Source
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REFINE-AMBULANCE FILE
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Configurations
Config = {}
Config.Framework = 'es_extended' -- qb-core for QB CORE user
Config.ReviveJob = true -- FirstAid Item Restriction
Config.OxInventory = true -- make this false if your not using ox_inventory This is for QBCore Users
-- Deathscreen
-- Don't forget to change the Config.Languange key as well
-- keybind link
-- https://docs.fivem.net/docs/game-references/controls/
Config.GButton = 47
Config.EButton = 38
Config.EyeTarget = true -- make this if you are using Eye Target that Interaction
Config.FallAnim = true -- make this to false if you want to disable the fall animation
Config.Wounding = true -- make this to false if you want to disable bleeding and Limping State
Config.Limping = true -- make this false if you want to stop ragdoll when got shot in the leg
Config.CameraShake = 0.08 -- change this float to increase/decrease camera shake
Config.NewQBinv = false -- change this if you are using latest inventory of QBcore 2024
Config.NewQbexport = 'qb-inventory'
Config.Webhooks = {
['laststand'] = 'https://discord.com/api/',
['death'] = 'https://discord.com/api/',
['hit'] = 'https://discord.com/api/',
['hack'] = 'https://discord.com/api/',
}
Config.HookUser = 'refine-hp'
Config.WebSetup = {
['user_name'] = 'Refined Ambulance',
['name'] = 'Refined Ambulance',
['author'] = 'REFINED NETWORK',
['icon_url'] = 'https://i.imgur.com/o8QolgC.png',
}
Config.ZoneDebug = false --Polyzeon Debug
Config.Interact = 'refine-interact' --Interaction Folder Name
Config.MinimalDoctors = 1 -- 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.DeathCam = true -- This is Cool, But Use Wisely
Config.DeathAnim = true -- Two Option of Revive Animation Choose Wisely <3
Config.DeathBlur = true -- BlurScreen on Death Count Timer
Config.BodyBag = 'xm_prop_body_bag' -- Body Bag Prop Name
Config.BillCost = 2000 -- Price that players are charged for using the hospital check-in system
Config.DeathTime = 300 -- How long the timer is for players to bleed out completely and respawn at the hospital
Config.ReviveInterval = 360 -- How long the timer is for players to revive a player in laststand
Config.MinimumRevive = 300 -- How long the timer is for players to revive a player in laststand
Config.PainkillerInterval = 60 -- Set the length of time painkiller 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 -- (In Seconds) to display limb/bleed message
Config.BedTimer = 30 -- (In Seconds) to be healed after check-in
Config.BedCam = {x = 0.5, y = -1.0, z = -0.3}
Config.Dict = 'anim@gangops@morgue@table@'
Config.Anim = 'body_search'
Config.CloseStatus = 'G' -- Close the Status after you Check
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 -- (In Seconds) head injury effects chance occur
Config.ArmInjuryTimer = 30 -- (In Seconds) arm injury effects chance occur
Config.LegInjuryTimer = 15 -- (In Seconds) leg injury effects chance occur
Config.HeadInjuryChance = 25 -- (In Percent) head injury side-effects get applied
Config.LegInjuryChance = { -- (In Percent) leg injury side-effects get applied
Running = 50,
Walking = 15
}
Config.MajorArmoredBleedChance = 45 -- (In Percent) 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.Reset = false -- Make it true if you want to fully Reset Character Injuries
-- Ped Interaction
Config.Invincible = true --Do you want the peds to be invincible?
Config.Frozen = true --Do you want the peds to be unable to move? It's probably a yes, so leave true in there.
Config.Stoic = true --Do you want the peds to react to what is happening in their surroundings?
Config.Fade = true-- Do you want the peds to fade into/out of existence? It looks better than just *POP* its there.
Config.Distance = 15.0 --The distance you want peds to spawn at
Config.MinusOne = true
Config.Locations = { -- Edit the various interaction points for players or create new ones
['checking'] = {
[1] = {
model = "s_m_m_doctor_01",
coords = vector3(308.51, -596.46, 43.29), --PALETO BAY MECHANIC
heading = 16.49,
gender = "male",
animDict = "missbigscore2aig_3",
animName = "wait_for_van_c",
isRendered = false,
ped = nil,
},
[2] = {
model = "s_m_m_doctor_01",
coords = vector3(-254.54, 6331.78, 32.43), --PALETO BAY MECHANIC
heading = 20.0,
gender = "male",
animDict = "missbigscore2aig_3",
animName = "wait_for_van_c",
isRendered = false,
ped = nil,
}, -- paleto
},
['duty'] = {
[1] = {
model = "s_m_m_doctor_01",
coords = vector3(305.19, -597.91, 43.29), --PALETO BAY MECHANIC
heading = 74.73,
gender = "male",
animDict = "missbigscore2aig_3",
animName = "wait_for_van_c",
isRendered = false,
ped = nil,
},
[2] = {
model = "s_m_m_doctor_01",
coords = vector3(-254.88, 6324.5, 32.58), --PALETO BAY MECHANIC
heading = 20.0,
gender = "male",
animDict = "missbigscore2aig_3",
animName = "wait_for_van_c",
isRendered = false,
ped = nil,
},
},
['vehicle'] = {
[1] = {
vehicle = vector4(294.578, -574.761, 43.179, 35.79),
