.WeaponAttachments[j.hash]["barrel"][m] == nil then HSN.WeaponAttachments[j.hash]["barrel"][m] = n end elseif string.match(m, 'flashlight') then if HSN.WeaponAttachments[j.hash] == nil then HSN.WeaponAttachments[j.hash] = {} end if HSN.WeaponAttachments[j.hash]["extra"] == nil then HSN.WeaponAttachments[j.hash]["extra"] = {} end if HSN.WeaponAttachments[j.hash]["extra"][m] == nil then HSN.WeaponAttachments[j.hash]["extra"][m] = n end end end end end end return HSN.WeaponAttachments end