--- DO NOT EDIT THIS -- local holstered = true local blocked = false local PlayerData = {} ------------------------ Citizen.CreateThread(function() while true do Citizen.Wait(0) loadAnimDict("rcmjosh4") loadAnimDict("reaction@intimidation@cop@unarmed") local ped = PlayerPedId() if not IsPedInAnyVehicle(ped, false) then if GetVehiclePedIsTryingToEnter (ped) == 0 and (GetPedParachuteState(ped) == -1 or GetPedParachuteState(ped) == 0) and not IsPedInParachuteFreeFall(ped) then if CheckWeapon(ped) then --if IsPedArmed(ped, 4) then if holstered then blocked = true SetPedCurrentWeaponVisible(ped, 0, 1, 1, 1) TaskPlayAnim(ped, "reaction@intimidation@cop@unarmed", "intro", 8.0, 2.0, -1, 50, 2.0, 0, 0, 0 ) -- Change 50 to 30 if you want to stand still when removing weapon --TaskPlayAnim(ped, "reaction@intimidation@cop@unarmed", "intro", 8.0, 2.0, -1, 30, 2.0, 0, 0, 0 ) Use this line if you want to stand still when removing weapon Citizen.Wait(Config.cooldown) SetPedCurrentWeaponVisible(ped, 1, 1, 1, 1) TaskPlayAnim(ped, "rcmjosh4", "josh_leadout_cop2", 8.0, 2.0, -1, 48, 10, 0, 0, 0 ) Citizen.Wait(400) ClearPedTasks(ped) holstered = false else blocked = false end else --elseif not IsPedArmed(ped, 4) then if not holstered then TaskPlayAnim(ped, "rcmjosh4", "josh_leadout_cop2", 8.0, 2.0, -1, 48, 10, 0, 0, 0 ) Citizen.Wait(500) TaskPlayAnim(ped, "reaction@intimidation@cop@unarmed", "outro", 8.0, 2.0, -1, 50, 2.0, 0, 0, 0 ) -- Change 50 to 30 if you want to stand still when holstering weapon --TaskPlayAnim(ped, "reaction@intimidation@cop@unarmed", "outro", 8.0, 2.0, -1, 30, 2.0, 0, 0, 0 ) Use this line if you want to stand still when holstering weapon Citizen.Wait(60) ClearPedTasks(ped) holstered = true end end else SetCurrentPedWeapon(ped, GetHashKey("WEAPON_UNARMED"), true) end else holstered = true end end end) --[[ Remove uncomment for Gangster Animation (!!Must uncomment previous function!!) Citizen.CreateThread(function() while true do Citizen.Wait(0) loadAnimDict("reaction@intimidation@1h") local ped = PlayerPedId() if not IsPedInAnyVehicle(ped, false) then if GetVehiclePedIsTryingToEnter (ped) == 0 and (GetPedParachuteState(ped) == -1 or GetPedParachuteState(ped) == 0) and not IsPedInParachuteFreeFall(ped) then if CheckWeapon(ped) then --if IsPedArmed(ped, 4) then if holstered then blocked = true SetPedCurrentWeaponVisible(ped, 0, 1, 1, 1) TaskPlayAnim(ped, "reaction@intimidation@1h", "intro", 5.0, 1.0, -1, 50, 0, 0, 0, 0 ) --TaskPlayAnim(ped, "reaction@intimidation@1h", "intro", 5.0, 1.0, -1, 30, 0, 0, 0, 0 ) Use this line if you want to stand still when removing weapon Citizen.Wait(1250) SetPedCurrentWeaponVisible(ped, 1, 1, 1, 1) Citizen.Wait(Config.cooldown) ClearPedTasks(ped) holstered = false else blocked = false end else --elseif not IsPedArmed(ped, 4) then if not holstered then TaskPlayAnim(ped, "reaction@intimidation@1h", "outro", 8.0, 3.0, -1, 50, 0, 0, 0.125, 0 ) -- Change 50 to 30 if you want to stand still when holstering weapon --TaskPlayAnim(ped, "reaction@intimidation@1h", "outro", 8.0, 3.0, -1, 30, 0, 0, 0.125, 0 ) Use this line if you want to stand still when holstering weapon Citizen.Wait(1700) ClearPedTasks(ped) holstered = true end end else SetCurrentPedWeapon(ped, GetHashKey("WEAPON_UNARMED"), true) end else holstered = true end end end)]] Citizen.CreateThread(function() while true do Citizen.Wait(0) if blocked then DisableControlAction(1, 25, true ) DisableControlAction(1, 140, true) DisableControlAction(1, 141, true) DisableControlAction(1, 142, true) DisableControlAction(1, 23, true) DisableControlAction(1, 37, true) -- Disables INPUT_SELECT_WEAPON (TAB) DisablePlayerFiring(ped, true) -- Disable weapon firing end end end) function CheckWeapon(ped) --[[if IsPedArmed(ped, 4) then return true end]] if IsEntityDead(ped) then blocked = false return false else for i = 1, #Config.Weapons do if GetHashKey(Config.Weapons[i]) == GetSelectedPedWeapon(ped) then return true end end return false end end function loadAnimDict(dict) while ( not HasAnimDictLoaded(dict)) do RequestAnimDict(dict) Citizen.Wait(0) end end