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, } } }