-----------------For support, scripts, and more---------------- --------------- https://discord.gg/wasabiscripts ------------- --------------------------------------------------------------- local config = { ------------------------------------------------------------------------------------------------------------- -- FIRST TIME CONFIGURATION NOTE: -- -- * Hopsitals/Facilities can be set up by executing the command: /facilitypanel while in an admin group. -- ------------------------------------------------------------------------------------------------------------- ---@NOTE: drawText needs ox_lib context menu currently interact = "ox_target", -- "ox_target" or "qb-target" or "sleepless_interact" or "drawText" -- When using drawText or sleepless_interact, you need to use /inspect command to inspect nearby players progress = "circle", -- "circle" or "bar" (Only if using progress bar system compatible in bridge/progress/client.lua) -- if using drawText set Options here drawText = { maxDistance = 8.0, defaultInteractDistance = 2.0, useSprite = true, sprite = { dict = "shared", texture = "emptydot_32", color = { 28, 100, 184, 255 } } }, uiColors = { death = '#e0e0e0', -- Death screen accent color (hex format) facilityPanel = '#e0e0e0', -- Facility panel accent color (hex format) inspection = '#e0e0e0', -- Inspection UI accent color (hex format) }, deathScreenStyle = "default", -- "default" (detailed with buttons/timer) or "simple" (minimal text overlay) showHeartRate = true, -- Show heart rate monitor in the injury inspection UI disableSpawnManager = true, -- Leave as true unless you know what you are doing enableHealthRegen = false, -- Enable the GTA style health regeneration by setting to true blips = { -- The blip settings for hospitals/facilities that have blip enabled sprite = 61, -- Sprite of the blip https://docs.fivem.net/docs/game-references/blips/ color = 2, -- Color of the blip https://docs.fivem.net/docs/game-references/blips/ scale = 1.0 -- Scale of the blip }, checkInProximityRadius = 5.0, -- Radius in meters from the check-in point to trigger the check-in while dead injurySettings = { disableLimp = false, -- Enable/disable the limp animation when legs are broken disableInjuryNotifications = false, -- Enable/disable the injury notifications }, fistInjuryModifier = 0.5, -- Modifier for fist injuries - default GTA is 1.0, set to 0.1 to make fist injuries 1/10 severity or 0.5 for half severity death = { disableAllControls = true, -- Disable all controls while in a death state (death or last stand) except the ones in allowedControls allowedControls = { -- Controls that are allowed while dead 1, -- LookLeftRight 2, -- LookUpDown 245, -- T (chat) }, disabledControls = { -- Controls that are always disabled while in death states, ignored if disableAllControls is true 200, -- ESC 38, -- E 32, -- W 33, -- S 34, -- A 35, -- D }, lastStand = { enable = true, -- Enable/disable last stand feature bleedOutRate = 1, -- Amount of health lost per second while in last stand skipOnFatalHeadshot = true, -- When true, a lethal gunshot to the head skips last stand and goes straight to dead (medical client damage handler). }, screenEffects = { blood = true, shake = true, vignette = true }, }, bleeding = { enabled = true, bleedStates = { light = { threshold = 1, damagePerSecond = 1 }, moderate = { threshold = 33, damagePerSecond = 3 }, heavy = { threshold = 66, damagePerSecond = 5 }, } }, stun = { enabled = true, stunDuration = { min = 5, max = 8 }, -- Duration range (in seconds) for stun effect. minimum must be at least 2.8 seconds for the animations to work properly }, knockout = { enabled = false, -- Enable/disable the knockout system entirely healthForKnockout = 150, -- Health threshold below which melee combat can knock the player out (max health is 200) duration = 7000, -- Duration of the knockout in ms stunTriggersKnockout = true,-- When stun reaches 100, route through knockout instead of the one-shot stun ragdoll -- Optional health regen WHILE the player is knocked out. -- `regainHealth` is a ceiling for critically-low players: if HP is BELOW this value -- during knockout, it gets topped up by `regainAmount` every tick, capped at this value. -- Players already at or above this value