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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