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config.lua
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config.lua
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Config = {}
Config.UseTarget = GetConvar('UseTarget', 'false') == 'true' -- Use qb-target interactions (don't change this, go to your server.cfg and add setr UseTarget true)
Config.MinimalDoctors = 2 -- How many players with the ambulance job to prevent the hospital check-in system from being used
Config.DocCooldown = 1 -- Cooldown between doctor calls allowed, in minutes
Config.WipeInventoryOnRespawn = true -- Enable or disable removing all the players items when they respawn at the hospital
Config.Helicopter = 'polmav' -- Helicopter model that players with the ambulance job can use
Config.BillCost = 1500 -- Price that players are charged for using the hospital check-in system
Config.DeathTime = 300 -- How long the timer is for players to bleed out completely and respawn at the hospital
Config.ReviveInterval = 360 -- How long the timer is for players to revive a player in laststand
Config.MinimumRevive = 300 -- How long the timer is for players to revive a player in laststand
Config.PainkillerInterval = 60 -- Set the length of time painkillers last (per one)
Config.HealthDamage = 5 -- Minumum damage done to health before checking for injuries
Config.ArmorDamage = 5 -- Minumum damage done to armor before checking for injuries
Config.ForceInjury = 35 -- Maximum amount of damage a player can take before limb damage & effects are forced to occur
Config.AlwaysBleedChance = 70 -- Set the chance out of 100 that if a player is hit with a weapon, that also has a random chance, it will cause bleeding
Config.MessageTimer = 12 -- How long it will take to display limb/bleed message
Config.AIHealTimer = 20 -- How long it will take to be healed after checking in, in seconds
Config.BleedTickRate = 30 -- How much time, in seconds, between bleed ticks
Config.BleedMovementTick = 10 -- How many seconds is taken away from the bleed tick rate if the player is walking, jogging, or sprinting
Config.BleedMovementAdvance = 3 -- How much time moving while bleeding adds
Config.BleedTickDamage = 8 -- The base damage that is multiplied by bleed level everytime a bleed tick occurs
Config.FadeOutTimer = 2 -- How many bleed ticks occur before fadeout happens
Config.BlackoutTimer = 10 -- How many bleed ticks occur before blacking out
Config.AdvanceBleedTimer = 10 -- How many bleed ticks occur before bleed level increases
Config.HeadInjuryTimer = 30 -- How much time, in seconds, do head injury effects chance occur
Config.ArmInjuryTimer = 30 -- How much time, in seconds, do arm injury effects chance occur
Config.LegInjuryTimer = 15 -- How much time, in seconds, do leg injury effects chance occur
Config.HeadInjuryChance = 25 -- The chance, in percent, that head injury side-effects get applied
Config.LegInjuryChance = { -- The chance, in percent, that leg injury side-effects get applied
Running = 50,
Walking = 15
}