model = "s_m_m_ciasec_01",
coords = vector3(299.6, -571.56, 43.26),
heading = 134.23,
gender = "male",
animDict = "missbigscore2aig_3",
animName = "wait_for_van_c",
isRendered = false,
ped = nil,
},
[2] = {
vehicle = vector4(-234.28, 6329.16, 32.15, 222.5),
model = "s_m_m_ciasec_01",
coords = vector3(-234.28, 6329.16, 32.15),
heading = 20.0,
gender = "male",
animDict = "missbigscore2aig_3",
animName = "wait_for_van_c",
isRendered = false,
ped = nil,
},
},
['helicopter'] = {
[1] = {
vehicle = vector4(351.58, -587.45, 74.16, 160.5),
model = "s_m_y_pilot_01",
coords = vector3(347.5, -576.98, 74.17),
heading = 208.56,
gender = "male",
animDict = "missbigscore2aig_3",
animName = "wait_for_van_c",
isRendered = false,
ped = nil,
},
[2] = {
vehicle = vector4(-475.43, 5988.353, 31.716, 31.34),
model = "s_m_y_pilot_01",
coords = vector3(-475.43, 5988.353, 31.7165),
heading = 20.0,
gender = "male",
animDict = "missbigscore2aig_3",
animName = "wait_for_van_c",
isRendered = false,
ped = nil,
},
},
['armory'] = {
[1] = vector3(310.22, -599.91, 43.32),
[2] = vector3(-245.13, 6315.71, 32.82),
},
['roof'] = {
[1] = vector3(338.28, -583.71, 74.32),
},
['main'] = {
[1] = vector3(326.17, -597.83, 43.99),
},
['stash'] = {
[1] = vector3(310.66, -597.01, 43.07),
},
['beds'] = {
{ coords = vector4(353.1, -584.6, 43.11, 152.08), taken = false },
{ coords = vector4(356.79, -585.86, 43.11, 152.08), taken = false },
{ coords = vector4(354.12, -593.12, 43.1, 336.32), taken = false },
{ coords = vector4(350.79, -591.8, 43.1, 336.32), taken = false },
{ coords = vector4(346.99, -590.48, 43.1, 336.32), taken = false },
{ coords = vector4(360.32, -587.19, 43.02, 152.08), taken = false },
{ coords = vector4(349.82, -583.33, 43.02, 152.08), taken = false },
{ coords = vector4(326.98, -576.17, 43.02, 152.08), taken = false },
--- paleto
{ coords = vector4(-252.43, 6312.25, 32.34, 313.48), taken = false },
{ coords = vector4(-247.04, 6317.95, 32.34, 134.64), taken = false },
{ coords = vector4(-255.98, 6315.67, 32.34, 313.91), taken = false },
},
['jailbeds'] = {
{ coords = vector4(1761.96, 2597.74, 45.66, 270.14), taken = false },
{ coords = vector4(1761.96, 2591.51, 45.66, 269.8), taken = false },
{ coords = vector4(1771.8, 2598.02, 45.66, 89.05), taken = false },
{ coords = vector4(1771.85, 2591.85, 45.66, 91.51), taken = false },
},
['stations'] = {
{ label = 'Hospital', coords = vector3(304.27, -600.33, 43.28) }
}
}
Config.AuthorizedVehicles = { -- Grade is key, don't add same vehicle in multiple grades. Higher rank can see lower
[0] = {
['ambulance'] = 'Ambulance',
['ambulance2'] = 'Ambulance Alpha',
['ambulance3'] = 'Ambulance Bravo',
['ambulance4'] = 'Ambulance Charlie',
['ambulance5'] = 'Ambulance Delta',
['ambulance6'] = 'Ambulance Echo',
['ambulance7'] = 'Ambulance Foxtrox',
}
}
Config.AuthorizedHeli = { -- Grade is key, don't add same vehicle in multiple grades. Higher rank can see lower
[0] = {
['polmav'] = 'Polmav',
['polmav1'] = 'Polmav Alpha',
['polmav2'] = 'Polmav Bravo',
['polmav3'] = 'Polmav Charlie',
['polmav4'] = 'Polmav Delta',
['polmav5'] = 'Polmav Echo',
['polmav6'] = 'Polmav Foxtrox',
}
}
-- this is only for QB Only who use deafault inventory ^_^
Config.Items = { -- Grade is key, don't add same item in multiple grades. Higher rank can see lower
[0] = {
{ name = 'radio', price = 0, amount = 50, info = {}, type = 'item' },
{ name = 'bandage', price = 0, amount = 50, info = {}, type = 'item' },
{ name = 'painkiller', price = 0, amount = 50, info = {}, type = 'item' },
{ name = 'firstaid', price = 0, amount = 50, info = {}, type = 'item' },
{ name = 'morphine', price = 0, amount = 50, info = {}, type = 'item' },
{ name = 'bodybag', price = 0, amount = 50, info = {}, type = 'item' },
}
}
Config.Classes = { -- 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.Classes['SMALL_CALIBER']] = true,
[Config.Classes['MEDIUM_CALIBER']] = true,
[Config.Classes['CUTTING']] = true,
[Config.Classes['WILDLIFE']] = true,
[Config.Classes['OTHER']] = true,
[Config.Classes['LIGHT_IMPACT']] = true,
}
Config.MajorInjurWeapons = { -- Define which weapons cause large injuries
[Config.Classes['HIGH_CALIBER']] = true,
[Config.Classes['HEAVY_IMPACT']] = true,
[Config.Classes['SHOTGUN']] = true,
[Config.Classes['EXPLOSIVE']] = true,
}
Config.AlwaysBleedChanceWeapons = { -- Define which weapons will always cause bleedign
[Config.Classes['SMALL_CALIBER']] = true,
[Config.Classes['MEDIUM_CALIBER']] = true,
[Config.Classes['CUTTING']] = true,
[Config.Classes['WILDLIFE']] = false,
}
Config.ForceInjuryWeapons = { -- Define which weapons will always cause injuries
[Config.Classes['HIGH_CALIBER']] = true,
[Config.Classes['HEAVY_IMPACT']] = true,
[Config.Classes['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
{description = 'irritated', threshold = math.random(1,25)},
{description = 'quite painful', threshold = math.random(25,50)},
{description = 'painful', threshold = math.random(50,75)},
{description = 'really painful', threshold = math.random(75,1000)},
