ESX
This is the standard configuration for ESX
Make sure to change the ItemName to the item you wish to use!
I will soon also include how to make an item for boxing gloves!
Config = {}
Locales = {}
Config.UseDiscord = false -- Set this to true if you want to be using discord webhook logs
Config.ItemName = "boxing_gloves" -- Name of the item you've named in your server
Config.UseTarget = "ox_target" -- Put the target system you'll be using here! ( supported ones atm : qb ( which stands for qb-target ) / ox_target )
Config.Locale = "en" -- Current only supported language is en and es
Config.DropPlayerOverMaxDist = true -- This means it will kick the player if he exceedes the Cheater Dist ( aka if the player is 20 meters away from the player that he invites to a match )
Config.MaxDist = 4 -- I recommend keeping this at 4, since it may be an odd thing but if the eye target for some reason allows them to target them from far away it wont kick them
Config.Debug = true -- Pretty self explanatory
Config.FightDebug = false -- Set this to true if you want to debug values that affeect the player while in a fight!
Config.FrameWork = "esx" -- Framework that youre using ( supported ones are "qb-core" / "esx" )
Config.Notify = "ox_lib" -- Script you'll be using for notifications ( supported ones are "ox_lib" / "qb-core" which is the standard notification system that comes with qb-core )
Config.Menu = "ox_lib" -- Script you'll be using for menu ( supported ones are "ox_lib" / "qb-core" )
Config.LoseAfterCertainDamage = true -- This basically means that the match will continue until either player recieves
Config.DamageForLoss = 100 -- The match will end once the player receives this amount of damage
Config.LoseOnKnockOut = false -- You can not have this to true and have the knock out system true as well, the player
Config.ForcePrespective = 0 -- Set this to ( 0 if you want the players to pick what prespective they want || 1 if you want third person to be forced || 4 if you want first person to be forced )
Config.CameraChangeWarning = 2 -- Amount of warnings you want to give the player before ending the match ( for the player going in first person/third person while in match ( basically cheating ))
-- Config.GiveWarningCount = false -- Give the player the warnings left before the matche is ended?
Config.CountDownTimer = 1 -- Amount of time you want to count down before the match starts
Config.CheaterDist = 20 -- This is in meters, this checks if he request of invite to match is hella far away, if he is it'll kick them
Config.CountdownVisionName = 'BeastIntro02' -- Inside of the '(here)' place the name of the vision you wish to use! ( if you dont put the right one or you mispelled it, it will tell you in the console and go to the default one which is : NG_FILMIC20 ) ( LEAVE THIS TO NIL IF YOU DO NOT WISH TO USE A CUSTOM ONE! )
Config.KnockedOutVisionName = 'BeastIntro02' -- inside of the '(here)' place the name of the vision you wish to use! ( if you dont put the right one here it will tell you in the console and go to the default one which is : NG_FILMIC ) ( LEAVE THIS TO NIL IF YOU DO NOT WISH TO USE A CUSTOM ONE! )
Config.FaintVisionName = 'NG_blackout' -- inside of the '(here)' place the name of the vision you wish to use! ( if you dont put the right one here it will tell you in the console and go to the default one which is : NG_FILMIC ) ( LEAVE THIS TO NIL IF YOU DO NOT WISH TO USE A CUSTOM ONE! )
Config.RagdollTime = 2 -- If StruggleStand is not set to true the player will have a default amount of time for him being knocked out ( he will still be able to get help within the timespan of these seconds )
Config.StruggleStand = true -- This will make the player have to do a minigame to stand up, if he fails after X amount of times he will lose the match
Config.AmountOfCirclesPerTry = 3 -- Like explained above, this will be the amount of tries the player has before the match is ended
-- Config.AmountOfCirclesPerTry = math.random(1,5) -- This is another method of doing the amount of tries!
Config.AmountOfTimeForFailure = 50 -- ( I recommend 50, lower is a bit tough for newbies ) Amount of time it'll take for the circle to perfum a full circle
-- Config.AmountOfTimeForFailure = math.random(10, 50) -- This is another method of doing the amount of time!
Config.UseCustomCircleValues = true -- Set this to true if you want to use the custom circles, this allows you to set your own speed for each circle, this way you can have the circles go either quicker to make it tougher for the player to get them right after doing one or two right!
Config.CustomCircleTries = {
[1] = { -- The amount of indexes that you have here will be the amount of tries the player will have
[1] = { -- The amount that you have here will be the amount of circles the player will have per circle!