Config.MajorArmoredBleedChance = 45 -- The chance, in percent, that a player will get a bleed effect when taking heavy damage while wearing armor
Config.MaxInjuryChanceMulti = 3 -- How many times the HealthDamage value above can divide into damage taken before damage is forced to be applied
Config.DamageMinorToMajor = 35 -- How much damage would have to be applied for a minor weapon to be considered a major damage event. Put this at 100 if you want to disable it
Config.AlertShowInfo = 2 -- How many injuries a player must have before being alerted about them
Config.Locations = { -- Edit the various interaction points for players or create new ones
['checking'] = {
[1] = vector3(308.19, -595.35, 43.29),
[2] = vector3(-254.54, 6331.78, 32.43), -- paleto
},
['duty'] = {
[1] = vector3(311.18, -599.25, 43.29),
[2] = vector3(-254.88, 6324.5, 32.58),
},
['vehicle'] = {
},
['helicopter'] = {
},
['armory'] = {
[1] = vector3(309.93, -602.94, 43.29),
[2] = vector3(-245.13, 6315.71, 32.82),
},
['roof'] = {
[1] = vector4(338.5, -583.85, 74.16, 245.5),
},
['main'] = {
[1] = vector3(298.74, -599.33, 43.29),
},
['stash'] = {
[1] = vector3(309.78, -596.6, 43.29),
},
['beds'] = {
{ coords = vector4(353.1, -584.6, 43.11, 152.08), taken = false, model = 1631638868 },
{ coords = vector4(356.79, -585.86, 43.11, 152.08), taken = false, model = 1631638868 },
{ coords = vector4(354.12, -593.12, 43.1, 336.32), taken = false, model = 2117668672 },
{ coords = vector4(350.79, -591.8, 43.1, 336.32), taken = false, model = 2117668672 },
{ coords = vector4(346.99, -590.48, 43.1, 336.32), taken = false, model = 2117668672 },
{ coords = vector4(360.32, -587.19, 43.02, 152.08), taken = false, model = -1091386327 },
{ coords = vector4(349.82, -583.33, 43.02, 152.08), taken = false, model = -1091386327 },
{ coords = vector4(326.98, -576.17, 43.02, 152.08), taken = false, model = -1091386327 },
--- paleto
{ coords = vector4(-252.43, 6312.25, 32.34, 313.48), taken = false, model = 2117668672 },
{ coords = vector4(-247.04, 6317.95, 32.34, 134.64), taken = false, model = 2117668672 },
{ coords = vector4(-255.98, 6315.67, 32.34, 313.91), taken = false, model = 2117668672 },
},
['jailbeds'] = {
{ coords = vector4(1761.96, 2597.74, 45.66, 270.14), taken = false, model = 2117668672 },
{ coords = vector4(1761.96, 2591.51, 45.66, 269.8), taken = false, model = 2117668672 },
{ coords = vector4(1771.8, 2598.02, 45.66, 89.05), taken = false, model = 2117668672 },
{ coords = vector4(1771.85, 2591.85, 45.66, 91.51), taken = false, model = 2117668672 },
},
['stations'] = {
{ label = Lang:t('info.pb_hospital'), coords = vector3(304.27, -600.33, 43.28) }
}
}
Config.AuthorizedVehicles = { -- Grade is key, don't add same vehicle in multiple grades. Higher rank can see lower
[0] = {
['ambulance'] = 'Ambulance'
}
}
Config.Items = { -- Grade is key, don't add same item in multiple grades. Higher rank can see lower
[0] = {
{ name = 'radio', price = 0, amount = 50, info = {}, type = 'item' },
{ name = 'bandage', price = 0, amount = 50, info = {}, type = 'item' },