}
Config.BleedingStates = { -- Translate bleeding alerts
[1] = { label = 'bleeding a little bit..'},
[2] = { label = 'bleeding...'},
[3] = { label = 'bleeding a lot...'},
[4] = { label = 'bleeding very much...'},
}
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'] = 31086,
['NECK'] = 39317,
['SPINE'] = 24818,
['UPPER_BODY'] = 64729,
['LOWER_BODY'] = 11816,
['LARM'] = 61163,
['LHAND'] = 18905,
['LFINGER'] = 26614,
['LLEG'] = 63931,
['LFOOT'] = 14201,
['RARM'] = 28252,
['RHAND'] = 57005,
['RFINGER'] = 64113,
['RLEG'] = 51826,
['RFOOT'] = 52301,
}
Config.HitDmg = { -- Correspond weapon names to their class number
`WEAPON_STUNGUN`,
`WEAPON_STUNGUN_MP`,
`WEAPON_PISTOL`,
`WEAPON_COMBATPISTOL`,
`WEAPON_APPISTOL`,
`WEAPON_COMBATPDW`,
`WEAPON_MACHINEPISTOL`,
`WEAPON_MICROSMG`,
`WEAPON_MINISMG`,
`WEAPON_PISTOL_MK2`,
`WEAPON_SNSPISTOL`,
`WEAPON_SNSPISTOL_MK2`,
`WEAPON_VINTAGEPISTOL`,
`WEAPON_ADVANCEDRIFLE`,
`WEAPON_ASSAULTSMG`,
`WEAPON_BULLPUPRIFLE`,
`WEAPON_BULLPUPRIFLE_MK2`,
`WEAPON_CARBINERIFLE`,
`WEAPON_CARBINERIFLE_MK2`,
`WEAPON_COMPACTRIFLE`,
`WEAPON_DOUBLEACTION`,
`WEAPON_GUSENBERG`,
`WEAPON_HEAVYPISTOL`,
`WEAPON_MARKSMANPISTOL`,
`WEAPON_PISTOL50`,
`WEAPON_REVOLVER`,
`WEAPON_REVOLVER_MK2`,
`WEAPON_SMG`,
`WEAPON_SMG_MK2`,
`WEAPON_SPECIALCARBINE`,
`WEAPON_SPECIALCARBINE_MK2`,
`WEAPON_ASSAULTRIFLE`,
`WEAPON_ASSAULTRIFLE_MK2`,
`WEAPON_COMBATMG`,
`WEAPON_COMBATMG_MK2`,
`WEAPON_HEAVYSNIPER`,
`WEAPON_HEAVYSNIPER_MK2`,
`WEAPON_MARKSMANRIFLE`,
`WEAPON_MARKSMANRIFLE_MK2`,
`WEAPON_MG`,
`WEAPON_MINIGUN`,
`WEAPON_MUSKET`,
`WEAPON_RAILGUN`,
`WEAPON_HEAVYRIFLE`,
`WEAPON_ASSAULTSHOTGUN`,
`WEAPON_BULLUPSHOTGUN`,
`WEAPON_DBSHOTGUN`,
`WEAPON_HEAVYSHOTGUN`,
`WEAPON_PUMPSHOTGUN`,
`WEAPON_PUMPSHOTGUN_MK2`,
`WEAPON_SAWNOFFSHOTGUN`,
`WEAPON_SWEEPERSHOTGUN`,
}
Config.WeaponDmg = { -- Correspond weapon names to their class number
[`WEAPON_STUNGUN`] = Config.Classes['NONE'],
[`WEAPON_STUNGUN_MP`] = Config.Classes['NONE'],
[`WEAPON_PISTOL`] = Config.Classes['SMALL_CALIBER'],
[`WEAPON_COMBATPISTOL`] = Config.Classes['SMALL_CALIBER'],
[`WEAPON_APPISTOL`] = Config.Classes['SMALL_CALIBER'],
[`WEAPON_COMBATPDW`] = Config.Classes['SMALL_CALIBER'],
[`WEAPON_MACHINEPISTOL`] = Config.Classes['SMALL_CALIBER'],
[`WEAPON_MICROSMG`] = Config.Classes['SMALL_CALIBER'],
[`WEAPON_MINISMG`] = Config.Classes['SMALL_CALIBER'],
[`WEAPON_PISTOL_MK2`] = Config.Classes['SMALL_CALIBER'],
[`WEAPON_SNSPISTOL`] = Config.Classes['SMALL_CALIBER'],
[`WEAPON_SNSPISTOL_MK2`] = Config.Classes['SMALL_CALIBER'],
[`WEAPON_VINTAGEPISTOL`] = Config.Classes['SMALL_CALIBER'],
[`WEAPON_ADVANCEDRIFLE`] = Config.Classes['MEDIUM_CALIBER'],
[`WEAPON_ASSAULTSMG`] = Config.Classes['MEDIUM_CALIBER'],
[`WEAPON_BULLPUPRIFLE`] = Config.Classes['MEDIUM_CALIBER'],
[`WEAPON_BULLPUPRIFLE_MK2`] = Config.Classes['MEDIUM_CALIBER'],
[`WEAPON_CARBINERIFLE`] = Config.Classes['MEDIUM_CALIBER'],
[`WEAPON_CARBINERIFLE_MK2`] = Config.Classes['MEDIUM_CALIBER'],
[`WEAPON_COMPACTRIFLE`] = Config.Classes['MEDIUM_CALIBER'],
[`WEAPON_DOUBLEACTION`] = Config.Classes['MEDIUM_CALIBER'],
[`WEAPON_GUSENBERG`] = Config.Classes['MEDIUM_CALIBER'],
[`WEAPON_HEAVYPISTOL`] = Config.Classes['MEDIUM_CALIBER'],
[`WEAPON_MARKSMANPISTOL`] = Config.Classes['MEDIUM_CALIBER'],
[`WEAPON_PISTOL50`] = Config.Classes['MEDIUM_CALIBER'],
[`WEAPON_REVOLVER`] = Config.Classes['MEDIUM_CALIBER'],
[`WEAPON_REVOLVER_MK2`] = Config.Classes['MEDIUM_CALIBER'],
[`WEAPON_SMG`] = Config.Classes['MEDIUM_CALIBER'],
[`WEAPON_SMG_MK2`] = Config.Classes['MEDIUM_CALIBER'],
[`WEAPON_SPECIALCARBINE`] = Config.Classes['MEDIUM_CALIBER'],
[`WEAPON_SPECIALCARBINE_MK2`] = Config.Classes['MEDIUM_CALIBER'],
[`WEAPON_ASSAULTRIFLE`] = Config.Classes['HIGH_CALIBER'],
[`WEAPON_ASSAULTRIFLE_MK2`] = Config.Classes['HIGH_CALIBER'],
[`WEAPON_COMBATMG`] = Config.Classes['HIGH_CALIBER'],
[`WEAPON_COMBATMG_MK2`] = Config.Classes['HIGH_CALIBER'],
[`WEAPON_HEAVYSNIPER`] = Config.Classes['HIGH_CALIBER'],
[`WEAPON_HEAVYSNIPER_MK2`] = Config.Classes['HIGH_CALIBER'],
[`WEAPON_MARKSMANRIFLE`] = Config.Classes['HIGH_CALIBER'],
[`WEAPON_MARKSMANRIFLE_MK2`] = Config.Classes['HIGH_CALIBER'],
[`WEAPON_MG`] = Config.Classes['HIGH_CALIBER'],
[`WEAPON_MINIGUN`] = Config.Classes['HIGH_CALIBER'],
[`WEAPON_MUSKET`] = Config.Classes['HIGH_CALIBER'],
[`WEAPON_RAILGUN`] = Config.Classes['HIGH_CALIBER'],
[`WEAPON_HEAVYRIFLE`] = Config.Classes['HIGH_CALIBER'],
[`WEAPON_ASSAULTSHOTGUN`] = Config.Classes['SHOTGUN'],
[`WEAPON_BULLUPSHOTGUN`] = Config.Classes['SHOTGUN'],
[`WEAPON_DBSHOTGUN`] = Config.Classes['SHOTGUN'],
[`WEAPON_HEAVYSHOTGUN`] = Config.Classes['SHOTGUN'],
[`WEAPON_PUMPSHOTGUN`] = Config.Classes['SHOTGUN'],
[`WEAPON_PUMPSHOTGUN_MK2`] = Config.Classes['SHOTGUN'],
[`WEAPON_SAWNOFFSHOTGUN`] = Config.Classes['SHOTGUN'],
[`WEAPON_SWEEPERSHOTGUN`] = Config.Classes['SHOTGUN'],
--
[`WEAPON_ANIMAL`] = Config.Classes['WILDLIFE'], -- Animal
[`WEAPON_COUGAR`] = Config.Classes['WILDLIFE'], -- Cougar
[`WEAPON_BARBED_WIRE`] = Config.Classes['WILDLIFE'], -- Barbed Wire
