🔫 QB武器
導入
- 武器イベントのロジックを処理します
- 武器のダメージを変更する
- ロジックの再読み込み
- 武器の耐久性
- 武器のアタッチメント
構成
一般的な
Config.ReloadTime = math.random(4000, 6000) -- time it takes to reload
Config.DurabilityBlockedWeapons = { -- these will never break
"weapon_stungun",
"weapon_nightstick",
"weapon_flashlight",
"weapon_unarmed",
}耐久性乗数
Config.DurabilityMultiplier = { -- degrade multiplier, higher = quicker degrade
-- Melee
-- ['weapon_unarmed'] = 0.15,
['weapon_dagger'] = 0.15,
['weapon_bat'] = 0.15,
['weapon_bottle'] = 0.15,
}武器の修理
Config.WeaponRepairPoints = {
[1] = {
coords = vector3(964.02, -1267.41, 34.97), -- interaction location
IsRepairing = false, -- dynamically changes, don't edit
RepairingData = {}, -- dynamically changes, don't edit
}
}
Config.WeaponRepairCosts = { -- the price it costs to repair a weapon
["pistol"] = 1000,
["smg"] = 3000,
["mg"] = 4000,
["rifle"] = 5000,
["sniper"] = 7000,
}武器のアタッチメント
WeaponAttachments = {
-- PISTOLS
['WEAPON_PISTOL'] = { --items this weapon accepts as a attachment
['defaultclip'] = {
component = 'COMPONENT_PISTOL_CLIP_01', -- Attachment hash
item = 'pistol_defaultclip', --Item in the items.lua
type = 'clip', --type of attachment
},
['extendedclip'] = {
component = 'COMPONENT_PISTOL_CLIP_02',
item = 'pistol_extendedclip',
type = 'clip',
},
['flashlight'] = {
component = 'COMPONENT_AT_PI_FLSH',
item = 'pistol_flashlight',
},
['suppressor'] = {
component = 'COMPONENT_AT_PI_SUPP_02',
item = 'pistol_suppressor',
},
['luxuryfinish'] = {
component = 'COMPONENT_PISTOL_VARMOD_LUXE',
item = 'pistol_luxuryfinish',
},
},
}Last updated on