ð§Config
Explanations for all config values.
General Information
Additional Settings If there is a feature within the script that you can't find in the script's config, there is a chance that the configuration lies within Zyke Lib. Keymapping When stated to utilize keymapping, the key can be changed in your GTA / FiveM keybinds. Keys All available keys can be found here. Prop Models All prop models can be found here. Ped Models All ped models can be found here. Blip Settings All blip settings can be found here.
Settings
All basic settings.
language
Set this to a language file available. By default there is "en". You can create your own translations in the locales folder and set your language here. Example:
lighterItem
Simply the lighter item that is required to light your cigarettes, joints, cigars and bong.
Example:
maxInhale
The max length you can hold you breath for, in seconds. Minimum required value is 0.1. It is recommended to keep this around 2.5-4.0. Example:
cancelBenefitsOnMaxHit
When you inhale for the entire duration, you still start coughing. If this option is set to
true
, all the effects that are usually applied will be removed. Note that the visual effects are unchanged by this value. Example:
firstTimeUseDisclaimer
When you use a smokeable item for the first time, a popup will appear displaying all the default keybinds. This will only appear once, and when closed down it is saved on the client. You can reset this by running /reset_disclaimer, or when you reinstall your game. All keys used in the resource can be changed in your FiveM keybind settings, constantly displaying them on the selected keys on screen was a design choice we didn't think would fit. You can also disable this disclaimer by setting the value to
false
, however, it is very much recommended to keep it astrue
to avoid any confusion. Example:
keys
The default keys for all actions. These are all configurable in your FiveM keybind settings. Example:
passiveSmoke
Configurable values for the passive smoke particles that appear for different types of smokeables. Example:
exhaleSmoke
Configurable values for the exhale smoke particles that appears for different types of smokeables. Example:
decay
When joints, cigarettes or cigars are lit, there is a decay that takes place every second. It is a small amount that gets removed from the total amount to simulate the passive burning. Example:
useMultiplier
This configuration allows you to change the base amount that will be used. A value of
1.0
is the default, and allows for 100 seconds of inhaling. Modifying this multiplier will change how everything for that drug is calculated. All values will be multiplied by theuseMultplier
, this allows you to configure the smoking length as you please, whilst also having predictible effects. Please see our examples below. The overall takeaway is that values are multiplied by theuseMultiplier
. Multiplier : 1.0
100 seconds of inhaling.
With an effect set as 60.0, you will receive 0.6 of said effect per second.
Multiplier : 2.0
50 seconds of inhaling.
With an effect set as 60.0, you will receive 1.2 of said effect per second.
Multiplier : 0.5
200 seconds of inhaling.
With an effect set as 60.0, you will receive 0.3 of said effect per second.
Multiplier : 0.1
1000 seconds of inhaling.
With an effect set as 60.0, you will receive 0.06 of said effect per second.
Example:
propPosition
Various settings for the positions of the props spawning. It is important to modify these values when adding or changing the props to ensure that props are correctly aligned. If you are using the script as is, there is no need to care for these values.
particles
Various settings for particles. Example:
particles.dict
The particle dictionary, also known as category. Example:
particle.name
The name for the particle. Make sure this particle exists within the dictionary. Example:
particles.offsets
Particle offsets for the different props, deciding where the particles spawn. Make sure to configure all props you add. Note that this does not count for vapes or bongs.
screenEffects
Various settings for the screen effects. The screen effects work in a queue. This means that if you have smoked different substances, you will experience them all, for however long you consumed the smokeable for. Example:
screenEffects.maxDuration
The total and max duration for your effects. Note that this combined all your queued effects to determine if you can add more. Example:
screenEffects.minAmount
The minimum total amount of seconds you need queued for your effects to start playing. This amount is recommended to be rather high to prevent instant highs that fade if you're not constantly smoking. It also ensures that you consume a good amount of product before a high can be felt. Example:
screenEffects.multiplier
Multiplier for the screen effect time based on the amount you used, can be configured to your server's needs but overall serves as a way to better display the high felt when smoking, not when you consume an unreal amount of the product. Example:
screenEffects.decay
If you stop smoking, we want to slowly remove the product from your system. Every 5 seconds, the decay is removed from your screen effect time. This approach ensures that you won't get hit with a high when you consume a very small amount of product once significant time has passed. Example:
vapeExtras
Various extra settings specifically for vapes. Example:
vapeExtras.batteryItem
The item used to refill the battery in your vape. Example:
vapeExtras.batteryDrain
The battery drained per second when inhaling. Example:
vapeExtras.items
Available flavour packs for the vape. Each flavour allows for a different effect when consumed. Each flavour has access to the same effect properties as any of the cigarettes, joints and cigars. Example:
bongExtras
Various extra settings specifically for bongs. Example:
bongExtras.waterItem
The item used to refill the water in your bong. Example:
bongExtras.waterDrain
The water drained per second when inhaling. Example:
bongExtras.items
Available products to fill the bong with and smoke. Each product allows for a different effect when consumed. Each product has access to the same effect properties as any of the cigarettes, joints and cigars. Example:
sound
Various sound files for different actions. Make sure that you have all of these files in your zyke_sounds resource. Example:
sounds.name
The file sound name that will be played. Example:
sounds.volume
The max volume that can be played. This volume is affected by the distance to the source. Example:
sounds.distance
The max distance you can hear the sounds playing. Example:
packs
Usable packs containing cigarettes, joints or cigars. Create these based on your needs, when given by any means our resource makes sure the required data exists for them item. Drag the pack to ues, and you will receive the item configured to be given. Example:
packs[x].itemToGive
The item to give when the pack is used. Example:
packs[x].amount
The initial amount for the pack, will be subtracted when the pack is used. Example:
Cigarettes
Available cigarettes to smoke. Example:
Cigarettes[x].type
The type of cigarette. Available types:
joint
,cigarette
&cigar
Example:
Cigarettes[x].prop
The prop for your cigarette. Example:
Cigarettes[x].effects
Various effects available to apply after inhaling. All these effects are applied based on the amount used, see useMultiplier for more information.
Cigarettes[x].effects.health
The total health you will gain when consuming an entire product. Example:
Cigarettes[x].effects.armor
The total armor you will gain when consuming an entire product. Example:
Cigarettes[x].effects.screenEffect
The screen effect that will be played if you reach the minimum amount, more information can be found here: screenEffects.minAmount. Example:
Cigarettes[x].effects.clientFunc
A client function that is ran after inhaling, providing you with the amount used and the current item, or current flavour/product, that was used. This can be used to incorporate other status systems creating external effects. Example:
Cigarettes[x].effects.serverFunc
A server function that is ran after inhaling, providing you with the player id that triggered the function, the amount used and the current item, or current flavour/product, that was used. This can be used to incorporate other status systems creating external effects. Example:
Refillables
Various items and props for bongs and vapes. Example:
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