[`WEAPON_BATTLEAXE`] = Config.Classes['CUTTING'],
[`WEAPON_BOTTLE`] = Config.Classes['CUTTING'],
[`WEAPON_DAGGER`] = Config.Classes['CUTTING'],
[`WEAPON_HATCHET`] = Config.Classes['CUTTING'],
[`WEAPON_KNIFE`] = Config.Classes['CUTTING'],
[`WEAPON_MACHETE`] = Config.Classes['CUTTING'],
[`WEAPON_SWITCHBLADE`] = Config.Classes['CUTTING'],
[`WEAPON_KNUCKLE`] = Config.Classes['LIGHT_IMPACT'],
[`WEAPON_BAT`] = Config.Classes['HEAVY_IMPACT'],
[`WEAPON_CROWBAR`] = Config.Classes['HEAVY_IMPACT'],
[`WEAPON_FIREEXTINGUISHER`] = Config.Classes['HEAVY_IMPACT'],
[`WEAPON_FIRWORK`] = Config.Classes['HEAVY_IMPACT'],
[`WEAPON_GOLFLCUB`] = Config.Classes['HEAVY_IMPACT'],
[`WEAPON_HAMMER`] = Config.Classes['HEAVY_IMPACT'],
[`WEAPON_PETROLCAN`] = Config.Classes['HEAVY_IMPACT'],
[`WEAPON_POOLCUE`] = Config.Classes['HEAVY_IMPACT'],
[`WEAPON_WRENCH`] = Config.Classes['HEAVY_IMPACT'],
[`WEAPON_RAMMED_BY_CAR`] = Config.Classes['HEAVY_IMPACT'],
[`WEAPON_RUN_OVER_BY_CAR`] = Config.Classes['HEAVY_IMPACT'],
[`WEAPON_EXPLOSION`] = Config.Classes['EXPLOSIVE'],
[`WEAPON_GRENADE`] = Config.Classes['EXPLOSIVE'],
[`WEAPON_COMPACTLAUNCHER`] = Config.Classes['EXPLOSIVE'],
[`WEAPON_HOMINGLAUNCHER`] = Config.Classes['EXPLOSIVE'],
[`WEAPON_PIPEBOMB`] = Config.Classes['EXPLOSIVE'],
[`WEAPON_PROXMINE`] = Config.Classes['EXPLOSIVE'],
[`WEAPON_RPG`] = Config.Classes['EXPLOSIVE'],
[`WEAPON_STICKYBOMB`] = Config.Classes['EXPLOSIVE'],
[`WEAPON_HELI_CRASH`] = Config.Classes['EXPLOSIVE'],
[`WEAPON_EMPLAUNCHER`] = Config.Classes['EXPLOSIVE'],
[`WEAPON_FALL`] = Config.Classes['OTHER'], -- Fall
[`WEAPON_HIT_BY_WATER_CANNON`] = Config.Classes['OTHER'], -- Water Cannon
[`WEAPON_ELECTRIC_FENCE`] = Config.Classes['FIRE'],
[`WEAPON_FIRE`] = Config.Classes['FIRE'],
[`WEAPON_MOLOTOV`] = Config.Classes['FIRE'],
[`WEAPON_FLARE`] = Config.Classes['FIRE'],
[`WEAPON_FLAREGUN`] = Config.Classes['FIRE'],
--
[`WEAPON_DROWNING`] = Config.Classes['SUFFOCATING'], -- Drowning
[`WEAPON_DROWNING_IN_VEHICLE`] = Config.Classes['SUFFOCATING'], -- Drowning Veh
[`WEAPON_EXHAUSTION`] = Config.Classes['SUFFOCATING'], -- Exhaust
[`WEAPON_BZGAS`] = Config.Classes['SUFFOCATING'],
[`WEAPON_SMOKEGRENADE`] = Config.Classes['SUFFOCATING'],
}
Config.DisableLastStand = {
'weapon_fall', -- you can add more check "Config.Weapons" "Case Senstive"
'weapon_drowning',
'weapon_drowning_in_vehicle',
}
Config.KnockWeapons = {
'weapon_unarmed', -- you can add more check "Config.Weapons" "Case Senstive"
'weapon_hammer',
}
Config.KnockTimer = 15 -- In Seconds Knock Down
Config.KnockCount = 3 -- How Many Times Player Knock Out
Config.KnockDict = 'missarmenian2'
Config.KnockClip = 'drunk_loop'
Config.Language = {
['bodypart'] = {
head = 'Head',
neck = 'Neck',
spine = 'Spine',
upper_body = 'Chest',
lower_body = 'Abdomen',
left_arm = 'Left Arm',
left_hand = 'Left Hand',
left_leg = 'Left Leg',
left_foot = 'Left Foot',
right_arm = 'Right Arm',
right_hand = 'Right Hand',
right_leg = 'Right Leg',
right_foot = 'Right Leg',
},
['info'] = {
heathstatus = 'Close Health Status',
died = 'Civilian Died',
down = 'Civilian Down',
call = 'Civilian Call',
suicide = 'Themselves or an NPC',
uknown = 'Unknown',
respawn = 'RESPAWN IN: ~r~{deathtime}~s~ SECONDS',
death_title = 'You are incapacitated',
death_text = 'You are incapacitated. Please wait for doctors, everything will be fine.',
revive = "Hold <span style='color: #E0606E;'>E</span> (<span style='color: #E0606E;'>{holdtime}</span>) to respawn $<span style='color: #29c462;'>{cost}</span> or wait for the <span style='color: #E0606E;'>EMS</span>",
request_help = "Press <span style='color: #E0606E;'>G</span> to Request <span style='color: #E0606E;'>EMS</span> Assistance.",
help_requested = "<span style='color: #E0606E;'>EMS</span> personnel have been alerted",
ambu_plate = 'AMBU', -- Should only be 4 characters long due to the last 4 being a random 4 digits
air1_plate = 'LIFE', -- Should only be 4 characters long due to the last 4 being a random 4 digits
status = 'Status Check',
is_status = 'Is {status}',
healthy = 'You are completely healthy again!',
safe = 'Hospital Safe',
pb_hospital = 'Pillbox Hospital',
pain = 'Your {limb} feels {severity}',
many_places = 'You have pain in many places...',
bleed = 'You are {bleed}',
alert = 'EMS Alert - {text}',
mr = 'Mr.',
mrs = 'Mrs.',
dr_needed = 'A doctor is needed at Pillbox Hospital',
ems_report = 'EMS Report',
message_sent = 'Message to be sent',
check_health = 'Check a Players Health',
heal_player = 'Heal a Player',
revive_player = 'Revive a Player',
revive_player_a = 'Revive A Player or Yourself (Admin Only)',
player_id = 'Player ID (may be empty)',
pain_level = 'Set Yours or A Players Pain Level (Admin Only)',
kill = 'Kill A Player or Yourself (Admin Only)',
heal_player_a = 'Heal A Player or Yourself (Admin Only)',
},
['success'] = {
revived = 'You revived a person',
healthy = 'Player is Healthy',
helped_player = 'You helped the person',
healed = 'Your wounds have been healed!',
being_helped = 'You are being helped...'
