fixing vehicles
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@@ -0,0 +1,106 @@
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function tableHas(data, value)
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for k in pairs(data) do
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if data[k] == value then return true end
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end
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return false
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end
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function tableLength(T)
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local count = 0
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if T ~= nil then
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for _ in pairs(T) do count = count + 1 end
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end
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return count
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end
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-- This generates a random UUID (function taken from Stack Overflow)
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-- New math.random seed generated each time ensures it is random
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function createFireId()
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local random = math.random
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local template ='xxxxxxx'
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return string.gsub(template, '[xy]', function (c)
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local v = (c == 'x') and random(0, 0xf) or random(8, 0xb)
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return string.format('%x', v)
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end)
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end
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function roundNumber(num, numDecimalPlaces)
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local mult = 10^(numDecimalPlaces or 0)
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return math.floor(num * mult + 0.5) / mult
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end
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main = {
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fireSpawnDistance = 200.0,
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smokeSpawnDistance = 500.0,
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usingHoseLS = true,
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distanceToSpawnFiresInFront = 4.0,
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maxWidthOfFiresMultipler = 1.2,
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maximumFinalWidth = 20.0,
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minimumSizeToExtinguish = 0.5,
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debugMode = false,
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distanceToExtinguish = 8.0,
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}
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-- This configures the weapons used to put out either fires requiring water, or those requiring an extinguisher
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weapons = {
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water = {
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model = `weapon_hose`, -- If you are using HoseLS, we do not recommend changing this
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name = "Hose",
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reduceBy = 0.45, -- This is how powerful it is, lower the number the better
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increaseBy = 1.3, -- This is how powerful it is against the wrong fire type, higher the number the more powerful
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},
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extinguisher = {
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model = `weapon_fireextinguisher`,
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name = "Fire Extinguisher",
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reduceBy = 0.56, -- This is how powerful it is, lower the number the better
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increaseBy = 1.6, -- This is how powerful it is against the wrong fire type, higher the number the more powerful
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}
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}
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smokeTypes = {
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["normal"] = {
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dict = "core",
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name = "ent_amb_smoke_foundry",
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maximumSizeManual = 20.0,
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minimumSizeManual = 1.0,
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offSet = {
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x = 0.0,
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y = 0.0,
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z = 0.0,
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},
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}
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}
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fireTypes = {
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["normal"] = {
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dict = "core",
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name = "fire_wrecked_truck_vent",
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smoke = {
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enabled = true,
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type = "normal",
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sizeMultiplier = 0.1, -- This is the size of smoke compared to the size of the fire
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keepAfterFire = true,
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keepAfterFireDuration = 30, -- This keeps smoke in the area for x seconds after the fire
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keepAfterFireSize = 0.1, -- This is the size of smoke after the fire compared to the initial size
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},
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toPutOut = { weapons.water, weapons.extinguisher },
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toIncrease = {},
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multiFlamesAllowed = true, -- This defines if multiple flames are allowed for this fire type
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maximumMultipleFlames = 16, -- This defines the maximum flames allowed for this fire type
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difficulty = 20, -- This is how difficult the fire is to put out (out of 50)
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maximumFireSizeManual = 10.0, -- This is the maximum fire size that can be created using the create fire command
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minimumFireSizeAutomatic = 1.5, -- This is the minimum fire size that is started automatically (if automatic fires are enabled)
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maximumFireSizeAutomatic = 4.5, -- This is the minimum fire size that is started automatically (if automatic fires are enabled)
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maximumFireSizeWhenExtinguishing = 10.0, -- This is the maximum fire size that can be created automatically (such as using the wrong weapon to increase the size, such as water on an electrical fire)
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minimumFireSizeManual = 0.5, -- This is the minimum fire size that can be created using the create fire command
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damageDistance = 1.5, -- The distance a player must be nearby to be damaged by the fire
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-- We do not recommend editing the offSet section. This is used to adjust the offset of fires when spawning, for example they may be spawning too low below the player.
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offSet = {
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x = 0.0,
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y = 0.0,
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z = -0.4,
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}
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}
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}
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