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,
},
},
},
}