Config
You can change individual values in config.lua
Debug
If you see anything wrong and you would like to know more, for example to show in support ticket, you can set Config.Debug = true
to see more debug info in client (F8) console ingame, or server console.
DeleteAllCommandName
This command could be used by player with group listed in Config.AllowedGroups
and it deletes all existing camping props/objects placed on server.
AllowedDistance
Biggest distance allowed for each item type to be interacted with by player. All item types should be filled here.
Config.AllowedDistance = {
[Types.TENT] = 12.0,
[Types.CHAIR] = 3.0,
[Types.FIREPLACE] = 3.0,
[Types.GAZEBO] = 10.0,
[Types.BEER] = 3.0,
}
HeadingSpeed
Defines how fast should be changing of object heading during placement.
Controls
Defines all controls for object placement
ChanceToBrokeFlint
When light item is used there is a change that the item breaks. If you want the item to be unbreakable set the value to 0
.
LightItems
Defines all items that could be used for lighting up the fireplace. All items uses ChanceToBrokeFlint
.
Heal in Tent
Defines if players will be healed while in tent.
Config.HealingInterval - defines how often is player healed (in seconds) Config.HealthPerRestore - defines how much % from max health should be player healed in each interval (1 - 100%)
Destroyable objects
Config.AllowDestroyableObjects - Defines if objects could be destroyed with gunshots. When set to false
DestroyChance
and DestroyableObjects
are both ignored.
Config.DestroyChance - defines chance if object should be destroyed or not (0 - always fail, 100 - always success, 0-100)
Config.DestroyChance = {
UNARMED = 0, -- fists, melee attacks without weapons
MELEE_WEAPONS = 5, -- knife, nightstick, hammer, ...
RANGED_WEAPONS = 5, -- pistols, smgs, rifles, shotguns, ...
THROWABLE_WEAPONS = 5, -- grenade, molotov, ...
EXPLOSION = 100,
VEHICLE = 100,
FIRE = 100,
}
Config.DestroyableObjects - defines objects which could be destroyed with gunshots.
beerContainedOptions
Defines which item should be added to player when beerkeg is cleared.
local beerContainedOptions = {
['3_3'] = 'beerkeg', -- full beerkeg
['2_3'] = 'beerkeg_2_3', -- 2/3 beerkeg
['1_3'] = 'beerkeg_1_3', -- 1/3 beerkeg
['0_3'] = 'beerkeg_0_3', -- empty beerkeg
}
PlaceableObjects
List of all camping objects which could be used.
FIREPLACE
{
object = 'rcore_wood_fire', -- default object without fire
usableItem = 'fireplace', -- name of item registered as usable for object placement
type = Types.FIREPLACE, -- this defines the item is FIREPLACE
options = {
inFireObject = 'prop_beach_fire', -- propname of object when fireplace is lighted on
}
},
TENT
{
object = 'ba_prop_battle_tent_01', -- default object
usableItem = 'tent_1', -- name of item registered as usable for object placement
type = Types.TENT, -- this defines the item is TENT
},
CHAIR
{
object = 'prop_skid_chair_01', -- default object
usableItem = 'chair_1', -- name of item registered as usable for object placement
type = Types.CHAIR, -- this defines the item is CHAIR
},
GAZEBO
{
object = 'prop_gazebo_01', -- default object
usableItem = 'gazebo_1', -- name of item registered as usable for object placement
type = Types.GAZEBO, -- this defines the item is GAZEBO
},
BEER
{
object = 'prop_keg_01', -- default object
usableItem = 'beerkeg', -- name of item registered as usable for object placement
type = Types.BEER, -- this defines the item is BEER
beerContained = 30.0, --how many liters of beer are in keg
full = 30.0, -- how many liters of beer are in full keg
containerItemOptions = beerContainedOptions -- check `beerContainedOptions` section
},
ObjectOffset
You could define offset for each camping object. If object is not placed correctly on the floor during placement you could add offset to it here.
['rcore_wood_fire'] = vector3(0.0, 0.0, 0.1), -- X, Y, Z
FireCraftable
Defines which items could be cooked on fireplace. You could choose length of cooking and result for each item.
{
name = 'raw_chicken', -- item which could be cooked
result = 'cooked_chicken', -- item player receives after cooking
failChance = 50, -- (optional) you could define % chance of burning the items and have no result
-- 100 always succeeds, 0 always fails
time = 30 * SECONDS, -- how long it takes to cook the item
anim = Animation.CHICKEN,
}
You could also add additional required items with specific amounts for cooking. Amount is 1
by default if not specified
{
name = 'raw_chicken', -- item which could be cooked
additionalRequiredItems = {
{name = 'garlic', amount = 2},
{name = 'salt'},
},
result = 'cooked_chicken', -- item player receives after cooking
time = 30 * SECONDS, -- how long it takes to cook the item
anim = Animation.CHICKEN,
}
Last updated
Was this helpful?