Config = {} Config.Debug = true Config.Language = "de" -- Language to use. Config.RenderDistance = 100.0 -- Scenario display Radius. Config.InteractDistance = 2.0 -- Interact Radius Config.UseTarget = true -- When set to true, it'll use targeting instead of key-presses to interact. Config.NoModelTargeting = true -- When set to true and using Target, it'll spawn a small invisible prop so you can third-eye when no entity is defined. Config.Marker = { -- This will only be used if enabled, not using target, and no model is defined in the interaction. enabled = true, id = 2, scale = 0.25, color = {255, 255, 255, 127} } Config.Effects = { ["high"] = { canOverlap = false, -- If the effect can be started on-top of others (recommended: false) process = function(data) local time = data.time or 5000 local intensity = data.intensity or 1.0 local player = PlayerId() local ped = PlayerPedId() RequestAnimSet("MOVE_M@DRUNK@VERYDRUNK") while not HasAnimSetLoaded("MOVE_M@DRUNK@VERYDRUNK") do Wait(0) end SetPedMovementClipset(ped, "MOVE_M@DRUNK@VERYDRUNK", 1.0) SetPedMotionBlur(ped, true) SetPedIsDrunk(ped, true) SetTimecycleModifier("spectator6") for i=1, 100 do SetTimecycleModifierStrength(i * 0.01) ShakeGameplayCam("DRUNK_SHAKE", i * 0.01) Wait(10) end Wait(time) for i=1, 100 do SetTimecycleModifierStrength(1.0 - (i * 0.01)) ShakeGameplayCam("DRUNK_SHAKE", (1.0 - (i * 0.01))) Wait(10) end SetPedMoveRateOverride(player, 1.0) SetRunSprintMultiplierForPlayer(player, 1.0) SetPedIsDrunk(ped, false) SetPedMotionBlur(ped, false) ResetPedMovementClipset(ped, 1.0) end }, ["drunk"] = { canOverlap = false, -- If the effect can be started on-top of others (recommended: false) process = function(data) local time = data.time or 5000 local intensity = data.intensity or 1.0 local player = PlayerId() local ped = PlayerPedId() RequestAnimSet("MOVE_M@DRUNK@VERYDRUNK") while not HasAnimSetLoaded("MOVE_M@DRUNK@VERYDRUNK") do Wait(0) end SetPedMovementClipset(ped, "MOVE_M@DRUNK@VERYDRUNK", 1.0) SetPedMotionBlur(ped, true) SetPedIsDrunk(ped, true) SetTimecycleModifier("drug_wobbly") for i=1, 100 do SetTimecycleModifierStrength(i * 0.01) ShakeGameplayCam("DRUNK_SHAKE", i * 0.01) Wait(10) end Wait(time) for i=1, 100 do SetTimecycleModifierStrength(1.0 - (i * 0.01)) ShakeGameplayCam("DRUNK_SHAKE", (1.0 - (i * 0.01))) Wait(10) end SetPedMoveRateOverride(player, 1.0) SetRunSprintMultiplierForPlayer(player,1.0) SetPedIsDrunk(ped, false) SetPedMotionBlur(ped, false) ResetPedMovementClipset(ped, 1.0) end }, } Config.ExternalStatus = function(source, name, amount) -- (Server-Sided) Implement custom exports and events for external status resources. if amount == 0 then return end if amount > 0 then -- Add Status if amount > 200 then TriggerEvent("evidence:client:SetStatus", "heavyalcohol", amount) else TriggerEvent("evidence:client:SetStatus", "alcohol", amount) end if GetResourceState("ps_buffs") == "started" then local amount = math.abs(amount) exports.ps_buffs:AddBuff(source, GetIdentifier(source), name, amount) end else -- Remove Status if GetResourceState("ps_buffs") == "started" then local amount = math.abs(amount) exports.ps_buffs:RemoveBuff(source, GetIdentifier(source), name) end end end Config.Options = { -- Item Options drop = { despawnTime = 120, -- Seconds until it deletes the entity after dropping it. }, throwing = { despawnTime = 5, -- Seconds until it deletes the entity after throwing it. power = 20, -- The amount of power to use when throwing the