Configuration
cfg = {}
---@type 'auto' | 'qb' | 'esx'
cfg.framework = 'auto'
---@type 'auto' | 'ox_inventory' | 'qs-inventory' | 'codem-inventory' | 'core_inventory' | 'tgiann-inventory' | 'origen_inventory' | 'one_inventory' | 'jpr-inventory' | 'qb-inventory' | 'ps-inventory'
cfg.inventory = 'auto'
---@type 'ox_lib' | 'qb' | 'esx' | 'okokNotify' | 'ps-ui'
cfg.notification = 'ox_lib'
-- Melee controls & tuning. Control IDs are GTA input indices (see the comments).
-- https://docs.fivem.net/docs/game-references/controls/
cfg.melee = {
-- ── Attack keys (map naturally to LMB/RMB on keyboard and LT/RT on gamepad) ──
keyboardLeftAttack = 25, -- INPUT_AIM (RMB)
keyboardRightAttack = 24, -- INPUT_ATTACK (LMB)
-- ── Weapon select keys ──
swapWeaponsKey = 194, -- INPUT_FRONTEND_RRIGHT (Backspace)
nextWeaponControl = 99, -- INPUT_VEH_SELECT_NEXT_WEAPON ([)
prevWeaponControl = 100, -- INPUT_VEH_SELECT_PREV_WEAPON (])
-- ── Throw mode keys ──
throwModeKey = 47, -- INPUT_DETONATE (G) — toggle throw mode
throwReleaseKey = 24, -- INPUT_ATTACK (LMB) — release the throw
-- ── Master on/off (lib.addKeybind key name; players can rebind in pause menu) ──
toggleKey = 'J', -- toggles Biker Melee mode on/off (default on)
-- ── Behaviour toggles ──
onlyMeleeOnUnarmed = false,
ejectPedOffBike = false,
drawWeaponUI = true,
weaponUICenter = true,
weaponUIVanish = true,
swapBetweenGunsAndMelee = false,
-- ── Physics / tuning ──
kickForwardVelocity = 0.0,
kickUpwardVelocity = 0.0,
vehicleDamage = 0.0,
throwSpeed = 30.0,
throwGravity = 9.81,
throwMaxSteps = 35,
throwTimeStep = 0.05,
}
-- Melee weapons: inventory item key → in-hand prop + display name + type.
-- wpnType 'blade' deals more damage than 'blunt'.
cfg.meleeWeapons = {
WEAPON_BAT = { propModel = `w_me_bat`, name = 'Bat', wpnType = 'blunt' },
WEAPON_CROWBAR = { propModel = `w_me_crowbar`, name = 'Crowbar', wpnType = 'blade' },
WEAPON_GOLFCLUB = { propModel = `w_me_gclub`, name = 'Golfclub', wpnType = 'blunt' },
WEAPON_HAMMER = { propModel = `w_me_hammer`, name = 'Hammer', wpnType = 'blunt' },
WEAPON_HATCHET = { propModel = `prop_w_me_hatchet`, name = 'Hatchet', wpnType = 'blade' },
WEAPON_KNIFE = { propModel = `w_me_knife_01`, name = 'Knife', wpnType = 'blade' },
WEAPON_MACHETE = { propModel = `w_me_machette_lr`, name = 'Machete', wpnType = 'blade' },
WEAPON_NIGHTSTICK = { propModel = `w_me_nightstick`, name = 'Nightstick', wpnType = 'blunt' },
WEAPON_POOLCUE = { propModel = `w_me_poolcue`, name = 'Poolcue', wpnType = 'blunt' },
WEAPON_SWITCHBLADE = { propModel = `w_me_switchblade`, name = 'Switchblade', wpnType = 'blade' },
WEAPON_WRENCH = { propModel = `w_me_wrench`, name = 'Wrench', wpnType = 'blunt' },
}
-- Order the script picks weapons in (first owned = first selected). Every key
-- here must exist in cfg.meleeWeapons above.
cfg.meleeItemPriority = {
'WEAPON_BAT',
'WEAPON_CROWBAR',
'WEAPON_GOLFCLUB',
'WEAPON_HAMMER',
'WEAPON_HATCHET',
'WEAPON_KNIFE',
'WEAPON_MACHETE',
'WEAPON_NIGHTSTICK',
'WEAPON_POOLCUE',
'WEAPON_SWITCHBLADE',
'WEAPON_WRENCH',
}
Last updated