Scripts/resources/[qb]/[qb_jobs]/qb-ambulancejob/config.lua

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2024-12-29 20:06:22 +00:00
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.Debug = false -- Enables DebugPoly
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.BillCost = 300 -- Price that players are charged for using the hospital check-in system
Config.DeathTime = 30 -- How long the timer is for players to bleed out completely and respawn at the hospital
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.ReviveInterval = 360
Config.MinimumRevive = 30
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.FuelScript = 'qb-fuel' -- Fuel script u use (defaut: qb-fuel)
--Ranjit-EMS-bag config
Config.Bag = {
Job = {
"ambulance",
"police",
"sast",
"sheriff",
"bcso",
}
}
Config.Stash = {
MaxWeighStash = 50000,
MaxSlotsStash = 50,
}
-- PEDS
--Duty
Config.DutyPedScenario = "PROP_HUMAN_SEAT_CHAIR_UPRIGHT" --https://gtaforums.com/topic/796181-list-of-scenarios-for-peds/
Config.DutyPed = 's_m_m_doctor_01' --https://docs.fivem.net/docs/game-references/ped-models/
--Armory
Config.ArmoryPedScenario = "WORLD_HUMAN_CLIPBOARD"
Config.ArmoryPed = "s_m_y_autopsy_01"
--Garage
Config.GaragePedScenario = "WORLD_HUMAN_AA_SMOKE"
Config.GaragePed = 'mp_m_waremech_01'
--Helicopter
Config.HeliPedScenario = "WORLD_HUMAN_COP_IDLES"
Config.HeliPed = 'ig_casey'
--Checking
Config.CheckingPedScenario = "WORLD_HUMAN_CLIPBOARD"
Config.CheckingPed = 's_m_m_paramedic_01'
Config.Locations = { -- Edit the various interaction points for players or create new ones
["checking"] = {
[1] = vector4(312.18, -582.66, 43.27, 79.02),
[2] = vector4(-254.54, 6331.78, 32.43, 00.0), -- paleto
},
["duty"] = {
[1] = vector4(313.15, -580.3, 43.27, 59.02),
[2] = vector4(-254.88, 6324.5, 32.58, 00.00),
},
["vehicle"] = { --not 100% done, vehspawn loc
[1] = {
vehspawn = vector4(358.4109, -566.0589, 28.8474, 69.2315),
pedspawn = vector4(363.7343, -572.8968, 28.8474, 30.6025)
},
},
["helicopter"] = {
[1] = {
vehspawn = vector4(0.0, 0.0, 0.0, 0.0 ),
pedspawn = vector4(0.0, 0.0, 0.0, 0.0 ),
}
},
["armory"] = {
[1] = vector4(314.73, -581.17, 43.27, 77.0),
[2] = vector4(-245.13, 6315.71, 32.82, 00.00),
},
["roof"] = {
[1] = vector4(338.5, -583.85, 74.16, 245.5),
},
["main"] = {
[1] = vector3(334, -591.74, 43.27),
[2] = vector3(335.2, -588.61, 43.27),
},
["basement"] = {
[1] = vector3(325.4, -583.96, 29.85),
[2] = vector3(324.5, -587.28, 29.84),
},
["stash"] = {
[1] = vector3(314.25, -582.45, 43.27),
},
["beds"] = {
[1] = {coords = vector4(321.33, -581.38, 44.12, 165.27), taken = false, model = -421052012},
[2] = {coords = vector4(327.63, -583.7, 44.12, 163.62), taken = false, model = -421052012},
[3] = {coords = vector4(330.77, -584.71, 44.12, 166.54), taken = false, model = -421052012},
[4] = {coords = vector4(328.41, -588.92, 44.12, 352.49), taken = false, model = -421052012},
[5] = {coords = vector4(325.54, -587.99, 44.12, 350.07), taken = false, model = -421052012},
[6] = {coords = vector4(322.67, -586.78, 44.12, 342.31), taken = false, model = -421052012},
[7] = {coords = vector4(316.82, -584.69, 44.12, 341.13), taken = false, model = -421052012},
[8] = {coords = vector4(319.77, -585.66, 44.12, 339.93), taken = false, model = -421052012},
--- paleto
[10] = {coords = vector4(-252.43, 6312.25, 32.34, 313.48), taken = false, model = 2117668672},
[11] = {coords = vector4(-247.04, 6317.95, 32.34, 134.64), taken = false, model = 2117668672},
[12] = {coords = vector4(-255.98, 6315.67, 32.34, 313.91), taken = false, model = 2117668672},
},
["jailbeds"] = {
[1] = {coords = vector4(1761.96, 2597.74, 45.66, 270.14), taken = false, model = 2117668672},
[2] = {coords = vector4(1761.96, 2591.51, 45.66, 269.8), taken = false, model = 2117668672},
[3] = {coords = vector4(1771.8, 2598.02, 45.66, 89.05), taken = false, model = 2117668672},
[4] = {coords = vector4(1771.85, 2591.85, 45.66, 91.51), taken = false, model = 2117668672},
},
["stations"] = {
[1] = {label = 'Pillbox Hospital', coords = vector4(304.27, -600.33, 43.28, 272.249)}
}
}
Config.Helicopters = {
["Polmav"] = "polmav",
}
Config.VehicleTable = {
["ambulances"] = {
"f450ambo",
},
}
Config.CarItems = {
[1] = {
name = "heavyarmor",
amount = 2,
info = {},
type = "item",
slot = 1,
},
[2] = {
name = "emsbag",
amount = 2,
info = {},
type = "item",
slot = 2,
},
[3] = {
name = "weapon_fireextinguisher",
amount = 2,
info = {},
type = "item",
slot = 3,
},
}
Config.Items = { -- Items found in the ambulance shop for players with the ambulance job to purchase
label = Lang:t('info.safe'),
slots = 30,
items = {
[1] = {
name = "radio",
price = 0,
amount = 50,
info = {},
type = "item",
slot = 1,
},
[2] = {
name = "bandage",
price = 0,
amount = 50,
info = {},
type = "item",
slot = 2,
},
[3] = {
name = "painkillers",
price = 0,
amount = 50,
info = {},
type = "item",
slot = 3,
},
[4] = {
name = "firstaid",
price = 0,
amount = 50,
info = {},
type = "item",
slot = 4,
},
[5] = {
name = "weapon_flashlight",
price = 0,
amount = 50,
info = {},
type = "item",
slot = 5,
},
[6] = {
name = "weapon_fireextinguisher",
price = 0,
amount = 50,
info = {},
type = "item",
slot = 6,
},
[7] = {
name = "mdt",
price = 0,
amount = 50,
info = {},
type = "item",
slot = 7,
},
[8] = {
name = "emsbag",
price = 0,
amount = 50,
info = {},
type = "item",
slot = 8,
},
}
}
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'],
[`WEAPON_BEANGBAGSHOTGUN`] = 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_TACTICALRIFLE`] = 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,
}
}
}