are left untouched. Set to false to disable. -- Example: regainHealth = 150 means "if HP drops below 150, regen back up to 150 during knockout". regainHealth = 130, -- number|false regainAmount = 2, -- HP restored per tick (~4/sec) while regen is active }, injuries = { --- status types: bleed, stun, brokenbone, gunshot, fist cut = { limbHealthDamage = 100, statusPerLimb = { [1] = { status = "bleed", amount = 25 }, -- HEAD [2] = { status = "bleed", amount = 15 }, -- BODY [3] = { status = "bleed", amount = 3 }, -- LEFT_ARM [4] = { status = "bleed", amount = 3 }, -- RIGHT_ARM [5] = { status = "bleed", amount = 3 }, -- LEFT_LEG [6] = { status = "bleed", amount = 3 }, -- RIGHT_LEG } }, blunt = { limbHealthDamage = 350, canBreakBones = true, statusPerLimb = { [1] = { status = "stun", amount = 25 }, [2] = { status = "stun", amount = 15 }, [3] = { status = "stun", amount = 3 }, [4] = { status = "stun", amount = 3 }, [5] = { status = "stun", amount = 3 }, [6] = { status = "stun", amount = 3 }, } }, brokenbone = { limbHealthDamage = 500, }, gunshot = { limbHealthDamage = 250, canBreakBones = true, statusPerLimb = { [1] = { status = "bleed", amount = 25 }, [2] = { status = "bleed", amount = 15 }, [3] = { status = "bleed", amount = 3 }, [4] = { status = "bleed", amount = 3 }, [5] = { status = "bleed", amount = 3 }, [6] = { status = "bleed", amount = 3 }, } }, fist = { limbHealthDamage = 10, statusPerLimb = { [1] = { status = "stun", amount = 25 }, [2] = { status = "stun", amount = 15 }, [3] = { status = "stun", amount = 3 }, [4] = { status = "stun", amount = 3 }, [5] = { status = "stun", amount = 3 }, [6] = { status = "stun", amount = 3 }, } }, taser = { limbHealthDamage = 100, }, burn = { limbHealthDamage = 100, } }, beds = { [`v_med_bed2`] = { inBed = { posOffset = vec3(0, 0, 1.05), rotOffset = vec3(0, 0, 180), model = `v_med_bed2`, }, outBed = { posOffset = vec3(0.0, -1.3, 0.0), rotOffset = vec3(0, 0, 180), }, animations = { layDown = { dict = "anim@gangops@morgue@table@", anim = "ko_front", flag = 63, }, }, }, [`v_med_bed1`] = { inBed = { posOffset = vec3(0, 0.15, 1.6), rotOffset = vec3(0, 0, 175), model = `v_med_bed1`, }, outBed = { posOffset = vec3(0, -1.5, 0.0), rotOffset = vec3(0, 0, 180), }, animations = { layDown = { dict = "anim@gangops@morgue@table@", anim = "ko_front", flag = 63, }, }, }, [`v_med_emptybed`] = { inBed = { posOffset = vec3(0, 0.15, 1.4), rotOffset = vec3(0, 0, 175), model = `v_med_bed1`, }, outBed = { posOffset = vec3(0, -1.5, 0.0), rotOffset = vec3(0, 0, 180), }, animations = { layDown = { dict = "anim@gangops@morgue@table@", anim = "ko_front", flag = 63, }, }, } }, cloakroom = { enabled = false, requireDuty = false, -- If true, player must be on duty to access cloakroom skinScript = "default", -- "default", "qb", or "illenium" uniforms = { { label = "Paramedic", minGrade = 0, male = { clothing = { { component = 11, drawable = 250, texture = 0 }, { component = 8, drawable = 159, texture = 0 }, { component = 4, drawable = 96, texture = 0 }, { component = 6, drawable = 25, texture = 0 }, }, props = {} }, female = { clothing = { { component = 11, drawable = 258, texture = 0 }, { component = 8, drawable = 187, texture = 0 }, { component = 4, drawable = 99, texture = 0 }, { component = 6, drawable = 25, texture = 0 }, }, props = {} } }, { label = "Doctor", minGrade = 2, male = { clothing = { { component = 11, drawable = 31, texture = 0 }, { component = 8, drawable = 31, texture = 0 }, { component = 4, drawable = 28, texture = 0 }, { component = 6, drawable = 10, texture = 0 }, }, props = {} }, female = { clothing = { { component = 11, drawable = 31, texture = 0 }, { component = 8, drawable = 31, texture = 0 }, { component = 4, drawable = 28, texture = 0 }, { component = 6, drawable = 10, texture = 0 }, }, props = {} } }, } }, -- weapons with debounce timers, can only trigger injury once per timer duration, prevents multiple injuries from same weapon in short time debouncedInjuryWeapons = { [`WEAPON_FIRE`] = 500, [`WEAPON_FALL`] = 1000, [`WEAPON_RAMMED_BY_CAR`] = 1000, [`WEAPON_RUN_OVER_BY_CAR`] = 1000, }, bedExitControls = { enabled = true, controls = { 200, -- ESC 38, -- E 32, -- W 33, -- S 34, -- A 35, -- D }, }, } ---@ignore Modules.register('config', config, true)