-----------------获取支持,脚本和更多信息----------------
--------------- https://discord.gg/wasabiscripts -------------
---------------------------------------------------------------
local seconds, minutes = 1000, 60000
Config = {}
Config.jobMenu = 'F6' -- 默认工作菜单按键
Config.customCarlock = false -- 如果您使用wasabi_carlock(在client/cl_customize.lua中添加自己的车锁系统)
Config.billingSystem = false -- 当前选项:“esx”(适用于esx_billing)/“okok”(适用于okokBilling)(可以在client/cl_customize.lua中添加更多/完全自定义)
Config.skinScript = true -- 当前选项:“esx”(适用于esx_skin)/“appearance”(适用于wasabi-fivem-appearance)(可以在client/cl_customize.lua中添加自定义选项)
Config.customJail = true -- 如果要在菜单中添加监狱选项,请设置为true(需要您编辑client/cl_customize.lua中的wasabi_police:sendToJail事件)
Config.inventory = 'ox' -- 搜索玩家所需 - 当前选项:“ox”(适用于ox_inventory)/“mf”(适用于mf_inventory)/“qs”(适用于qs_inventory)/“cheeza”(适用于cheeza_inventory)/“custom”(可以在client/cl_customize.lua中添加自定义选项)
Config.searchPlayers = true -- 允许警察工作搜索玩家(必须设置正确的库存选项)
Config.weaponsAsItems = true -- 这通常是针对旧版ESX和仍将武器视为武器而不是物品的库存(如果您不确定,保持为true!)
Config.esxIdentity = false -- 启用后,检查嫌疑人身份证时可以获得额外信息选项(需要esx_identity/esx_status或类似的插件)
Config.esxLicense = false -- 如果您使用esx_license或类似内容进行武器许可证等操作,则启用它(可能需要额外的配置打开代码的部分)
Config.spikeStripsEnabled = true -- 启用撒钉地带功能(如果您使用不同的脚本来处理撒钉地带,请禁用)
Config.tackle = {
enabled = true, -- 启用卡擦?
policeOnly = true, -- 只有警察职位可以使用卡擦?
hotkey = 'G' -- 在冲刺时按下的键来开始对目标进行卡擦
}
Config.handcuff = { -- 关于手铐的配置
timer = 20 * minutes, -- 玩家自动释放之前的时间(如果不需要,请设置为false)
hotkey = 'J', -- 手铐他人的按键(如果不需要热键,请设置为false)
skilledEscape = {
enabled = true, -- 允许罪犯模拟抵抗,通过技能检查给他们一个从手铐中挣脱的机会
difficulty = {'easy', 'easy', 'easy'} -- 选项:“easy”/“medium”/“hard”(可以像在配置文件中一样串联)
}
}
Config.policeJobs = { -- 警察工作
'police',
'sheriff'
}
Config.Props = { -- 在工作菜单的“放置对象”部分中可用的道具
{
title = 'Barrier', -- 标签
description = '', -- 描述(可选)
model = `prop_barrier_work05`, -- `内的道具名称
groups = { -- = min_rank
['police'] = 0,
['sheriff'] = 0,
}
},
{
title = 'Barricade',
description = '',
model = `prop_mp_barrier_01`,
groups = {
['police'] = 0,
['sheriff'] = 0,
}
},
{
title = 'Traffic Cones',
description = '',
model = `prop_roadcone02a`,
groups = {
['police'] = 0,
['sheriff'] = 0,
}
},
{
title = 'Spike Strip',
description = '',
model = `p_ld_stinger_s`,
groups = {
['police'] = 0,
['sheriff'] = 0,
}
},
}
Config.Locations = {
LSPD = {
blip = {
enabled = true,
coords = vec3(464.57, -992.0, 30.69),
sprite = 60,
color = 29,
scale = 1.0,
string = 'Mission Row PD'
},
bossMenu = {
enabled = true, -- 启用boss菜单?
