Config

Config = {}

Config.serverMultiplier = 1 -- 1 = ore drop * 1, 2 = ore drop * 2, etc.
Config.distanceBetweenOres = 5 -- Distance between ores in the same zone
Config.renderDistance = 150.0 -- Render distance for the zone
Config.checkCanCarry = false -- If true, items will be checked before being added to the inventory and dropped if they can't be carried
Config.outlineColor = {r = 10, g = 170, b = 210, a = 200} -- Outline color for the objects in the zone
Config.canMineGlobalOres = false -- If true, you must configure the Config.globalOres table

Config.ores = {
    ["barrel"] = {
        strength = 40, -- Health of the object
        label = "Barrel", -- Label of the object
        dropMode = "destroy", -- "destroy" or "hit"
        dropCount = 1, -- How many items should drop from the items table
        items = { -- Items 
            { item = "scrap", min = 1, max = 50, chance = 30 }, -- Item name, minimum amount, maximum amount, chance of dropping
            { item = "circut_board", min = 1, max = 5, chance = 20 }, -- Item name, minimum amount, maximum amount, chance of dropping
            { item = "spring", min = 1, max = 5, chance = 20 }, -- Item name, minimum amount, maximum amount, chance of dropping
            { item = "rope", min = 1, max = 10, chance = 15 }, -- Item name, minimum amount, maximum amount, chance of dropping
        },
        models = { -- Models of the object
            "prop_barrel_01a",
        },
        particle = "ent_brk_metal_frag", -- Particle effect when the object is hit
        sound = { name = "Barge_Door_Metal", ref = "dlc_h4_Prep_FC_Sounds" }, -- Sound that plays when the object is hit
        distance = 2, -- Max distance in meters from the object to the player to be able to mine
        respawnTime = 10, -- Time in minutes before the object respawns
    },
    ["barrel-oil"] = {
        strength = 40, -- Health of the object
        label = "Barrel", -- Label of the object
        dropMode = "destroy", -- "destroy" or "hit"
        dropCount = 1, -- How many items should drop from the items table
        items = { -- Items 
            { item = "fuel", min = 1, max = 10, chance = 100 }, -- Item name, minimum amount, maximum amount, chance of dropping
        },
        models = { -- Models of the object
            "prop_barrel_exp_01a",
        },
        particle = "ent_brk_metal_frag", -- Particle effect when the object is hit
        sound = { name = "Barge_Door_Metal", ref = "dlc_h4_Prep_FC_Sounds" }, -- Sound that plays when the object is hit
        distance = 2, -- Max distance in meters from the object to the player to be able to mine
        respawnTime = 10, -- Time in minutes before the object respawns
    },
    ["wood"] = {
        strength = 200, -- Health of the object
        dropMode = "hit", -- "destroy" or "hit"
        dropCount = 1, -- How many items should drop from the items table
        items = { -- Items 
            { item = "wood", min = 30, max = 40, chance = 100 }, -- Item name, minimum amount, maximum amount, chance of dropping
        },
        label = "Tree", -- Label of the object
        distance = 2, -- Max distance in meters from the object to the player to be able to mine
        respawnTime = 10, -- Time in minutes before the object respawns
        models = { -- Models of the object
            "prop_tree_birch_03",
            "prop_tree_birch_04",
            "prop_tree_birch_03b",
        },
        particle = "bul_wood_splinter", -- Particle effect when the object is hit
        bonus = { -- Bonus items that can be dropped when the object is destroyed only for dropMode "hit"
            {
                item = "wood", -- Item name
                min = 100, -- Minimum amount of the item to drop
                max = 300, -- Maximum amount of the item to drop
            },
        }
    },
    ["stone"] = {
        strength = 200, -- Health of the object
        dropMode = "hit", -- "destroy" or "hit"
        dropCount = 1, -- How many items should drop from the items table
        items = { -- Items 
            { item = "stone", min = 100, max = 200, chance = 100 }, -- Item name, minimum amount, maximum amount, chance of dropping
        },
        label = "Rock", -- Label of the object
        models = { -- Models of the object
            "cs_x_rubsmla",
        },
        particle = "ent_dst_rocks", -- Particle effect when the object is hit
        distance = 3, -- Max distance in meters from the object to the player to be able to mine
        respawnTime = 10, -- Time in minutes before the object respawns
        bonus = { -- Bonus items that can be dropped when the object is destroyed only for dropMode "hit"
            {
                item = "stone", -- Item name
                min = 100, -- Minimum amount of the item to drop
                max = 200, -- Maximum amount of the item to drop
            },
        },
    },
    ["metal"] = {
        strength = 200, -- Health of the object
        item = "metal-ore", -- Item name
        label = "Metal Ore", -- Label of the object
        dropMode = "hit", -- "destroy" or "hit"
        dropCount = 1, -- How many items should drop from the items table
        items = { -- Items 
            { item = "metal-ore", min = 2, max = 15, chance = 100 }, -- Item name, minimum amount, maximum amount, chance of dropping
        },
        models = { -- Models of the object
            "prop_rock_3_d",
        },
        particle = "ent_dst_rocks", -- Particle effect when the object is hit
        distance = 2, -- Max distance in meters from the object to the player to be able to mine
        respawnTime = 10, -- Time in minutes before the object respawns
        bonus = { -- Bonus items that can be dropped when the object is destroyed only for dropMode "hit"
            {
                item = "hqm-ore", -- Item name
                min = 2, -- Minimum amount of the item to drop
                max = 15, -- Maximum amount of the item to drop
            },
        },
    },
    ["sulfur"] = {
        strength = 200, -- Health of the object
        item = "sulfur-ore", -- Item name
        label = "Sulfur Ore", -- Label of the object
        dropMode = "hit", -- "destroy" or "hit"
        dropCount = 1, -- How many items should drop from the items table
        items = { -- Items 
            { item = "sulfur-ore", min = 50, max = 150, chance = 100 }, -- Item name, minimum amount, maximum amount, chance of dropping
        },
        models = { -- Models of the object
            "csx_coastsmalrock_02_",
        },
        particle = "ent_dst_rocks", -- Particle effect when the object is hit
        distance = 2, -- Max distance in meters from the object to the player to be able to mine
        respawnTime = 10, -- Time in minutes before the object respawns
        bonus = { -- Bonus items that can be dropped when the object is destroyed only for dropMode "hit"
            {
                item = "sulfur-ore", -- Item name
                min = 50, -- Minimum amount of the item to drop
                max = 150, -- Maximum amount of the item to drop
            },
        },
    },
}