Time = 50,
},
[2] = {
Time = 30,
},
[3] = {
Time = 10,
}
},
[2] = {
[1] = {
Time = 80,
},
[2] = {
Time = 20,
},
},
[3] = {
[1] = {
Time = 100,
},
[2] = {
Time = 50,
},
[3] = {
Time = 30,
}
}
}
Config.KnockOutSystem = true -- This will simulate a knockout ( basically a black screen )
Config.KnockOutArea = {
-- These will be the areas that will cause the player to get knocked out and the chance it needs ( to know the chances look at the example below)
['NECK'] =function () return math.random(1,8) end, -- The first number to the left will always be the number it will initiate on, so if you do ( 1, 3 ) there is a 1 in 3 chance of the player getting knocked out if he gets hit here
['SPINE'] =function () return math.random(1,8) end,
['HEAD'] =function () return math.random(1,8) end,
['UPLIP'] =function () return math.random(1,8) end,
['LOWLIP'] =function () return math.random(1,8) end,
['REYEBROW'] =function () return math.random(1,8) end,
['LEYEBROW'] =function () return math.random(1,8) end,
['LEYE'] =function () return math.random(1,8) end,
['REYE'] =function () return math.random(1,8) end,
['RCHEEKBONE'] =function () return math.random(1,8) end,
['LCHEEKBONE'] =function () return math.random(1,8) end,
['JAW'] =function () return math.random(1,8) end,
}
Config.InjuredAnimation = true -- If this is on it will make the ped do an injured walking style
Config.InjuredArea = {
-- These will be the bones that will cause the player to have an injured walking style
['NECK'] = true,
['LLEG'] = true,
['RLEG'] = true,
['LFOOT'] = true,
['RFOOT'] = true,
['JAW'] = true,
['RKNEE'] = true,
['LKNEE'] = true,
['RTHIGH'] = true,
['LTHIGH'] = true,
}
Config.StumbleArea = {
-- These will be the areas that will cause the player to stumble and the chance it needs ( to know the chances look at the example below)
['NECK'] = function () return math.random(1,3) end, -- The first number to the left will always be the number it will initiate on, so if you do ( 1, 3 ) there is a 1 in 3 chance of the player getting knocked out if he gets hit here
['LLEG'] = function () return math.random(1,3) end,
['RLEG'] = function () return math.random(1,3) end,
['LFOOT'] = function () return math.random(1,3 ) end,
['RFOOT'] = function () return math.random(1,3) end,
['JAW'] = function () return math.random(1,3) end,
['RKNEE'] = function () return math.random(1,3) end,
['LKNEE'] = function () return math.random(1,3) end,
['RTHIGH'] = function () return math.random(1,3) end,
['LTHIGH'] = function () return math.random(1,3) end,
}
Config.SeriousDamage = {
-- These are the areas that if hit cause damage to the player
-- This doesnt mean that the player wont be accumulating damage, it simply means that
-- if the player was hit in one of these areas, it will cause a random Damaged event!
-- ( I DO NOT RECOMMEND TOUCHING THESE UNLESS YOU KNOW WHAT YOURE DOING!)
['HEAD'] = true,
['NECK'] = true,
['SPINE'] = true,
['UPPER_BODY'] = true,
['LOWER_BODY'] = true,
['LARM'] = true,
['RARM'] = true,
['RLEG'] = true,
['LLEG'] = true,
['RKNEE'] = true,
['LKNEE'] = true,
['RTHIGH'] = true,
['LTHIGH'] = true,
['REYEBROW'] = true,
['LEYEBROW'] = true,
['LEYE'] = true,
['REYE'] = true,
['RCHEEKBONE'] = true,
['LCHEEKBONE'] = true,
['JAW'] = true,
}
Config.ComboNeed = true -- Set to true if you want the person to have to do a combo to create effects ( like blinding, bleeding, bluriness to the other person etc. )
Config.ComboDamageNeededForEffects = 20 -- Damage needed for the combo to cause a bleeding ( if combo need is not on this will apply automatically )
Config.BleedOnStreetChance = 50 -- Bleeding chance
Config.BleedOnRingChance = 40 -- Bleeding chance
Config.BleedInRingRate = 30 -- Every x seconds if youre fighting someone in a ring
Config.BleedInStreetRate = 30 -- Every x seconds if youre fighting in the street or sum
Config.BleedWhileMovingRate = 5 -- x amount of seconds is removed from the timer if the player is moving too much
Config.BleedDamageIncrease = 2 -- Damage is increased x amount if the player is bleeding
Config.BleedBlurChance = 30 -- Chance of playing getting a blurry vision ( while bleeding )
Config.BleedGrayOutChance = 30 -- Chance that the vision grays out ( while bleeding )
Config.BleedOut = true -- Set to true if you want the player to be able to bleed
Config.BleedBlurOut = true -- Set to true if you want the vision to get blury if the player is bleeding
Config.BleedBlurEffect = nil -- Blur Bleeding effect that will be given to the player ( LEAVE TO NIL IF YOU DO NOT WANT ANY CUSTOM ONE! ) if you want a custom one put it in between quotes "<HERE>" remove the < and >
Config.BleedGrayOut = true -- Set to true if you want the vision to get gray if the player is bleeding
