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Nelsonnn

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Oct 21st, 2018
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  1. weaponTable = {
  2. -- WeapName,WeapAmmo,WeapID,AmmoMag,Type,ModelID,Damage,AmmoOcSlots,AmmoModelID,SpawnLocationPercent{Residential,Industrial,Farm,Supermarket,Military},Description
  3. -- IDs disponíveis 1878-1882
  4. {"M4","M4 Mag",31,20,1,2726,3500,0.035,1271,{0,0,0,0,0},"ItemDesc"},
  5. {"CZ 550","CZ 550 Mag",34,5,1,2725,3500,0.035,1271,{0,0,0,0,0},"ItemDesc"},
  6. {"Winchester 1866","1866 Slug",25,7,1,2644,3500,0.035,1271,{0,0,0,0,0.06},"ItemDesc"},
  7. {"SPAZ-12 Combat Shotgun","SPAZ-12 Pellet",27,7,1,1950,2722,0.035,1271,{0,0,0,0,0.06},"ItemDesc"},
  8. {"Sawn-Off Shotgun","2Rnd. Slug",26,2,1,1314,2722,0.035,1271,{0,0,0,0,1.02},"ItemDesc"},
  9. {"AK-47","AK Mag",30,30,1,2832,3500,0.035,1271,{0,0,0,0,0},"ItemDesc"},
  10. {"Lee Enfield","Lee Enfield Mag",33,10,1,2833,3500,0.035,1271,{0,0,0,0,0.03},"ItemDesc"},
  11. {"M1911","M1911 Mag",22,7,1,2831,4500,0.035,1271,{0,0,0,0,1.04},"ItemDesc"},
  12. {"M9 SD","M9 SD Mag",23,15,1,1882,2835,0.035,1271,{0,0,0,0,1.04},"ItemDesc"},
  13. {"PDW","PDW Mag",28,30,1,14787,7700,0.1,2358,{0,0,0,0,0.5},"ItemDesc"},
  14. {"MP5A5","MP5A5 Mag",29,20,1,1875,8900,0.1,2358,{0,0,0,0,0.5},"ItemDesc"},
  15. {"Desert Eagle","Desert Eagle Mag",24,7,1,1272,8000,0.1,2358,{0,0,0,0,1.1},"ItemDesc"},
  16. {"Hunting Knife","others",4,0,1,1273,8200,0.1,2358,{0,0,0,0,2.1},"ItemDesc"},
  17. {"Golf Club","others",2,0,2,1852,1500,0,0,{3,2,4,3,2.1},"ItemDesc"},
  18. {"Baseball Bat","others",5,0,2,1855,800,0,0,{3,1.5,0,1.4,2.2},"ItemDesc"},
  19. {"Hatchet","others",8,0,2,1857,953,0,0,{3,1.5,0,1.9,3.4},"ItemDesc"},
  20. {"Shovel","others",6,0,2,1856,953,0,0,{3,1.5,0,0,2.1},"ItemDesc"}, -- NOT DAYZ WEAPON
  21. {"Grenade","others",16,0,3,342,17000,0,0,{0,0,0,0,2.1},"The Explosive Grenade is a explosive device that can be thrown. It is designed to eliminate big groups of hostiles"},
  22. {"Tear Gas","others",17,0,3,343,0,0,0,{0,0,0,0,2.1},"The Flashbang is a non-lethal explosive device used to temporarily disorient an enemy's senses"},
  23. {"Binoculars","others",43,0,3,367,0,0,0,{1,0,2,0,2.1},"The Binoculars is a hand-held device that can be used to view objects at a distance"},
  24. {"Parachute","others",46,0,3,371,0,0,0,{0,0,0,0,1.3},"ItemDesc"},
  25. {"Radio Device","others",1,0,1,1868,13000,0.1,2358,{0,0,0,0,1.7},"ItemDesc"},
  26.  
  27.  
  28.  
  29.  
  30. }
  31.  
  32. function getAllWeapons(player)
  33. if not isElement(player) then
  34. player = getLocalPlayer()
  35. end
  36. for i,weaponData in pairs(weaponTable)do
  37. setElementData(player,weaponData[1],1)
  38. if weaponData[2] ~= "others" then
  39. setElementData(player,weaponData[2],100)
  40. end
  41. end
  42. end
  43.  
  44.  
  45. function isWeaponEquiped(weapType)
  46. for i,weaponData in pairs(weaponTable)do
  47. if getElementData(getLocalPlayer(),"currentweapon_"..weapType) == weaponData[1] then
  48. return true
  49. end
  50. end
  51. return false
  52. end
  53.  
  54. function getWeaponAmmoType(weaponName)
  55. for i,weaponData in pairs(weaponTable)do
  56. if weaponName == weaponData[1] then
  57. if weaponData[2] == "others" then
  58. return weaponData[1],weaponData[3]
  59. else
  60. return weaponData[2],weaponData[3]
  61. end
  62. end
  63. end
  64. return false
  65. end
  66.  
  67. function getDamageFromName(weapName)
  68. for i,weaponData in pairs(weaponTable)do
  69. if weaponData[1] == weapName then
  70. return weaponData[7]
  71. end
  72. end
  73. return false
  74. end
  75.  
  76. function getAmmoPlus(ammo)
  77. for i,weaponData in pairs(weaponTable)do
  78. if weaponData[2] == ammo then
  79. return weaponData[4]
  80. end
  81. end
  82. return 1
  83. end
  84.  
  85. function getWeaponDamage(weaponID,player)
  86. for i,weaponData in pairs(weaponTable)do
  87. local t,ID = getWeaponAmmoType(weaponData[1])
  88. if ID == weaponID and (getElementData(player,"currentweapon_1") == weaponData[1] or getElementData(player,"currentweapon_2") == weaponData[1] or getElementData(player,"currentweapon_3") == weaponData[1] or getElementData(player,"currentweapon_4") == weaponData[1]) then
  89. if getElementData(getLocalPlayer(),"humanity")== 5000 and(weaponData[5] == 4) then
  90. return weaponData[7] * 0.3
  91. end
  92. return weaponData[7]
  93. end
  94. end
  95. end
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