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Fusion Development Documentation
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  1. Products
  2. Lootdrop

Configuration

Config = {}

Config.ESX = {
    useExport = true,
    es_extendedName = "es_extended",
    reviveTrigger = "esx_ambulancejob:revive",
    removeItemsAfterDeath_Callback = "esx_ambulancejob:removeItemsAfterRPDeath"
}

Config.WhitelistedGroups = {
    'projektleitung'
}

Config.BlacklistedJobs = {
    'unemployed'
}

Config.RandomZones = {
    {
        coords = vector3(1433.9388, -852.5245, 112.0297)
    }
}

Config.DropTimes = {
    { hour = 10, min = 00 },
}

Config.Settings = {
    debugModeOn = true, -- dont enable in production environment
    dropBubbleSize = 200.0,
    dropBubbleColor = {r = 255, g = 0, b = 0, a = 0.25},
    activateRainbowColor = true,
    rainbowTimeInterval = 1000, -- if number is lower, your resmon get higher! 1000ms is fine! 500 also but not lower!
    vehiclesAllowed = false, -- set to true if you want to allow vehicles in the drop sphere
    dropPropName = 'h4_prop_h4_box_ammo_02a',
    activateRevive = true, -- recommended to set true
    timeUntilRevive = 10, -- 10 seconds
    removeItemsOnDeath = true, -- remove all items and weapons after death?
    respawnPoint = vector3(280.2581, -585.6811, 43.3045), -- respawn point after the death
    lootingTime = 10, -- 10 seconds
    lootingAnim = 'amb@world_human_welding@male@base',
    enableBlip = true, -- lootdrop blip on map
    blipSettings = {
        sprite = 1,
        color = 1,
        scale = 1.0,
        display = 2,
        shortRange = true,
        name = "Lootdrop",
    }
}

Config.WinLoadouts = { -- the system picks a random loadout of this list
    -- first loadout
    {
        {
            name = "bread",
            label = "Bread",
            type = "item",
            amount = 10
        }
    },
    -- second loadout
    {
        {
            name = "water",
            label = "Water",
            type = "item",
            amount = 10
        },
        {
            name = "bread",
            label = "Bread",
            type = "item",
            amount = 10
        }
    }
}

Config.Gulag = {
    enabled = true,
    GulagWaitingZoneDimension = 5,
    Zone1Time = 20, -- 5 minutes (if the drop get created, this timers starts, check the explanation at the end of this site)

    teamSize = 1, -- size of the gulag teams

    -- we use for the gulag bubble the same color settings as for the dropBubble in Config.Settings
    GulagZoneMiddle = vector3(1679.2720, 2521.6812, 45.5648),
    GulagZoneSize = 80.0,

    GulagTeam1Spawn = vector3(1622.3817, 2552.5305, 44.5632),
    GulagTeam1SpawnHeading = 180.0, -- 4. coordinate
    GulagTeam2Spawn = vector3(1738.9629, 2529.5854, 44.5650),
    GulagTeam2SpawnHeading = 0.0, -- 4. coordinate

    enableCountdownSound = true, -- recommended
}

Config.ClientNotify = function(title, msg)
    TriggerEvent("esx:showNotification", msg)
end

Config.ServerNotify = function(src, title, msg)
    TriggerClientEvent("esx:showNotification", src, msg)
end

Config.AnnounceTrigger = function(src, title, msg)
    TriggerClientEvent("esx:showNotification", src, msg)
end

Config.HelpNotify = function(msg)
    ESX.ShowHelpNotification(msg)
end

Config.Locales = {
    lootdropCreated = "A lootdrop has been seen! Grab the loot",
    alreadyLootdropRunning = 'There is already an active lootdrop',
    inGulagWaiting = "You are now in the gulag. Wait until phase 1 is over.",
    GulagStartingSoon = "The Gulag starts in 5 seconds",
    newChance = "You won in the gulag! Welcome back buddy.",
    gulagLoose = "Nice try diddy but you lost in the gulag! Maybe next time",
    pressEtoLoot = 'Press ~INPUT_PICKUP~ to loot the drop',
    gulagFight = "You are now in the Gulag. Fight for your freedom!",
    lootdropWon = "The lootdrop got looted! Congratulations!",
}

Explanations

If you create a drop, the Phase 1 starts. You can set the duration of this phase in the Config.Gulag.Zone1Time variable. If you activated the gulag-feature, all players who died in phase 1 respawn in the gulag and get a second chance. After phase 1 (timer 00:00) the gulag is automatically deactivated and players respawn at the Config.Settings.respawnPoint.

Exports

Clientside

exports['fd_lootdrop']:isPlayerInLootdrop()
-> returns a boolean value
exports['fd_lootdrop']:isPlayerInGulag()
-> returns a boolean value
PreviousInstallationNextError Solutions

Last updated 2 months ago

If you have any configuration questions or errors, feel free to open a ticket on our !

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