{ name = 'painkillers', price = 0, amount = 50, info = {}, type = 'item' },
{ name = 'firstaid', price = 0, amount = 50, info = {}, type = 'item' },
{ name = 'weapon_flashlight', price = 0, amount = 50, info = {}, type = 'item' },
{ name = 'weapon_fireextinguisher', price = 0, amount = 50, info = {}, type = 'item' },
}
}
Config.WeaponClasses = { -- Define gta weapon classe numbers
['SMALL_CALIBER'] = 1,
['MEDIUM_CALIBER'] = 2,
['HIGH_CALIBER'] = 3,
['SHOTGUN'] = 4,
['CUTTING'] = 5,
['LIGHT_IMPACT'] = 6,
['HEAVY_IMPACT'] = 7,
['EXPLOSIVE'] = 8,
['FIRE'] = 9,
['SUFFOCATING'] = 10,
['OTHER'] = 11,
['WILDLIFE'] = 12,
['NOTHING'] = 13
}
Config.MinorInjurWeapons = { -- Define which weapons cause small injuries
[Config.WeaponClasses['SMALL_CALIBER']] = true,
[Config.WeaponClasses['MEDIUM_CALIBER']] = true,
[Config.WeaponClasses['CUTTING']] = true,
[Config.WeaponClasses['WILDLIFE']] = true,
[Config.WeaponClasses['OTHER']] = true,
[Config.WeaponClasses['LIGHT_IMPACT']] = true,
}
Config.MajorInjurWeapons = { -- Define which weapons cause large injuries
[Config.WeaponClasses['HIGH_CALIBER']] = true,
[Config.WeaponClasses['HEAVY_IMPACT']] = true,
[Config.WeaponClasses['SHOTGUN']] = true,
[Config.WeaponClasses['EXPLOSIVE']] = true,
}
Config.AlwaysBleedChanceWeapons = { -- Define which weapons will always cause bleedign
[Config.WeaponClasses['SMALL_CALIBER']] = true,
[Config.WeaponClasses['MEDIUM_CALIBER']] = true,
[Config.WeaponClasses['CUTTING']] = true,
[Config.WeaponClasses['WILDLIFE']] = false,
}
Config.ForceInjuryWeapons = { -- Define which weapons will always cause injuries
[Config.WeaponClasses['HIGH_CALIBER']] = true,
[Config.WeaponClasses['HEAVY_IMPACT']] = true,
[Config.WeaponClasses['EXPLOSIVE']] = true,
}
Config.CriticalAreas = { -- Define body areas that will always cause bleeding if wearing armor or not
['UPPER_BODY'] = { armored = false },
['LOWER_BODY'] = { armored = true },
['SPINE'] = { armored = true },
}
Config.StaggerAreas = { -- Define body areas that will always cause staggering if wearing armor or not
['SPINE'] = { armored = true, major = 60, minor = 30 },
['UPPER_BODY'] = { armored = false, major = 60, minor = 30 },
['LLEG'] = { armored = true, major = 100, minor = 85 },
['RLEG'] = { armored = true, major = 100, minor = 85 },
['LFOOT'] = { armored = true, major = 100, minor = 100 },
['RFOOT'] = { armored = true, major = 100, minor = 100 },
}
Config.WoundStates = { -- Translate wound alerts
Lang:t('states.irritated'),
Lang:t('states.quite_painful'),
Lang:t('states.painful'),
Lang:t('states.really_painful'),
}
Config.BleedingStates = { -- Translate bleeding alerts
[1] = { label = Lang:t('states.little_bleed') },
[2] = { label = Lang:t('states.bleed') },
[3] = { label = Lang:t('states.lot_bleed') },
[4] = { label = Lang:t('states.big_bleed') },
}
Config.MovementRate = { -- Set the player movement rate based on the level of damage they have
0.98,
0.96,
0.94,
0.92,
}
Config.Bones = { -- Correspond bone hash numbers to their label
[0] = 'NONE',
[31085] = 'HEAD',
[31086] = 'HEAD',
[39317] = 'NECK',