Config.weapons = {
    ["WEAPON_HATCHET"] = {
        ["wood"] = {
            damage = 10, -- Damage of the weapon
            itemMultiplier = 1, -- Multiplier for the item drop
        },
        ["barrel"] = {
            damage = 10, -- Damage of the weapon
        },
        ["barrel-oil"] = {
            damage = 10, -- Damage of the weapon
        },
    },
    ["WEAPON_PICKAXE"] = {
        ["metal"] = {
            damage = 10, -- Damage of the weapon
            itemMultiplier = 1, -- Multiplier for the item drop
        },
        ["stone"] = {
            damage = 10, -- Damage of the weapon
            itemMultiplier = 1, -- Multiplier for the item drop
        },
        ["sulfur"] = {
            damage = 10, -- Damage of the weapon
            itemMultiplier = 1, -- Multiplier for the item drop
        },
        ["barrel"] = {
            damage = 20, -- Damage of the weapon
        },
        ["barrel-oil"] = {
            damage = 20, -- Damage of the weapon
        },
    },
}

Config.weaponAnims = {
    ["WEAPON_HATCHET"] = {
        { -- Animations for the weapon
            animDict = "anim@melee@machete@streamed_core@",
            animName = "plyr_walking_attack_a",
            wait = 800,
        },
        { -- Animations for the weapon
            animDict = "melee@small_wpn@streamed_core",
            animName = "small_melee_wpn_long_range_-180", 
            wait = 700,
        },
        {
            animDict = "melee@small_wpn@streamed_core",
            animName = "small_melee_wpn_long_range_-90",
            wait = 700,
        }
    },
    ["WEAPON_PICKAXE"] = {
        {
            animDict = "melee@large_wpn@streamed_core",
            animName = "car_down_attack", 
            wait = 600,
        },
        {
            animDict = "melee@large_wpn@streamed_core",
            animName = "ground_attack_0",
            wait = 600,
        },
        {
            animDict = "melee@large_wpn@streamed_core", 
            animName = "ground_attack_on_spot",
            wait = 800,
        }
    },
}

Config.globalOres = { -- Global ores that can be mined
    ["prop_rub_carwreck_11"] = "metal", -- Model of the ore, type of the ore
    ["prop_bush_lrg_02"] = "wood", -- Model of the ore, type of the ore
}

Config.zones = {
    {
        coords = vector3(1683.1881, 2177.7495, 82.4044), -- Coords of the zone
        radius = 80.0, -- Radius of the zone
        ores = { -- Ores that can be mined in the zone
            ["wood"] = 10, -- Amount of ores
            ["stone"] = 10, -- Amount of ores
            ["metal"] = 10, -- Amount of ores
            ["sulfur"] = 10, -- Amount of ores
            ["barrel"] = 10, -- Amount of ores
            ["barrel-oil"] = 10, -- Amount of ores
        },

        blip = { -- Blip of the zone
            enabled = true, -- If true, the blip will be shown
            sprite = 836, -- Sprite of the blip
            color = 1, -- Color of the blip
            label = "Gathering Zone", -- Label of the blip
            scale = 1.0, -- Scale of the blip
            alpha = 255, -- Alpha of the blip
        },

        zoneBlip = { -- Blip of the zone
            enabled = true, -- If true, the blip will be shown
            color = 0, -- Color of the blip
        },

        checkGroundZ = true, -- If true, the zone will check the ground z // if your zone is under the ground, set to false

        forcedCoords = { -- its optional table, if you add coords here zone don't generate random coords, props be spawned on forced coords
            -- vec3(x, y, z)
        }
    },
}

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