Electus LogoElectus Documentation

Config Files

Framework functions and other necessary files are also source available.

Config Files

Config.Animations = {
	["kick_in_door"] = {
		label = "Kick in door",
		timeOffset = -7500,
		offset = 0,
		stages = {
			{
				dict = "missheistpaletoscore2mcs_2_p5",
				anim = "burn_door_player0",
			},
		},
	},
	["break_into_door"] = {
		label = "Break into door",
		timeOffset = 0,
		offset = 0,
		disableDefaultFlags = true,
		stages = {
			{
				dict = "missheistfbisetup1",
				anim = "unlock_loop_janitor",
				loop = true,
			},
		},
	},
	["search_mid"] = {
		label = "Search (mid height)",
		timeOffset = 0,
		offset = 0,
		stages = {
			{
				dict = "amb@prop_human_bum_bin@base",
				anim = "base",
				loop = true,
			},
		},
	},
	["search_low"] = {
		label = "Search (low height)",
		timeOffset = 0,
		offset = 0,
		stages = {
			{
				dict = "anim@amb@business@weed@weed_inspecting_lo_med_hi@",
				anim = "weed_crouch_checkingleaves_idle_02_inspector",
				loop = true,
			},
		},
	},
	["computer_standing"] = {
		label = "Use computer (standing)",
		timeOffset = 0,
		offset = 0,
		stages = {
			{
				dict = "anim@scripted@ulp_missions@computerhack@heeled@",
				anim = "hacking_loop",
				loop = true,
			},
		},
	},
	["computer_sitting"] = {
		label = "Use computer (sitting)",
		timeOffset = 0,
		offset = 0,
		stages = {
			{
				dict = "amb@prop_human_seat_computer@male@idle_a",
				anim = "idle_b",
				loop = true,
			},
		},
	},
	["smash_case"] = {
		label = "Smash case",
		timeOffset = -1500,
		offset = 0,
		stages = {
			{
				dict = "missheist_jewel",
				anim = "smash_case_b",
				customAction = function(state, ped, node, stage, stageAnimation, animation)
					local model = LoadModel("w_me_crowbar")

					if not model then
						return
					end

					local previousWeapon = GetSelectedPedWeapon(ped)
					local coords = GetEntityCoords(ped)
					local crowbar = CreateObject(model, coords.x, coords.y, coords.z, false, true, false)

					if not crowbar or crowbar == 0 then
						return
					end

					SetEntityAsMissionEntity(crowbar, true, true)
					SetEntityCollision(crowbar, false, false)
					SetCurrentPedWeapon(ped, `WEAPON_UNARMED`, true)
					AttachEntityToEntity(
						crowbar,
						ped,
						GetPedBoneIndex(ped, 18905),
						0.12,
						-0.02,
						-0.02,
						-90.0,
						0.0,
						-20.0,
						false,
						true,
						false,
						true,
						2,
						true
					)

					while state.playing do
						Wait(0)
					end

					if DoesEntityExist(crowbar) then
						DetachEntity(crowbar, true, true)
						DeleteEntity(crowbar)
					end

					if previousWeapon and previousWeapon ~= `WEAPON_UNARMED` then
						SetCurrentPedWeapon(ped, previousWeapon, true)
					end
				end,
			},
		},
	},
}