[57597] = 'SPINE',
[23553] = 'SPINE',
[24816] = 'SPINE',
[24817] = 'SPINE',
[24818] = 'SPINE',
[10706] = 'UPPER_BODY',
[64729] = 'UPPER_BODY',
[11816] = 'LOWER_BODY',
[45509] = 'LARM',
[61163] = 'LARM',
[18905] = 'LHAND',
[4089] = 'LFINGER',
[4090] = 'LFINGER',
[4137] = 'LFINGER',
[4138] = 'LFINGER',
[4153] = 'LFINGER',
[4154] = 'LFINGER',
[4169] = 'LFINGER',
[4170] = 'LFINGER',
[4185] = 'LFINGER',
[4186] = 'LFINGER',
[26610] = 'LFINGER',
[26611] = 'LFINGER',
[26612] = 'LFINGER',
[26613] = 'LFINGER',
[26614] = 'LFINGER',
[58271] = 'LLEG',
[63931] = 'LLEG',
[2108] = 'LFOOT',
[14201] = 'LFOOT',
[40269] = 'RARM',
[28252] = 'RARM',
[57005] = 'RHAND',
[58866] = 'RFINGER',
[58867] = 'RFINGER',
[58868] = 'RFINGER',
[58869] = 'RFINGER',
[58870] = 'RFINGER',
[64016] = 'RFINGER',
[64017] = 'RFINGER',
[64064] = 'RFINGER',
[64065] = 'RFINGER',
[64080] = 'RFINGER',
[64081] = 'RFINGER',
[64096] = 'RFINGER',
[64097] = 'RFINGER',
[64112] = 'RFINGER',
[64113] = 'RFINGER',
[36864] = 'RLEG',
[51826] = 'RLEG',
[20781] = 'RFOOT',
[52301] = 'RFOOT',
}
Config.BoneIndexes = { -- Correspond bone labels to their hash number
['NONE'] = 0,
-- ['HEAD'] = 31085,
['HEAD'] = 31086,
['NECK'] = 39317,
-- ['SPINE'] = 57597,
-- ['SPINE'] = 23553,
-- ['SPINE'] = 24816,
-- ['SPINE'] = 24817,
['SPINE'] = 24818,
-- ['UPPER_BODY'] = 10706,
['UPPER_BODY'] = 64729,
['LOWER_BODY'] = 11816,
-- ['LARM'] = 45509,
['LARM'] = 61163,
['LHAND'] = 18905,
-- ['LFINGER'] = 4089,
-- ['LFINGER'] = 4090,
-- ['LFINGER'] = 4137,
-- ['LFINGER'] = 4138,
-- ['LFINGER'] = 4153,
-- ['LFINGER'] = 4154,
-- ['LFINGER'] = 4169,
-- ['LFINGER'] = 4170,
-- ['LFINGER'] = 4185,
-- ['LFINGER'] = 4186,
-- ['LFINGER'] = 26610,
-- ['LFINGER'] = 26611,
-- ['LFINGER'] = 26612,
-- ['LFINGER'] = 26613,
['LFINGER'] = 26614,
-- ['LLEG'] = 58271,
['LLEG'] = 63931,
-- ['LFOOT'] = 2108,
['LFOOT'] = 14201,
-- ['RARM'] = 40269,
['RARM'] = 28252,
['RHAND'] = 57005,
-- ['RFINGER'] = 58866,
-- ['RFINGER'] = 58867,
-- ['RFINGER'] = 58868,
-- ['RFINGER'] = 58869,
-- ['RFINGER'] = 58870,
-- ['RFINGER'] = 64016,
-- ['RFINGER'] = 64017,
-- ['RFINGER'] = 64064,
-- ['RFINGER'] = 64065,
-- ['RFINGER'] = 64080,
-- ['RFINGER'] = 64081,
-- ['RFINGER'] = 64096,
-- ['RFINGER'] = 64097,
-- ['RFINGER'] = 64112,
['RFINGER'] = 64113,
-- ['RLEG'] = 36864,
['RLEG'] = 51826,
-- ['RFOOT'] = 20781,
['RFOOT'] = 52301,
}
Config.Weapons = { -- Correspond weapon names to their class number
[`WEAPON_STUNGUN`] = Config.WeaponClasses['NONE'],
[`WEAPON_STUNGUN_MP`] = Config.WeaponClasses['NONE'],
--[[ Small Caliber ]] --
[`WEAPON_PISTOL`] = Config.WeaponClasses['SMALL_CALIBER'],
[`WEAPON_COMBATPISTOL`] = Config.WeaponClasses['SMALL_CALIBER'],
[`WEAPON_APPISTOL`] = Config.WeaponClasses['SMALL_CALIBER'],
[`WEAPON_COMBATPDW`] = Config.WeaponClasses['SMALL_CALIBER'],
[`WEAPON_MACHINEPISTOL`] = Config.WeaponClasses['SMALL_CALIBER'],
[`WEAPON_MICROSMG`] = Config.WeaponClasses['SMALL_CALIBER'],
[`WEAPON_MINISMG`] = Config.WeaponClasses['SMALL_CALIBER'],
[`WEAPON_PISTOL_MK2`] = Config.WeaponClasses['SMALL_CALIBER'],