entity. } } Config.MaxValues = { -- If you want a custom maximum for a value, change -1 to the number. This is already handled in the bridge. hunger = 40, thirst = -1, stress = -1, armor = -1, stamina = -1, } Config.Items = { ["hamburger"] = { uses = 3, prop = { model = `prop_cs_burger_01`, boneId = 18905, offset = vec3(0.1114, 0.0389, 0.0497), rotation = vec3(160.2057, 77.8283, -7.5425) }, animation = { dict = "mp_player_inteat@burger", anim = "mp_player_int_eat_burger_fp", time = 2000, params = { nil, nil, nil, 49 } }, status = { -- Per use. Values are based on percentage of the max value of the status. If below zero, it will remove the status percentage. hunger = 20, thirst = 0, stress = 0, armor = 0, alcohol = 0, stamina = 0, } }, ["beer"] = { uses = 3, prop = { model = `prop_cs_beer_bot_01`, boneId = 18905, offset = vec3(0.1, 0.01, 0.01), rotation = vec3(100.0, 0.0, -180.0) }, animation = { dict = "mp_player_intdrink", anim = "loop_bottle", time = 2000, params = { nil, nil, nil, 49 } }, effect = { name = "drunk", time = 5000, intensity = 1.0 }, status = { -- Per use. Values are based on percentage of the max value of the status. If below zero, it will remove the status percentage. hunger = 0, thirst = 20, stress = 0, armor = 0, alcohol = 0, stamina = 0, } }, ["soda"] = { uses = 3, prop = { model = `prop_ecola_can`, boneId = 18905, offset = vec3(0.1, 0.01, 0.01), rotation = vec3(100.0, 0.0, -180.0) }, animation = { dict = "mp_player_intdrink", anim = "loop_bottle", time = 2000, params = { nil, nil, nil, 49 } }, status = { -- Per use. Values are based on percentage of the max value of the status. If below zero, it will remove the status percentage. hunger = 0, thirst = 20, stress = 0, armor = 0, alcohol = 0, stamina = 0, } }, ["coffee"] = { uses = 1, prop = { model = `p_amb_coffeecup_01`, boneId = 28422, offset = vec3(0.0, 0.0, 0.0), rotation = vec3(0.0, 0.0, 0.0) }, idle = { dict = "amb@world_human_drinking@coffee@male@idle_a", anim = "idle_c", time = 2000, params = { nil, nil, nil, 49 } }, animation = { dict = "amb@world_human_drinking@coffee@male@idle_a", anim = "idle_c", time = 2000, params = { nil, nil, nil, 49 } }, effect = { name = "caffeine_boost", time = 360000, intensity = 1.0 }, status = { hunger = 0, thirst = 10, stress = 0, armor = 0, alcohol = 0, stamina = 0, } }, ["egobar"] = { uses = 1, prop = { model = `prop_choc_ego`, boneId = 60309, offset = vec3(0.0, 0.0, 0.0), rotation = vec3(0.0, 0.0, 0.0) }, idle = { dict = "mp_player_inteat@burger", anim = "mp_player_int_eat_burger", time = 2000, params = { nil, nil, nil, 49 } }, animation = { dict = "mp_player_inteat@burger", anim = "mp_player_int_eat_burger", time = 2000, params = { nil, nil, nil, 49 } }, effect = { name = "satisfaction", time = 5000, intensity = 1.0 }, status = { hunger = 20, thirst = 0, stress = 0, armor = 0, alcohol = 0, stamina = 0, } }, ["sandwich"] = { uses = 1, prop = { model = `prop_sandwich_01`, boneId = 18905, offset = vec3(0.13, 0.05, 0.02), rotation = vec3(-50.0, 16.0, 60.0) }, idle = { dict = "mp_player_inteat@burger", anim = "mp_player_int_eat_burger", time = 2000, params = { nil, nil, nil, 49 } }, animation = { dict = "mp_player_inteat@burger", anim = "mp_player_int_eat_burger", time = 2000, params = { nil, nil, nil, 49 } }, effect = { name = "satisfaction", time = 5000, intensity = 1.0 }, status = { hunger = 20, thirst = 0, stress = 0, armor = 0, alcohol = 0, stamina = 0, } }, ["crisps"] = { uses = 1, prop = { model = `v_ret_ml_chips2`, boneId = 28422, offset = vec3(0.01, -0.05, -0.1), rotation = vec3(0.0, 0.0, 90.0) }, idle = { dict = "amb@world_human_drinking@coffee@male@idle_a", anim = "idle_c", time = 2000, params = { nil, nil, nil, 49 } }, animation = { dict = "amb@world_human_drinking@coffee@male@idle_a", anim = "idle_c", time = 2000, params = { nil, nil, nil, 49 } }, effect = { name = "satisfaction", time = 5000, intensity = 1.0 }, status = { hunger = 10, thirst = 0, stress = 0, armor = 0, alcohol = 0, stamina = 0, } }, ["gin_shot"] = { uses = 5, prop = { model = `p_cs_shot_glass_s`, boneId = 28422, offset = vec3(-0.0, 0.0, 0.0), rotation = vec3(0.0, 0.0, 0.0) }, idle = { dict = "amb@world_human_drinking@beer@male@base", anim = "base", time = 2000, params = { nil, nil, nil, 49 } }, animation = { dict = "amb@world_human_drinking@beer@male@idle_a", anim = "idle_b", time = 2000, params = { nil, nil, nil, 49 } }, effect = { name = "drunk", time = 5000, intensity = 1.0 }, status = { hunger = 0, thirst = 20, -- Adjusted for a gin_shot stress = 0, armor = 0, alcohol = 20, -- Adjusted for a gin_shot stamina = 0, }, }, ["vodka_shot"] = { uses = 5, prop = { model = `p_cs_shot_glass_s`, boneId = 28422, offset = vec3(-0.0, 0.0, 0.0), rotation = vec3(0.0, 0.0, 0.0) }, idle = { dict = "amb@world_human_drinking@beer@male@base", anim = "base", time = 2000, params = { nil, nil, nil, 49 } }, animation = { dict = "amb@world_human_drinking@beer@male@idle_a", anim = "idle_b", time = 2000, params = { nil, nil, nil, 49 } }, effect = { name = "drunk", time = 5000, intensity = 1.0 }, status = { hunger = 0, thirst = 20, -- Adjusted for a vodka_shot stress = 0, armor = 0, alcohol = 20, -- Adjusted for a vodka_shot stamina = 0, }, }, ["whiskey_bottle"] = { uses = 5, prop = { model = `prop_vodka_bottle`, boneId = 28422, offset = vec3(-0.0, 0.0, -0.2), rotation = vec3(0.0, 0.0, 0.0) }, idle = { dict = "amb@world_human_drinking@beer@male@base", anim = "base", time = 2000, params = { nil, nil, nil, 49 } }, animation = { dict = "amb@world_human_drinking@beer@male@idle_a", anim = "idle_b", time = 2000, params = { nil, nil, nil, 49 } }, effect = { name = "drunk", time = 5000, intensity = 1.0 }, status = { hunger = 0, thirst = 20, stress = 0, armor = 0, alcohol = 20, -- Adjusted for whiskey_bottle stamina = 0, }, }, ["tequila_bottle"] = { uses = 5, prop = { model = `prop_vodka_bottle`, boneId = 28422, offset = vec3(-0.0, 0.0, -0.2), rotation = vec3(0.0, 0.0, 0.0) }, idle = { dict = "amb@world_human_drinking@beer@male@base", anim = "base", time = 2000, params = { nil, nil, nil, 49 } }, animation = { dict = "amb@world_human_drinking@beer@male@idle_a", anim = "idle_b", time = 2000, params = { nil, nil, nil, 49 } }, effect = { name = "drunk", time = 5000, intensity = 1.0 }, status = { hunger = 0, thirst = 20, stress = 0, armor = 0, alcohol = 20, -- Adjusted for tequila_bottle stamina = 0, }, }, ["vodka_bottle"] = { uses = 5, prop = { model = `prop_vodka_bottle`, boneId = 28422, offset = vec3(-0.0, 0.0, -0.2), rotation = vec3(0.0, 0.0, 0.0) }, idle = { dict = "amb@world_human_drinking@beer@male@base", anim = "base", time = 2000, params = { nil, nil, nil, 49 } }, animation = { dict = "amb@world_human_drinking@beer@male@idle_a", anim = "idle_b", time = 2000, params = { nil, nil, nil, 49 } }, effect = { name = "drunk", time = 5000, intensity = 1.0 }, status = { hunger = 0, thirst = 20, stress = 0, armor = 0, alcohol = 20, -- Adjusted for vodka_bottle stamina = 0, }, }, }