2026-04-14 17:41:39 +02:00

336 lines
11 KiB
Lua

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