},
['error'] = {
canceled = 'Canceled',
bleed = 'You have bled out...',
impossible = 'Action Impossible...',
no_player = 'No Player Nearby',
no_firstaid = 'You need a First Aid Kit',
is_alive = 'Person dont Need First Aid',
no_bandage = 'You need a Bandage',
beds_taken = 'Beds are occupied...',
wipe = 'All your possessions have been taken...',
not_enough_money = 'You don\'t have enough money on you...',
cant_help = 'You can\'t help this person...',
not_ems = 'You are not EMS or not signed in',
not_online = 'Player Not Online'
},
['mail'] = {
sender = 'Hospital',
subject = 'Hospital Costs',
message = 'Dear {gender} {lastname}, <br /><br />Hereby you received an email with the costs of the last hospital visit.<br />The final costs have become: <strong>${costs}</strong><br /><br />We wish you a quick recovery!'
},
['menu'] = {
amb_vehicles = 'Ambulance Vehicles',
status = 'Health Status',
close = '⬅ Close Menu',
},
['text'] = {
pstash = 'Stash',
onduty = 'On Duty',
offduty = 'Off Duty',
armory = 'Armory',
elevator = 'Elevator',
call_doc = 'Call doctor',
call = 'Call',
check_in = 'Check in',
lie_bed = 'Lie in Bed',
put_bed = 'Put in Bed',
bed_out = 'Leave on bed',
remove_bed = 'Remove in Bed',
},
['logs'] = {
title = '{playername} ({playerid}) is dead',
message = '{killername} has killed {playername} with a **{weaponlabel}** ({weaponname})',
}
}
Config.Weapons = {
-- Melee
[`weapon_unarmed`] = { name = 'weapon_unarmed', label = 'Fists', damagereason = 'Whacked / Executed / Beat down / Battered' },
[`weapon_dagger`] = { name = 'weapon_dagger', label = 'Dagger', damagereason = 'Knifed / Stabbed' },
[`weapon_bat`] = { name = 'weapon_bat', label = 'Bat', damagereason = 'Whacked / Executed / Beat down / Battered' },
[`weapon_bottle`] = { name = 'weapon_bottle', label = 'Broken Bottle', damagereason = 'Knifed / Stabbed' },
[`weapon_crowbar`] = { name = 'weapon_crowbar', label = 'Crowbar', damagereason = 'Whacked / Executed / Beat down / Battered' },
[`weapon_flashlight`] = { name = 'weapon_flashlight', label = 'Flashlight', damagereason = 'Whacked / Executed / Beat down / Battered' },
[`weapon_golfclub`] = { name = 'weapon_golfclub', label = 'Golfclub', damagereason = 'Whacked / Executed / Beat down / Battered' },
[`weapon_hammer`] = { name = 'weapon_hammer', label = 'Hammer', damagereason = 'Whacked / Executed / Beat down / Battered' },
[`weapon_hatchet`] = { name = 'weapon_hatchet', label = 'Hatchet', damagereason = 'Knifed / Stabbed' },
[`weapon_knuckle`] = { name = 'weapon_knuckle', label = 'Knuckle', damagereason = 'Whacked / Executed / Beat down / Battered' },
[`weapon_knife`] = { name = 'weapon_knife', label = 'Knife', damagereason = 'Knifed / Stabbed' },
[`weapon_machete`] = { name = 'weapon_machete', label = 'Machete', damagereason = 'Knifed / Stabbed' },
[`weapon_switchblade`] = { name = 'weapon_switchblade', label = 'Switchblade', damagereason = 'Knifed / Stabbed' },
[`weapon_nightstick`] = { name = 'weapon_nightstick', label = 'Nightstick', damagereason = 'Whacked / Executed / Beat down / Battered' },
[`weapon_wrench`] = { name = 'weapon_wrench', label = 'Wrench', damagereason = 'Whacked / Executed / Beat down / Battered' },
[`weapon_battleaxe`] = { name = 'weapon_battleaxe', label = 'Battle Axe', damagereason = 'Knifed / Stabbed' },
[`weapon_poolcue`] = { name = 'weapon_poolcue', label = 'Poolcue', damagereason = 'Whacked / Executed / Beat down / Battered' },
[`weapon_briefcase`] = { name = 'weapon_briefcase', label = 'Briefcase', damagereason = 'Whacked / Executed / Beat down / Battered' },
[`weapon_briefcase_02`] = { name = 'weapon_briefcase_02', label = 'Briefcase', damagereason = 'Whacked / Executed / Beat down / Battered' },
[`weapon_garbagebag`] = { name = 'weapon_garbagebag', label = 'Garbage Bag', damagereason = 'Whacked / Executed / Beat down / Battered' },
[`weapon_handcuffs`] = { name = 'weapon_handcuffs', label = 'Handcuffs', damagereason = 'Whacked / Executed / Beat down / Battered' },
[`weapon_bread`] = { name = 'weapon_bread', label = 'Baquette', damagereason = 'Whacked / Executed / Beat down / Battered' },
[`weapon_stone_hatchet`] = { name = 'weapon_stone_hatchet', label = 'Stone Hatchet', damagereason = 'Knifed / Stabbed' },
[`weapon_candycane`] = { name = 'weapon_candycane', label = 'Candy Cane', damagereason = 'Whacked / Executed / Beat down / Battered / Candy Caned' },
-- Handguns
[`weapon_pistol`] = { name = 'weapon_pistol', label = 'Pistol', damagereason = 'Pistoled / Blasted / Plugged / Bust a cap in' },
[`weapon_pistol_mk2`] = { name = 'weapon_pistol_mk2', label = 'Pistol Mk2', damagereason = 'Pistoled / Blasted / Plugged / Bust a cap in' },
[`weapon_combatpistol`] = { name = 'weapon_combatpistol', label = 'Combat Pistol', damagereason = 'Pistoled / Blasted / Plugged / Bust a cap in' },
[`weapon_appistol`] = { name = 'weapon_appistol', label = 'AP Pistol', damagereason = 'Pistoled / Blasted / Plugged / Bust a cap in' },
[`weapon_stungun`] = { name = 'weapon_stungun', label = 'Taser', damagereason = 'Died' },
