Nordi Scripts
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resources/[Developer]/[Nordi]/pug-sling/old-sling/client-old.lua
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resources/[Developer]/[Nordi]/pug-sling/old-sling/client-old.lua
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resources/[Developer]/[Nordi]/pug-sling/old-sling/config-old.lua
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resources/[Developer]/[Nordi]/pug-sling/old-sling/config-old.lua
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if Config.UseOldSlingScript then
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Config2 = {}
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Config2.CoreName = "qb-core" -- Only change this if you have changed your core name.
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Config2.Inventory = "qb-inventory" -- Inventory type (ox_inventory, qb-inventory, lj-inventory etc.)
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Config2.LoopSpeed = 500 -- How fast the loop to check weapons runs. Lower numbers are lest optimized.
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Config2.Placement = {
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["Back"] = {
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bone = 24816,
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x = 0.275, -- up and down
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y = -0.165, -- in and out
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z = 0.02, -- left and right
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x_rotation = 0.0,
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y_rotation = 0.0,
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z_rotation = 0.0
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},
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["Front"] = {
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bone = 10706,
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x = 0.0, -- up and down
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y = 0.19, -- in and out
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z = -0.25, -- left and right
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x_rotation = 0.0, -- flips the gun how you would want
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y_rotation = 75.0, -- tilts sideways
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z_rotation = 180.0 -- tilts into ped
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}
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}
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Config2.PlacementSecond = {
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["Back"] = {
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bone = 24816,
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x = 0.235, -- up and down
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y = -0.165, -- in and out
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z = -0.08, -- left and right
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x_rotation = 180.0, -- flips the gun how you would want
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y_rotation = 0.0, -- tilts sideways
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z_rotation = 0.0 -- tilts into ped
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},
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["Front"] = {
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bone = 24816,
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x = 0.275, -- up and down
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y = -0.165, -- in and out
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z = 0.02, -- left and right
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x_rotation = 0.0, -- flips the gun how you would want
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y_rotation = 0.0, -- tilts sideways
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z_rotation = 0.0 -- tilts into ped
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}
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}
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Config2.PlacementThird = {
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["Back"] = {
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bone = 10706,
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x = 0.0, -- up and down
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y = 0.19, -- in and out
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z = -0.25, -- left and right
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x_rotation = 0.0, -- flips the gun how you would want
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y_rotation = 75.0, -- tilts sideways
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z_rotation = 180.0 -- tilts into ped
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},
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["Front"] = {
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bone = 24816,
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x = 0.235, -- up and down
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y = -0.165, -- in and out
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z = -0.08, -- left and right
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x_rotation = 180.0, -- flips the gun how you would want
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y_rotation = 0.0, -- tilts sideways
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z_rotation = 0.0 -- tilts into ped
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}
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}
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-- To add custom rotations to items or weapons all you need to do is add the "x_rotation = 0.0, y_rotation = 90.0, z_rotation = 0.0"
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-- as seen for the "weapon_machete" for example and adjust the values of the rotations.
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Config2.WeaponsOnBack = {
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-- assault rifles:
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["weapon_carbinerifle"] = { model = "w_ar_carbinerifle" },
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["weapon_compactrifle"] = { model = "w_ar_assaultrifle_smg" },
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["weapon_carbinerifle_mk2"] = { model = "w_ar_carbineriflemk2" },
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["weapon_assaultrifle"] = { model = "w_ar_assaultrifle" },
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["weapon_specialcarbine"] = { model = "w_ar_specialcarbine" },
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["weapon_bullpuprifle"] = { model = "w_ar_bullpuprifle" },
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["weapon_advancedrifle"] = { model = "w_ar_advancedrifle" },
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-- sub machine guns:
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["weapon_microsmg"] = { model = "w_sb_microsmg" },
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["weapon_assaultsmg"] = { model = "w_sb_assaultsmg" },
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["weapon_smg"] = { model = "w_sb_smg" },
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["weapon_smg_mk2"] = { model = "w_sb_smgmk2" },
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["weapon_gusenberg"] = { model = "w_sb_gusenberg" },
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-- sniper rifles:
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["weapon_sniperrifle"] = { model = "w_sr_sniperrifle" },
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-- shotguns:
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["weapon_sawnoffshotgun"] = { model = "w_sg_sawnoff" },
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["weapon_assaultshotgun"] = { model = "w_sg_assaultshotgun" },
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["weapon_bullpupshotgun"] = { model = "w_sg_bullpupshotgun" },
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["weapon_pumpshotgun"] = { model = "w_sg_pumpshotgun" },
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["weapon_musket"] = { model = "w_ar_musket" },
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["weapon_heavyshotgun"] = { model = "w_sg_heavyshotgun" },
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-- mele weapons
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["weapon_machete"] = { model = "w_me_machette_lr", x_rotation = 0.0, y_rotation = 90.0, z_rotation = 0.0 },
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["weapon_bat"] = { model = "w_me_bat", x_rotation = 0.0, y_rotation = 90.0, z_rotation = 0.0 },
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["coke_brick"] = { model = "bkr_prop_coke_cutblock_01", x_rotation = 0.0, y_rotation = 90.0, z_rotation = 90.0 },
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["markedbills"] = { model = "prop_money_bag_01", x_rotation = 0.0, y_rotation = 90.0, z_rotation = 0.0 },
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-- Addon weapons
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["weapon_katana"] = { model = "w_me_katana", x_rotation = 0.0, y_rotation = 90.0, z_rotation = 0.0 },
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["weapon_remington"] = { model = "w_sg_remington" },
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["weapon_mp5"] = { model = "w_sb_mp5" },
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["weapon_huntingrifle"] = { model = "w_sr_huntingrifle" },
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}
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end
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resources/[Developer]/[Nordi]/pug-sling/old-sling/readme.md
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resources/[Developer]/[Nordi]/pug-sling/old-sling/readme.md
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# pug-sling
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Advanced weapons slings for the qbcore framework. Any weapon in the players inventory will show up on there back.
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# -- if you are using ox_inventory make sure to change Config.Inventory no other inventory name matters.
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# -- If you are using illenium-appearance make sure to head to illenium-appearance/server/server.lua and replace these commands with these.
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lib.addCommand("reloadskin", { help = _L("commands.reloadskin.title") }, function(source)
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local src = source
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TriggerClientEvent("illenium-appearance:client:reloadSkin", src)
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Wait(500)
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TriggerClientEvent("Pug:ReloadGuns:sling", src)
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end)
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lib.addCommand("clearstuckprops", { help = _L("commands.clearstuckprops.title") }, function(source)
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local src = source
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TriggerClientEvent("illenium-appearance:client:ClearStuckProps", src)
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Wait(500)
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TriggerClientEvent("Pug:ReloadGuns:sling", src)
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end)
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# --
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# -- Support
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Full support provided in my discord here: https://discord.gg/jYZuWYjfvq
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# --
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# -- My other scripts
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https://pug-webstore.tebex.io/
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# --
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# -- Config file
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To add a new weapon you must change the first option to the qbcore shared.lua.
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# --
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# -- Commands
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`/sling` - Will toggle the weapon placement on the front and back.
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# --
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# -- Use this event to clear items stuck on players without removing the weapons on the players back
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TriggerEvent("Pug:ReloadGuns:sling")
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# --
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