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- GIndustrial.CFG = GIndustrial.CFG or {}
- GIndustrial.CFG.ChatPrefixColor = Color(0,255,63,255) // Chat prefix color
- GIndustrial.CFG.PowerColor = Color(225,255,0,255) -- General color that gU is shown in
- GIndustrial.CFG.NPCText = "Industrial Marketplace"
- GIndustrial.CFG.NPCModel = "models/Humans/Group01/male_07.mdl"
- GIndustrial.CFG.NPCTextColor = Color(225,255,255,255) // You may leave this as rainbow, or set it to a color such as blue which is Color(0,0,255)
- GIndustrial.CFG.NPCSavingGroups = {
- ["superadmin"] = true,
- ["founder"] = true
- }
- GIndustrial.CFG.NPCSoldText = {
- {"Oooooh shiny.... here take this and get out of here! (He hands you %s)", ""},
- {"Finally, what took you so god damn long, gimme! (He hands you %s)", ""},
- {"Wow thanks, here's your %s", ""}
- } // The phrases the NPC will say when you sell to him, the second value is the sound it plays (can be left blank for no sound)
- GIndustrial.CFG.NPCNothingToSellText = {
- {"Go away, go get me some minerals!", ""},
- {"Get the heck out of here!", ""}
- } // What if the player doesn't have squat to sell ? The second value is the sound it plays (can be left blank for no sound)
- // The following lines are for packages, NOT minerals
- GIndustrial.CFG.NPCSoldPackageText = {
- {"Finally, now I can deliver these, next time don't take so long! (He hands you %s)", ""},
- {"Awesome, been waiting for these packages forever! (He hands you %s)", ""},
- {"Wow thanks, here's your %s", ""}
- } // The phrases the NPC will say when you sell to him, the second value is the sound it plays (can be left blank for no sound)
- GIndustrial.CFG.NPCNothingPackageToSellText = {
- {"Go away, go do your damn job and get my packages!", ""},
- {"Get the heck out of here, lazy head!", ""}
- } // What if the player doesn't have squat to sell ? The second value is the sound it plays (can be left blank for no sound)
- GIndustrial.CFG.RenderDistance = 500 // Render distance for the WAILA and boxes and text on entities
- GIndustrial.CFG.ItemConnectDistance = 550 // How far can items be from eachother to be connected e.g power sources
- GIndustrial.CFG.UseOnlyIfOwned = true // (DO NOT SPAWN THE ENTITIES THROUGH Q MENU IF THIS IS TRUE!!!!!!) Can players only access / use machines / change power sources if they own it ? This applies to almost everything
- GIndustrial.CFG.PhysgunUsable = true // Let players physgun their machinery?
- GIndustrial.CFG.DefaultElementsAdd = true // Add all the defualt elements included in the addon ? Diamond, Bronze etc
- GIndustrial.CFG.DefaultItemsAdd = false // Add all the default entities included in the addon ? Literally just the bouncy ball, recommended to be false
- GIndustrial.CFG.AddAllDarkRPEntities = false // Add all the DarkRP entities available for purchase in the F4 menu ? (This currently adds ALL entities even donator ones)
- GIndustrial.CFG.NotifyOwnerDisconnect = true // Notify the owner of an entity if it disconnects from another ? (This happens when an entity is too far from another when connected)
- GIndustrial.CFG.QuarryUseElements = true // Should the quarry try find the elements too ? See sh_fabrication.lua
- GIndustrial.CFG.QuarryUseFabricationEntities = false // Should the quarry try find the added entities too ? See sh_fabrication.lua
- GIndustrial.CFG.QuarryIterationTime = 1 // Time in seconds between quarry searches - Recommended to stay around 1-3 seconds
- GIndustrial.CFG.UseNPCElements = true // Does the NPC buy the minerals from you ?
- GIndustrial.CFG.UseNPCPackages = true // Does the NPC buy the packages from you ?
- GIndustrial.CFG.UseDefaultPackages = true // Include already made packages ?
- GIndustrial.CFG.AddGIndustrialEntitiesToFabricator = true // Make it so you can fabricate the entities in the addon ?
- GIndustrial.CFG.AllowBatBoxSelling = false // Allow the selling of BatBox ? Recommended to be false as it's quick cash and defeats the addons purpose
- GIndustrial.CFG.gUWorth = 1.5 // How much is a single gU of energy worth ? Default: 1.5x (A BatBox with 10k gU will sell for 15k)
- GIndustrial.CFG.UseJob = true -- Create TEAM_GINDUSTRIAL ?