[`weapon_pistol50`] = { name = 'weapon_pistol50', label = 'Pistol .50 Cal', damagereason = 'Pistoled / Blasted / Plugged / Bust a cap in' },
[`weapon_snspistol`] = { name = 'weapon_snspistol', label = 'SNS Pistol', damagereason = 'Pistoled / Blasted / Plugged / Bust a cap in' },
[`weapon_snspistol_mk2`] = { name = 'weapon_snspistol_mk2', label = 'SNS Pistol MK2', damagereason = 'Pistoled / Blasted / Plugged / Bust a cap in' },
[`weapon_heavypistol`] = { name = 'weapon_heavypistol', label = 'Heavy Pistol', damagereason = 'Pistoled / Blasted / Plugged / Bust a cap in' },
[`weapon_vintagepistol`] = { name = 'weapon_vintagepistol', label = 'Vintage Pistol', damagereason = 'Pistoled / Blasted / Plugged / Bust a cap in' },
[`weapon_flaregun`] = { name = 'weapon_flaregun', label = 'Flare Gun', damagereason = 'Died' },
[`weapon_marksmanpistol`] = { name = 'weapon_marksmanpistol', label = 'Marksman Pistol', damagereason = 'Pistoled / Blasted / Plugged / Bust a cap in' },
[`weapon_revolver`] = { name = 'weapon_revolver', label = 'Revolver', damagereason = 'Pistoled / Blasted / Plugged / Bust a cap in' },
[`weapon_revolver_mk2`] = { name = 'weapon_revolver_mk2', label = 'Revolver MK2', damagereason = 'Pistoled / Blasted / Plugged / Bust a cap in' },
[`weapon_doubleaction`] = { name = 'weapon_doubleaction', label = 'Double Action Revolver', damagereason = 'Pistoled / Blasted / Plugged / Bust a cap in' },
[`weapon_raypistol`] = { name = 'weapon_raypistol', label = 'Ray Pistol', damagereason = 'Pistoled / Blasted / Plugged / Bust a cap in' },
[`weapon_ceramicpistol`] = { name = 'weapon_ceramicpistol', label = 'Ceramic Pistol', damagereason = 'Pistoled / Blasted / Plugged / Bust a cap in' },
[`weapon_navyrevolver`] = { name = 'weapon_navyrevolver', label = 'Navy Revolver', damagereason = 'Pistoled / Blasted / Plugged / Bust a cap in' },
[`weapon_gadgetpistol`] = { name = 'weapon_gadgetpistol', label = 'Gadget Pistol', damagereason = 'Pistoled / Blasted / Plugged / Bust a cap in' },
[`weapon_stungun_mp`] = { name = 'weapon_stungun_mp', label = 'Taser', damagereason = 'Died' },
[`weapon_pistolxm3`] = { name = 'weapon_pistolxm3', label = 'Pistol XM3', damagereason = 'Pistoled / Blasted / Plaugged / Bust a cap in' },
-- Submachine Guns
[`weapon_microsmg`] = { name = 'weapon_microsmg', label = 'Micro SMG', damagereason = 'Riddled / Drilled / Finished / Submachine Gunned' },
[`weapon_smg`] = { name = 'weapon_smg', label = 'SMG', damagereason = 'Riddled / Drilled / Finished / Submachine Gunned' },
[`weapon_smg_mk2`] = { name = 'weapon_smg_mk2', label = 'SMG MK2', damagereason = 'Riddled / Drilled / Finished / Submachine Gunned' },
[`weapon_assaultsmg`] = { name = 'weapon_assaultsmg', label = 'Assault SMG', damagereason = 'Riddled / Drilled / Finished / Submachine Gunned' },
[`weapon_combatpdw`] = { name = 'weapon_combatpdw', label = 'Combat PDW', damagereason = 'Riddled / Drilled / Finished / Submachine Gunned' },
[`weapon_machinepistol`] = { name = 'weapon_machinepistol', label = 'Tec-9', damagereason = 'Riddled / Drilled / Finished / Submachine Gunned' },
[`weapon_minismg`] = { name = 'weapon_minismg', label = 'Mini SMG', damagereason = 'Riddled / Drilled / Finished / Submachine Gunned' },
[`weapon_raycarbine`] = { name = 'weapon_raycarbine', label = 'Raycarbine', damagereason = 'Riddled / Drilled / Finished / Submachine Gunned' },
-- Shotguns
[`weapon_pumpshotgun`] = { name = 'weapon_pumpshotgun', label = 'Pump Shotgun', weapontype = 'Shotgun', damagereason = 'Devastated / Pulverized / Shotgunned' },
[`weapon_pumpshotgun_mk2`] = { name = 'weapon_pumpshotgun_mk2', label = 'Pump Shotgun MK2', weapontype = 'Shotgun', damagereason = 'Devastated / Pulverized / Shotgunned' },
[`weapon_sawnoffshotgun`] = { name = 'weapon_sawnoffshotgun', label = 'Sawn-off Shotgun', weapontype = 'Shotgun', damagereason = 'Devastated / Pulverized / Shotgunned' },
[`weapon_assaultshotgun`] = { name = 'weapon_assaultshotgun', label = 'Assault Shotgun', weapontype = 'Shotgun', damagereason = 'Devastated / Pulverized / Shotgunned' },
[`weapon_bullpupshotgun`] = { name = 'weapon_bullpupshotgun', label = 'Bullpup Shotgun', weapontype = 'Shotgun', damagereason = 'Devastated / Pulverized / Shotgunned' },
[`weapon_musket`] = { name = 'weapon_musket', label = 'Musket', weapontype = 'Shotgun', damagereason = 'Devastated / Pulverized / Shotgunned' },
[`weapon_heavyshotgun`] = { name = 'weapon_heavyshotgun', label = 'Heavy Shotgun', weapontype = 'Shotgun', damagereason = 'Devastated / Pulverized / Shotgunned' },
[`weapon_dbshotgun`] = { name = 'weapon_dbshotgun', label = 'Double-barrel Shotgun', weapontype = 'Shotgun', damagereason = 'Devastated / Pulverized / Shotgunned' },
[`weapon_autoshotgun`] = { name = 'weapon_autoshotgun', label = 'Auto Shotgun', weapontype = 'Shotgun', damagereason = 'Devastated / Pulverized / Shotgunned' },
[`weapon_combatshotgun`] = { name = 'weapon_combatshotgun', label = 'Combat Shotgun', weapontype = 'Shotgun', damagereason = 'Devastated / Pulverized / Shotgunned' },