Config.BleedGrayEffect = nil -- Gray Bleeding effect that will be given to the player ( LEAVE TO NIL IF YOU DO NOT WANT ANY CUSTOM ONE! ) if you want a custom one put it in between quotes "<HERE>" remove the < and >
Config.BleedOutClot = true -- Set to true if you want the bleeding to create a cloting effect ( disabling this will not give you the regen bar )
Config.NoseBleed = true -- Can the player bleed? ( this will create blood effect coming out of the players nose )
Config.MinimumHeadDamageForNose = 1 -- This will be the needed damage that the players head will have to recieve for the players nose to bleed
Config.CauseFaint = true -- This will cause the player to faint after an x amount of times the nose has bleed
Config.BleedAmountNeededForFaint = 3 -- The amount of faints needed for the player to faint
Config.UseStruggleStand = true -- This will use the struggle stand circle game and all the configurations it has
Config.HeadInjuryEffect = true -- Set this to true if you want to have a head injury effect
Config.MinimumHeadDamage = 4 -- It goes from a scale of 1 to 4, so depending on what you choose youll be able to
Config.CustomHeadEffect = nil -- Head Injury effect that will be given to the player ( LEAVE TO NIL IF YOU DO NOT WANT ANY CUSTOM ONE! ) if you want a custom one put it in between quotes "<HERE>" remove the < and >
Config.BleedClotTimer = 5 -- Every x seconds the clot effect will regenerate the players sight and reduce damage
Config.HeadInjuryTimer = 20 -- How many seconds before the player gets a chance of having a random head event occur
Config.BodyInjuryTimer = 20 -- How many seconds before the player gets a chance of having a random body event
Config.BleedInjuryTimer = 20 -- How many seconds before the player starts bleeding again from his nose ( this is only if the player has a damage level higher than or equal to 4 ( this will also cause vision loss and other symptoms ) )
Config.HealBarAmount = 20 -- Amount that will be added to the progress heal bar, after it reaches 100 it will start healing
Config.HealAmount = 10 -- Amount that will be given to the player after the heal bar reaches 100
Config.ArmorWarning = true -- Gives the player a warning if the other player has armor ( asks them if they want to continue the match )
Config.AllowHelp = true -- Can players help other players get up?
Config.HelpTargetDistance = 30 -- This will be the distance that the help target will look for when looking for who to give the target to ( AKA if there is another player within a 30 meter radius it will give them the help player target ) ( MIN 10 - MAX 30 )
Config.MinHealthDamage = 2 -- Minimum Health Damage needed to be done before it checks for injuries
Config.MinArmorDamage = 10 -- Minimum Health Damage needed to be done before it checks for injuries
Config.NeededDamageForKO = 170 -- The damage required to knock the player out
Config.NeededHealthForRegen = 140 -- The amount of health the player need to be at for regen to kick in
Config.HealthRegenAmount = 20 -- The amount of health that is regenerated after the player is at needed health
Config.RingAreas = {
[1] = {
coords = {
x = 0,
y = 0,
z = 0
},
P1Pos = {
x = 0,
y = 0,
z = 0
},
P2Pos = {
x = 0,
y = 0,
z = 0
}
},
[2] = {
coords = {
x = 0,
y = 0,
z = 0
},
P1Pos = {
x = 0,
y = 0,
z = 0
},
P2Pos = {
x = 0,
y = 0,
z = 0
}
},
[3] = {
coords = {
x = 0,
y = 0,
z = 0
},
P1Pos = {
x = 0,
y = 0,
z = 0
},
P2Pos = {
x = 0,
y = 0,
z = 0
}
},
[4] = {
coords = {
x = 0,
y = 0,
z = 0
},
P1Pos = {
x = 0,
y = 0,
z = 0
},
P2Pos = {
x = 0,
y = 0,
z = 0
}
},
[5] = {
coords = {
x = 0,
y = 0,
z = 0
},
P1Pos = {
x = 0,
y = 0,
z = 0
},
P2Pos = {
x = 0,
y = 0,
z = 0
}
},
[6] = {
coords = {
x = 0,
y = 0,
z = 0
},
P1Pos = {
x = 0,
y = 0,
z = 0
},
P2Pos = {
x = 0,
y = 0,
z = 0
}
},
}
Config.CountdownTextProperties = {
Color = 158,
CountDownAudioReference = "321", -- name of the audio file youre going to be using for the countdown
CountDownAudioName = "Car_Club_Races_Pursuit_Series_Sounds", -- Name of the audio file yourre going to be using
GoAudioReference = "Go", -- Name of the audio file youre going to be using for the go signal
GoAudioName = "Car_Club_Races_Pursuit_Series_Sounds", -- Name of the audio file youre going to be using for the go signal
CustomColor = false, -- set this to true if you want to use an RGBA color ( for a proper RGBA I recommend this website! : https://color.adobe.com/create/color-wheel ) mess around with it and have fun!
CustomColorSet = {
r = 255, -- Red color
g = 255, -- Green color
b = 255, -- Blue color
a = 255, -- Alpha color
},
}
Config.Weapons = { -- This takes care of what kind of damage random weapons do
["weapon_unarmed"] = true
}
Config.exportname={
qbtarget='qb-target',
ox_target = 'ox_target'
}
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