- GIndustrial.CFG.JobModels = {"models/player/charple.mdl"}
- GIndustrial.CFG.JobSlots = 2
- GIndustrial.CFG.JobSalary = 25
- GIndustrial.CFG.SoldElementNoises = {} // For when you sell the elements, only works if UseNPCElements is false, otherwise it will revert to the below ones
- GIndustrial.CFG.SoldElementNoiseCooldown = 5 // Cooldown for the WOOHOOO noises, applies to both self-selling and NPC selling
- for i=1,4,1 do
- GIndustrial.CFG.SoldElementNoises[i] = "vo/coast/odessa/male01/nlo_cheer0"..tostring(i)..".wav"
- end
- GIndustrial.CFG.FabricatorBlacklist = {
- ["money_printer"] = true
- } // Items that cannot be made via fabricator
- /* [EDIT ME] Quarry Items */
- /* How to add more items:
- 1. Get the entity name e.g money_printer or weapon_crossbow
- 2. Copy and paste it into a new line
- 3. Think of a number to be in 1 in e.g if you make it 500, it will be a 1 in 500 chance of getting the entity
- */
- GIndustrial.CFG.QuarryItems = GIndustrial.CFG.QuarryItems or {
- ["item_healthvial"] = 150,
- ["item_suit"] = 300
- }
- hook.Add("gIndustrialFabricationItemsDone", "gindustrial_quarry_extras", function()
- if GIndustrial.CFG.QuarryUseFabricationEntities == true then
- for k, v in pairs(GIndustrial.FabricationItems) do
- GIndustrial.CFG.QuarryItems[k] = v.quarryChance
- end
- end
- if GIndustrial.CFG.QuarryUseElements == true then
- for k, v in pairs(GIndustrial.FabricationElements) do
- GIndustrial.CFG.QuarryItems[k] = v.quarryChance
- end
- end
- end)
- /* Items editing - Recommended to leave these default */
- /* Keep in mind, 1 gU is around the same as $1, give or take for profit */
- /* Note: All of these should be multiples of 500 for best performace, e.g 500, 1000, 1500, 2000 ... */
- GIndustrial.CFG.CoalWorth = 6000 // How much does 1 piece of coal cost ?
- GIndustrial.CFG.CoalEnergy = GIndustrial.CFG.gUWorth * GIndustrial.CFG.CoalWorth // How much energy does the coal give to it's BatBox
- GIndustrial.CFG.GeneratorCoalHold = 30 -- How many pieces of coal can a generator hold ?
- GIndustrial.CFG.ReactorWorth = 25000
- GIndustrial.CFG.UraniumWorth = 40000 // How much does 1 piece of uranium cost ?
- GIndustrial.CFG.UraniumEnergy = GIndustrial.CFG.gUWorth * GIndustrial.CFG.UraniumWorth // How much energy does the uranium give to it's BatBox
- GIndustrial.CFG.CoolantWorthBuy = 20000 // How much does it cost to buy a coolant cell
- GIndustrial.CFG.CoolantWorth = 15000 // How many degrees does the coolant soak up ? (The reactor increases by around 10 - 25 degrees per second) (Note: 15000 is equal to 8 minutes of safe cooling)
- GIndustrial.CFG.ReactorCanHoldUranium = 5 // How many uranium shards can a reactor hold ?
- GIndustrial.CFG.ReactorCanHoldCoolants = 3
- GIndustrial.CFG.ReactorExplodingTemp = 500
- GIndustrial.CFG.GeneratorWorth = 25000
- GIndustrial.CFG.GeneratorEnergy = GIndustrial.CFG.gUWorth * GIndustrial.CFG.GeneratorWorth
- GIndustrial.CFG.BatteryBoxWorth = 60000
- GIndustrial.CFG.BatteryBoxHold = 600000
- hook.Add("loadCustomDarkRPItems", "gindustrial_darkrp_job_create", function()
- if GIndustrial.CFG.UseJob == true then
- TEAM_GINDUSTRIAL = DarkRP.createJob("Industrial Expert", {
- color = Color(81, 41, 140, 255),
- model = GIndustrial.CFG.JobModels,
- description = [[Set up your technology farm and make that cash money]],
- command = "industrial",
- max = GIndustrial.CFG.JobSlots,
- salary = GIndustrial.CFG.JobSalary,
- admin = 0,
- vote = false,
- category = "Custom Jobs",
- hasLicense = false
- })
- end
- print("gIndustrial Jobs Configured")
- hook.Run("gIndustrialJobsDone", 0)
- end)
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