[`WEAPON_SNSPISTOL`] = Config.WeaponClasses['SMALL_CALIBER'],
[`WEAPON_SNSPISTOL_MK2`] = Config.WeaponClasses['SMALL_CALIBER'],
[`WEAPON_VINTAGEPISTOL`] = Config.WeaponClasses['SMALL_CALIBER'],
--[[ Medium Caliber ]] --
[`WEAPON_ADVANCEDRIFLE`] = Config.WeaponClasses['MEDIUM_CALIBER'],
[`WEAPON_ASSAULTSMG`] = Config.WeaponClasses['MEDIUM_CALIBER'],
[`WEAPON_BULLPUPRIFLE`] = Config.WeaponClasses['MEDIUM_CALIBER'],
[`WEAPON_BULLPUPRIFLE_MK2`] = Config.WeaponClasses['MEDIUM_CALIBER'],
[`WEAPON_CARBINERIFLE`] = Config.WeaponClasses['MEDIUM_CALIBER'],
[`WEAPON_CARBINERIFLE_MK2`] = Config.WeaponClasses['MEDIUM_CALIBER'],
[`WEAPON_COMPACTRIFLE`] = Config.WeaponClasses['MEDIUM_CALIBER'],
[`WEAPON_DOUBLEACTION`] = Config.WeaponClasses['MEDIUM_CALIBER'],
[`WEAPON_GUSENBERG`] = Config.WeaponClasses['MEDIUM_CALIBER'],
[`WEAPON_HEAVYPISTOL`] = Config.WeaponClasses['MEDIUM_CALIBER'],
[`WEAPON_MARKSMANPISTOL`] = Config.WeaponClasses['MEDIUM_CALIBER'],
[`WEAPON_PISTOL50`] = Config.WeaponClasses['MEDIUM_CALIBER'],
[`WEAPON_REVOLVER`] = Config.WeaponClasses['MEDIUM_CALIBER'],
[`WEAPON_REVOLVER_MK2`] = Config.WeaponClasses['MEDIUM_CALIBER'],
[`WEAPON_SMG`] = Config.WeaponClasses['MEDIUM_CALIBER'],
[`WEAPON_SMG_MK2`] = Config.WeaponClasses['MEDIUM_CALIBER'],
[`WEAPON_SPECIALCARBINE`] = Config.WeaponClasses['MEDIUM_CALIBER'],
[`WEAPON_SPECIALCARBINE_MK2`] = Config.WeaponClasses['MEDIUM_CALIBER'],
--[[ High Caliber ]] --
[`WEAPON_ASSAULTRIFLE`] = Config.WeaponClasses['HIGH_CALIBER'],
[`WEAPON_ASSAULTRIFLE_MK2`] = Config.WeaponClasses['HIGH_CALIBER'],
[`WEAPON_COMBATMG`] = Config.WeaponClasses['HIGH_CALIBER'],
[`WEAPON_COMBATMG_MK2`] = Config.WeaponClasses['HIGH_CALIBER'],
[`WEAPON_HEAVYSNIPER`] = Config.WeaponClasses['HIGH_CALIBER'],
[`WEAPON_HEAVYSNIPER_MK2`] = Config.WeaponClasses['HIGH_CALIBER'],
[`WEAPON_MARKSMANRIFLE`] = Config.WeaponClasses['HIGH_CALIBER'],
[`WEAPON_MARKSMANRIFLE_MK2`] = Config.WeaponClasses['HIGH_CALIBER'],
[`WEAPON_MG`] = Config.WeaponClasses['HIGH_CALIBER'],
[`WEAPON_MINIGUN`] = Config.WeaponClasses['HIGH_CALIBER'],
[`WEAPON_MUSKET`] = Config.WeaponClasses['HIGH_CALIBER'],
[`WEAPON_RAILGUN`] = Config.WeaponClasses['HIGH_CALIBER'],
[`WEAPON_HEAVYRIFLE`] = Config.WeaponClasses['HIGH_CALIBER'],
--[[ Shotguns ]] --
[`WEAPON_ASSAULTSHOTGUN`] = Config.WeaponClasses['SHOTGUN'],
[`WEAPON_BULLUPSHOTGUN`] = Config.WeaponClasses['SHOTGUN'],
[`WEAPON_DBSHOTGUN`] = Config.WeaponClasses['SHOTGUN'],
[`WEAPON_HEAVYSHOTGUN`] = Config.WeaponClasses['SHOTGUN'],
[`WEAPON_PUMPSHOTGUN`] = Config.WeaponClasses['SHOTGUN'],
[`WEAPON_PUMPSHOTGUN_MK2`] = Config.WeaponClasses['SHOTGUN'],
[`WEAPON_SAWNOFFSHOTGUN`] = Config.WeaponClasses['SHOTGUN'],
[`WEAPON_SWEEPERSHOTGUN`] = Config.WeaponClasses['SHOTGUN'],
--[[ Animals ]] --
[`WEAPON_ANIMAL`] = Config.WeaponClasses['WILDLIFE'], -- Animal
[`WEAPON_COUGAR`] = Config.WeaponClasses['WILDLIFE'], -- Cougar
[`WEAPON_BARBED_WIRE`] = Config.WeaponClasses['WILDLIFE'], -- Barbed Wire
--[[ Cutting Weapons ]] --
[`WEAPON_BATTLEAXE`] = Config.WeaponClasses['CUTTING'],