-- Assault Rifles
[`weapon_assaultrifle`] = { name = 'weapon_assaultrifle', label = 'Assault Rifle', damagereason = 'Rifled / Shot down / Floored' },
[`weapon_assaultrifle_mk2`] = { name = 'weapon_assaultrifle_mk2', label = 'Assault Rifle MK2', damagereason = 'Rifled / Shot down / Floored' },
[`weapon_carbinerifle`] = { name = 'weapon_carbinerifle', label = 'Carbine Rifle', damagereason = 'Rifled / Shot down / Floored' },
[`weapon_carbinerifle_mk2`] = { name = 'weapon_carbinerifle_mk2', label = 'Carbine Rifle MK2', damagereason = 'Rifled / Shot down / Floored' },
[`weapon_advancedrifle`] = { name = 'weapon_advancedrifle', label = 'Advanced Rifle', damagereason = 'Rifled / Shot down / Floored' },
[`weapon_specialcarbine`] = { name = 'weapon_specialcarbine', label = 'Special Carbine', damagereason = 'Rifled / Shot down / Floored' },
[`weapon_specialcarbine_mk2`] = { name = 'weapon_specialcarbine_mk2', label = 'Specialcarbine MK2', damagereason = 'Rifled / Shot down / Floored' },
[`weapon_bullpuprifle`] = { name = 'weapon_bullpuprifle', label = 'Bullpup Rifle', damagereason = 'Rifled / Shot down / Floored' },
[`weapon_bullpuprifle_mk2`] = { name = 'weapon_bullpuprifle_mk2', label = 'Bull Puprifle MK2', damagereason = 'Rifled / Shot down / Floored' },
[`weapon_compactrifle`] = { name = 'weapon_compactrifle', label = 'Compact Rifle', damagereason = 'Rifled / Shot down / Floored' },
[`weapon_militaryrifle`] = { name = 'weapon_militaryrifle', label = 'Military Rifle', damagereason = 'Rifled / Shot down / Floored' },
[`weapon_heavyrifle`] = { name = 'weapon_heavyrifle', label = 'Heavy Rifle', damagereason = 'Rifled / Shot down / Floored' },
-- Light Machine Guns
[`weapon_mg`] = { name = 'weapon_mg', label = 'Machinegun', weapontype = 'Light Machine Gun', damagereason = 'Machine gunned / Sprayed' },
[`weapon_combatmg`] = { name = 'weapon_combatmg', label = 'Combat MG', weapontype = 'Light Machine Gun', damagereason = 'Machine gunned / Sprayed' },
[`weapon_combatmg_mk2`] = { name = 'weapon_combatmg_mk2', label = 'Combat MG MK2', weapontype = 'Light Machine Gun', damagereason = 'Machine gunned / Sprayed' },
[`weapon_gusenberg`] = { name = 'weapon_gusenberg', label = 'Thompson SMG', weapontype = 'Light Machine Gun', damagereason = 'Machine gunned / Sprayed' },
-- Sniper Rifles
[`weapon_sniperrifle`] = { name = 'weapon_sniperrifle', label = 'Sniper Rifle', damagereason = 'Sniped / Picked off / Scoped' },
[`weapon_heavysniper`] = { name = 'weapon_heavysniper', label = 'Heavy Sniper', damagereason = 'Sniped / Picked off / Scoped' },
[`weapon_heavysniper_mk2`] = { name = 'weapon_heavysniper_mk2', label = 'Heavysniper MK2', damagereason = 'Sniped / Picked off / Scoped' },
[`weapon_marksmanrifle`] = { name = 'weapon_marksmanrifle', label = 'Marksman Rifle', damagereason = 'Sniped / Picked off / Scoped' },
[`weapon_marksmanrifle_mk2`] = { name = 'weapon_marksmanrifle_mk2', label = 'Marksman Rifle MK2', damagereason = 'Sniped / Picked off / Scoped' },
[`weapon_remotesniper`] = { name = 'weapon_remotesniper', label = 'Remote Sniper', damagereason = 'Sniped / Picked off / Scoped' },
-- Heavy Weapons
[`weapon_rpg`] = { name = 'weapon_rpg', label = 'RPG', damagereason = 'Exploded / Obliterated / Destroyed / Erased / Annihilated' },
[`weapon_grenadelauncher`] = { name = 'weapon_grenadelauncher', label = 'Grenade Launcher', damagereason = 'Exploded / Obliterated / Destroyed / Erased / Annihilated' },
[`weapon_grenadelauncher_smoke`] = { name = 'weapon_grenadelauncher_smoke', label = 'Smoke Grenade Launcher', damagereason = 'Exploded / Obliterated / Destroyed / Erased / Annihilated' },
[`weapon_minigun`] = { name = 'weapon_minigun', label = 'Minigun', damagereason = 'Exploded / Obliterated / Destroyed / Erased / Annihilated' },
[`weapon_firework`] = { name = 'weapon_firework', label = 'Firework Launcher', damagereason = 'Exploded / Obliterated / Destroyed / Erased / Annihilated' },
[`weapon_railgun`] = { name = 'weapon_railgun', label = 'Railgun', damagereason = 'Exploded / Obliterated / Destroyed / Erased / Annihilated' },
[`weapon_railgunxm3`] = { name = 'weapon_railgunxm3', label = 'Railgun XM3', damagereason = 'Exploded / Obliterated / Destroyed / Erased / Annihilated' },
[`weapon_hominglauncher`] = { name = 'weapon_hominglauncher', label = 'Homing Launcher', damagereason = 'Exploded / Obliterated / Destroyed / Erased / Annihilated' },
[`weapon_compactlauncher`] = { name = 'weapon_compactlauncher', label = 'Compact Launcher', damagereason = 'Exploded / Obliterated / Destroyed / Erased / Annihilated' },
[`weapon_rayminigun`] = { name = 'weapon_rayminigun', label = 'Ray Minigun', damagereason = 'Exploded / Obliterated / Destroyed / Erased / Annihilated' },
[`weapon_emplauncher`] = { name = 'weapon_emplauncher', label = 'EMP Launcher', damagereason = 'Died' },
-- Throwables
[`weapon_grenade`] = { name = 'weapon_grenade', label = 'Grenade', damagereason = 'Bombed / Exploded / Detonated / Blew up' },