jobLock = 'police', -- 锁定到特定的警察工作?如果不需要,请设置为false
coords = vec3(460.64, -985.64, 30.73), -- boss菜单的位置(如果不是使用目标,则设置)
label = ' - 访问Boss菜单', -- 文本UI标签字符串(如果不是使用目标)
distance = 3.0, -- 允许访问/使用文本UI的距离(如果不是使用目标)
target = {
enabled = false, -- 如果启用,上述的位置和距离将作废
label = '访问Boss菜单',
coords = vec3(460.64, -985.64, 30.73),
heading = 269.85,
width = 2.0,
length = 1.0,
minZ = 30.73-0.9,
maxZ = 30.73+0.9
}
},
armoury = {
enabled = true, -- 如果不想使用,请设置为false
coords = vec3(480.32, -996.67, 30.69-0.9), -- 兵工厂的坐标
heading = 86.95, -- 兵工厂NPC的朝向
ped = 's_f_y_cop_01',
label = ' - 访问兵工厂', -- 文本ui字符串
jobLock = 'police', -- 仅允许Config.policeJob列表中的一个/Set为false以允许所有Config.policeJobs
weapons = {
[0] = { -- 等级数字将成为每个表的名称(这将是0级)
['WEAPON_PISTOL'] = { label = '手枪', multiple = false, price = 75 }, -- 如果不需要价格,请将价格设置为假
['WEAPON_NIGHTSTICK'] = { label = '警棍', multiple = false, price = 50 },
-- = { label = '9mm Ammo', multiple = true, price = 10 }, -- 如果希望一次购买多个,请将multiple设置为true
-- = { label = '防弹背心', multiple = false, price = 100 }, -- 示例
},
[1] = { -- 这将是1级
['WEAPON_COMBATPISTOL'] = { label = '战斗手枪', multiple = false, price = 150 },
['WEAPON_NIGHTSTICK'] = { label = '警棍', multiple = false, price = 50 },
-- = { label = '9mm Ammo', multiple = true, price = 10 }, -- 示例
// = { label = '防弹背心', multiple = false, price = 100 }, -- 示例
},
[2] = { -- 这将是2级
['WEAPON_COMBATPISTOL'] = { label = '战斗手枪', multiple = false, price = 150 },
['WEAPON_NIGHTSTICK'] = { label = '警棍', multiple = false, price = 50 },
['WEAPON_ASSAULTRIFLE'] = { label = '突击步枪', multiple = false, price = 1100 },
// = { label = '9mm Ammo', multiple = true, price = 10 }, -- 示例
// = { label = '5.56 Ammo', multiple = true, price = 20 }, -- 示例
// = { label = '防弹背心', multiple = false, price = 100 }, -- 示例
},
[3] = { -- 这将是3级
['WEAPON_COMBATPISTOL'] = { label = '战斗手枪', multiple = false, price = 150 },
['WEAPON_NIGHTSTICK'] = { label = '警棍', multiple = false, price = 50 },
['WEAPON_ASSAULTRIFLE'] = { label = '突击步枪', multiple = false, price = 1100 },
-- = { label = '9mm Ammo', multiple = true, price = 10 }, -- 示例
-- = { label = '5.56 Ammo', multiple = true, price = 20 }, -- 示例
-- = { label = '防弹背心', multiple = false, price = 100 }, -- 示例
},
}
},
cloakroom = {
enabled = true, -- 如果不想使用,请设置为false(与esx_skin&wasabi fivem-appearance fork兼容)
jobLock = 'police', -- 仅允许Config.policeJob列表中的一个/Set为false以允许所有Config.policeJobs
coords = vec3(462.36, -999.62, 30.69), -- 衣帽间的坐标
label = ' - 更换衣服', -- 衣帽间的文字ui字符串
range = 2.0, -- 距离坐标的范围
uniforms = { -- 制服选择
[1] = { -- 在菜单中显示的服装名称
label = '新兵',
male = { -- 男性变体
['tshirt_1'] = 15, ['tshirt_2'] = 0,
['torso_1'] = 5, ['torso_2'] = 2,
['arms'] = 5,
['pants_1'] = 6, ['pants_2'] = 1,