[`WEAPON_BOTTLE`] = Config.WeaponClasses['CUTTING'],
[`WEAPON_DAGGER`] = Config.WeaponClasses['CUTTING'],
[`WEAPON_HATCHET`] = Config.WeaponClasses['CUTTING'],
[`WEAPON_KNIFE`] = Config.WeaponClasses['CUTTING'],
[`WEAPON_MACHETE`] = Config.WeaponClasses['CUTTING'],
[`WEAPON_SWITCHBLADE`] = Config.WeaponClasses['CUTTING'],
--[[ Light Impact ]] --
[`WEAPON_KNUCKLE`] = Config.WeaponClasses['LIGHT_IMPACT'],
--[[ Heavy Impact ]] --
[`WEAPON_BAT`] = Config.WeaponClasses['HEAVY_IMPACT'],
[`WEAPON_CROWBAR`] = Config.WeaponClasses['HEAVY_IMPACT'],
[`WEAPON_FIREEXTINGUISHER`] = Config.WeaponClasses['HEAVY_IMPACT'],
[`WEAPON_FIRWORK`] = Config.WeaponClasses['HEAVY_IMPACT'],
[`WEAPON_GOLFLCUB`] = Config.WeaponClasses['HEAVY_IMPACT'],
[`WEAPON_HAMMER`] = Config.WeaponClasses['HEAVY_IMPACT'],
[`WEAPON_PETROLCAN`] = Config.WeaponClasses['HEAVY_IMPACT'],
[`WEAPON_POOLCUE`] = Config.WeaponClasses['HEAVY_IMPACT'],
[`WEAPON_WRENCH`] = Config.WeaponClasses['HEAVY_IMPACT'],
[`WEAPON_RAMMED_BY_CAR`] = Config.WeaponClasses['HEAVY_IMPACT'],
[`WEAPON_RUN_OVER_BY_CAR`] = Config.WeaponClasses['HEAVY_IMPACT'],
--[[ Explosives ]] --
[`WEAPON_EXPLOSION`] = Config.WeaponClasses['EXPLOSIVE'],
[`WEAPON_GRENADE`] = Config.WeaponClasses['EXPLOSIVE'],
[`WEAPON_COMPACTLAUNCHER`] = Config.WeaponClasses['EXPLOSIVE'],
[`WEAPON_HOMINGLAUNCHER`] = Config.WeaponClasses['EXPLOSIVE'],
[`WEAPON_PIPEBOMB`] = Config.WeaponClasses['EXPLOSIVE'],
[`WEAPON_PROXMINE`] = Config.WeaponClasses['EXPLOSIVE'],
[`WEAPON_RPG`] = Config.WeaponClasses['EXPLOSIVE'],
[`WEAPON_STICKYBOMB`] = Config.WeaponClasses['EXPLOSIVE'],
[`WEAPON_HELI_CRASH`] = Config.WeaponClasses['EXPLOSIVE'],
[`WEAPON_EMPLAUNCHER`] = Config.WeaponClasses['EXPLOSIVE'],
--[[ Other ]] --
[`WEAPON_FALL`] = Config.WeaponClasses['OTHER'], -- Fall
[`WEAPON_HIT_BY_WATER_CANNON`] = Config.WeaponClasses['OTHER'], -- Water Cannon
--[[ Fire ]] --
[`WEAPON_ELECTRIC_FENCE`] = Config.WeaponClasses['FIRE'],
[`WEAPON_FIRE`] = Config.WeaponClasses['FIRE'],
[`WEAPON_MOLOTOV`] = Config.WeaponClasses['FIRE'],
[`WEAPON_FLARE`] = Config.WeaponClasses['FIRE'],
[`WEAPON_FLAREGUN`] = Config.WeaponClasses['FIRE'],
--[[ Suffocate ]] --
[`WEAPON_DROWNING`] = Config.WeaponClasses['SUFFOCATING'], -- Drowning
[`WEAPON_DROWNING_IN_VEHICLE`] = Config.WeaponClasses['SUFFOCATING'], -- Drowning Veh
[`WEAPON_EXHAUSTION`] = Config.WeaponClasses['SUFFOCATING'], -- Exhaust
[`WEAPON_BZGAS`] = Config.WeaponClasses['SUFFOCATING'],
[`WEAPON_SMOKEGRENADE`] = Config.WeaponClasses['SUFFOCATING'],
}
Config.VehicleSettings = { -- Enable or disable vehicle extras when pulling them from the ambulance job vehicle spawner
['car1'] = { -- Model name
['extras'] = {
['1'] = false, -- on/off
['2'] = true,
['3'] = true,
['4'] = true,
['5'] = true,
['6'] = true,
['7'] = true,
['8'] = true,
['9'] = true,
['10'] = true,
['11'] = true,
['12'] = true,
}
},
['car2'] = {
['extras'] = {
['1'] = false,
['2'] = true,
['3'] = true,
['4'] = true,
['5'] = true,
['6'] = true,
['7'] = true,
['8'] = true,
['9'] = true,
['10'] = true,
['11'] = true,
['12'] = true,
}
}
}