[`weapon_bzgas`] = { name = 'weapon_bzgas', label = 'BZ Gas', damagereason = 'Died' },
[`weapon_molotov`] = { name = 'weapon_molotov', label = 'Molotov', damagereason = 'Torched / Flambeed / Barbecued' },
[`weapon_stickybomb`] = { name = 'weapon_stickybomb', label = 'C4', damagereason = 'Bombed / Exploded / Detonated / Blew up' },
[`weapon_proxmine`] = { name = 'weapon_proxmine', label = 'Proxmine Grenade', damagereason = 'Bombed / Exploded / Detonated / Blew up' },
[`weapon_snowball`] = { name = 'weapon_snowball', label = 'Snowball', damagereason = 'Died' },
[`weapon_pipebomb`] = { name = 'weapon_pipebomb', label = 'Pipe Bomb', damagereason = 'Bombed / Exploded / Detonated / Blew up' },
[`weapon_ball`] = { name = 'weapon_ball', label = 'Ball', damagereason = 'Died' },
[`weapon_smokegrenade`] = { name = 'weapon_smokegrenade', label = 'Smoke Grenade', damagereason = 'Died' },
[`weapon_flare`] = { name = 'weapon_flare', label = 'Flare pistol', damagereason = 'Died' },
-- Miscellaneous
[`weapon_petrolcan`] = { name = 'weapon_petrolcan', label = 'Petrol Can', damagereason = 'Died' },
[`gadget_parachute`] = { name = 'gadget_parachute', label = 'Parachute', damagereason = 'Died' },
[`weapon_fireextinguisher`] = { name = 'weapon_fireextinguisher', label = 'Fire Extinguisher', damagereason = 'Died' },
[`weapon_hazardcan`] = { name = 'weapon_hazardcan', label = 'Hazardcan', damagereason = 'Died' },
[`weapon_fertilizercan`] = { name = 'weapon_fertilizercan', label = 'Fertilizer Can', damagereason = 'Died' },
[`weapon_barbed_wire`] = { name = 'weapon_barbed_wire', label = 'Barbed Wire', damagereason = 'Prodded' },
[`weapon_drowning`] = { name = 'weapon_drowning', label = 'Drowning', damagereason = 'Died' },
[`weapon_drowning_in_vehicle`] = { name = 'weapon_drowning_in_vehicle', label = 'Drowning in a Vehicle', damagereason = 'Died' },
[`weapon_bleeding`] = { name = 'weapon_bleeding', label = 'Bleeding', damagereason = 'Bled out' },
[`weapon_electric_fence`] = { name = 'weapon_electric_fence', label = 'Electric Fence', damagereason = 'Fried' },
[`weapon_explosion`] = { name = 'weapon_explosion', label = 'Explosion', damagereason = 'Exploded / Obliterated / Destroyed / Erased / Annihilated' },
[`weapon_fall`] = { name = 'weapon_fall', label = 'Fall', damagereason = 'Committed suicide' },
[`weapon_exhaustion`] = { name = 'weapon_exhaustion', label = 'Exhaustion', damagereason = 'Died' },
[`weapon_hit_by_water_cannon`] = { name = 'weapon_hit_by_water_cannon', label = 'Water Cannon', damagereason = 'Died' },
[`weapon_rammed_by_car`] = { name = 'weapon_rammed_by_car', label = 'Rammed - Vehicle', damagereason = 'Flattened / Ran over / Ran down' },
[`weapon_run_over_by_car`] = { name = 'weapon_run_over_by_car', label = 'Run Over - Vehicle', damagereason = 'Flattened / Ran over / Ran down' },
[`weapon_heli_crash`] = { name = 'weapon_heli_crash', label = 'Heli Crash', damagereason = 'Helicopter Crash' },
[`weapon_fire`] = { name = 'weapon_fire', label = 'Fire', damagereason = 'Torched / Flambeed / Barbecued' },
-- Animals
[`weapon_animal`] = { name = 'weapon_animal', label = 'Animal', damagereason = 'Mauled' },
[`weapon_cougar`] = { name = 'weapon_cougar', label = 'Cougar', damagereason = 'Mauled' },
}
Config.DamageLog = { -- this is for damage log modifier you can change the name for your languange
['eyebrow'] = 1356, ['left toe'] = 2108, ['right elbow'] = 2992, ['left arm'] = 5232,
['right hand'] = 6286, ['right thigh'] = 6442, ['right collarbone'] = 10706, ['right corner of the mouth'] = 11174,
['sinks'] = 11816, ['head'] = 12844, ['left foot'] = 14201, ['right knee'] = 16335,
['lower lip'] = 17188, ['lip'] = 17719, ['left hand'] = 18905, ['right cheekbone'] = 19336,
['right toe'] = 20781, ['nerve of the lower lip'] = 20279, ['lower lip'] = 20623, ['toe'] = 20781,
['left cheekbone'] = 21550, ['left elbow'] = 22711, ['spinal root'] = 23553, ['left thigh'] = 23639,
['right foot'] = 24806, ['lower part of the spine'] = 24816, ['the middle part of the spine'] = 24817, ['the upper part of the spine'] = 24818,
['left eye'] = 25260, ['rifht eye'] = 27474, ['right arm'] = 28252, ['right hand'] = 28422,
['left corner of the mouth'] = 29868, ['head'] = 31086, ['right foot'] = 35502, ['neck'] = 35731,
['left hand'] = 36029, ['right calf'] = 36864, ['right arm'] = 37119, ['eyebrow'] = 37193,
['neck'] = 39317, ['right arm'] = 40269, ['right forearm'] = 43810, ['left shoulder'] = 45509,
['left knee'] = 46078, ['jaw'] = 46240, ['nerve of the lower lip'] = 47419, ['tongue'] = 47495,
['nerve of the upper lip'] = 49979, ['right thigh'] = 51826, ['right foot'] = 52301,
['root'] = 56604, ['right hand'] = 57005, ['spine'] = 57597, ['left foot bone'] = 57717, ['left thigh'] = 58271,
['left eyebrow'] = 58331, ['left hand bone'] = 60309, ['left hand'] = 18905, ['right forearm'] = 61007,
['left forearm'] = 61163, ['upper lip'] = 61839, ['left calf'] = 63931, ['left collarbone'] = 64729, ['face'] = 65068, ['left foot'] = 65245,
}