['shoes_1'] = 16, ['shoes_2'] = 7,
['helmet_1'] = 44, ['helmet_2'] = 7,
},
female = { -- 女性变体
['tshirt_1'] = 15, ['tshirt_2'] = 0,
['torso_1'] = 4, ['torso_2'] = 14,
['arms'] = 4,
['pants_1'] = 25, ['pants_2'] = 1,
['shoes_1'] = 16, ['shoes_2'] = 4,
}
},
[2] = {
label = '巡警',
male = {
['tshirt_1'] = 58, ['tshirt_2'] = 0,
['torso_1'] = 55, ['torso_2'] = 0,
['arms'] = 30,
['pants_1'] = 24, ['pants_2'] = 0,
['shoes_1'] = 10, ['shoes_2'] = 0,
['helmet_1'] = 46, ['helmet_2'] = 0,
},
female = {
['tshirt_1'] = 15, ['tshirt_2'] = 0,
['torso_1'] = 4, ['torso_2'] = 14,
['arms'] = 4,
['pants_1'] = 25, ['pants_2'] = 1,
['shoes_1'] = 16, ['shoes_2'] = 4,
}
},
[3] = {
label = '局长',
male = {
['tshirt_1'] = 15, ['tshirt_2'] = 0,
['torso_1'] = 5, ['torso_2'] = 2,
['arms'] = 5,
['pants_1'] = 6, ['pants_2'] = 1,
['shoes_1'] = 16, ['shoes_2'] = 7,
['helmet_1'] = 44, ['helmet_2'] = 7,
},
female = {
['tshirt_1'] = 15, ['tshirt_2'] = 0,
['torso_1'] = 4, ['torso_2'] = 14,
['arms'] = 4,
['pants_1'] = 25, ['pants_2'] = 1,
['shoes_1'] = 16, ['shoes_2'] = 4,
}
},
}
},
vehicles = { -- 车辆车库
enabled = true, -- 启用?如果您有自己获取车辆的方法,请设置为false
jobLock = 'police', -- 工作锁定?或通过设置为false使用所有警察工作
zone = {
coords = vec3(463.69, -1019.72, 28.1), -- 提示车辆车库的区域
range = 5.5, -- 它将从上面的坐标提示的范围
label = ' - 访问车库',
return_label = ' - 返回车辆'
},
spawn = {
land = {
coords = vec3(449.37, -1025.46, 28.59), -- 大地车辆的生成/返回坐标
heading = 3.68
},
air = {
coords = vec3(449.29, -981.76, 43.69), -- 飞行车辆的生成/返回坐标
heading = 0.01
}
},
options = {
[0] = { -- 作业等级作为表名称
['police'] = { -- 车辆生成/模型名称代码
label = '警车',
category = 'land', -- 选项是'land'和'air'
},
['police2'] = { -- 车辆生成/模型名称代码
label = '警车 #2',
category = 'land', -- 选项是'land'和'air'
},
['polmav'] = { -- 车辆生成/模型名称代码
label = 'Maverick',
category = 'air', -- 选项是'land'和'air'
},
},
[1] = { -- 作业等级作为表名称
['police'] = { -- 车辆生成/模型名称代码
label = '警车',
category = 'land', -- 选项是'land'和'air'
},
['police2'] = { -- 车辆生成/模型名称代码
label = '警车 #2',
category = 'land', -- 选项是'land'和'air'
},
['polmav'] = { -- 车辆生成/模型名称代码
label = 'Maverick',
category = 'air', -- 选项是'land'和'air'
},
},
[2] = { -- 作业等级作为表名称
['police'] = { -- 车辆生成/模型名称代码
label = '警车',
category = 'land', -- 选项是'land'和'air'
},
['police2'] = { -- 车辆生成/模型名称代码
label = '警车 #2',
category = 'land', -- 选项是'land'和'air'
},
['polmav'] = { -- 车辆生成/模型名称代码
label = 'Maverick',
category = 'air', -- 选项是'land'和'air'
},
},
[3] = { -- 作业等级作为表名称
['police'] = { -- 车辆生成/模型名称代码
label = '警车',
category = 'land', -- 选项是'land'和'air'
},
['police2'] = { -- 车辆生成/模型名称代码
label = '警车 #2',
category = 'land', -- 选项是'land'和'air'
},
['polmav'] = { -- 车辆生成/模型名称代码
label = 'Maverick',
category = 'air', -- 选项是'land'和'air'
},
},
}
}
},
}