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🔫 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', }, }, }
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