3D Holographic Attachments System [PAID] [Standalone]

Introducing a Standalone 3D Holographic Attachments System

Introducing a unique standalone attachment system that includes a highly configurable script that allows custom weapons, custom components / attachments and custom icons. This standalone resource is completely available as a drag and drop, and will use the players selected weapon to create a sci-fi / modern holographic themed attachment system.

:gun: :gun: Works with Markomods & Fluffymods / Any modular weapons! :gun: :gun:

Works with ESX, QBCore or any framework - You can add your own checks into the code :film_strip:

I have configured a majority of the base game weapons for you, however it comes with a highly configurable cl_config.lua that you’ll be able to edit! This includes the ability to easily add custom weapons, offsets for the location of the hologram and it’s bone that is all easily changeable per weapon. This resource includes a texture dictionary that you’ll have access to, along with 4 main colours, Red, Green, Blue, White.

These textures including the attachment icons are all able to be changed from the texture dictionary (requires Codewalker RPF explorer, or OpenIV).

You can create your own box styles, and plus icons to make this resource even more unique to your server!

Also includes a item check function that you are able to add your framework or inventory checks to if you’d like to check if the attachments are in the inventory of the player!

Click here to purchase!
or use this link: https://zoov.tebex.io/package/5191830

Code is accessible No
Subscription-based No
Lines (approximately) 250
Requirements Standalone
Support Partial Support via Forums

Below is an example of the configurations i’ve set up per weapon, you are able to change any of these values including removing any component or bone! Along with adding any bone.

wepCon[`WEAPON_HEAVYSHOTGUN`] = {
    ['WAPClip'] = {
        playerOffset = vector3(0.0, 0.0, -0.08),
        bone = 'WAPClip',
        models = {
            
            {itemName = 'inventory_item_name', icon = 'Magazine_ExtendedQuickDraw_Large', model = `COMPONENT_HEAVYSHOTGUN_CLIP_01`},
            {itemName = 'inventory_item_name', icon = 'Magazine_ExtendedQuickDraw_Large', model = `COMPONENT_HEAVYSHOTGUN_CLIP_02`},
            {itemName = 'inventory_item_name', icon = 'Magazine_ExtendedQuickDraw_Large', model = `COMPONENT_HEAVYSHOTGUN_CLIP_03`},
        }
    },
    ['WAPScop'] = {
        playerOffset = vector3(0.0, 0.0, 0.1),
        bone = 'WAPScop',
        models = {
            
            {itemName = 'inventory_item_name', icon = 'Upper_3x', model = `COMPONENT_AT_SCOPE_SMALL`}
        }
    },
    ['WAPGrip'] = {
        playerOffset = vector3(0.0, 0.0, -0.0),
        bone = 'WAPGrip',
        models = {

            {itemName = 'inventory_item_name', icon = 'Lower_Foregrip', model = `COMPONENT_AT_AR_AFGRIP`}
        }
    },
    ['WAPSupp'] = {
        playerOffset = vector3(0.0, 0.0, 0.0),
        bone = 'gun_muzzle',
        models = {
            
            {itemName = 'inventory_item_name', icon = 'Muzzle_Suppressor_Medium', model = `COMPONENT_AT_AR_SUPP_02`}
        }
    },
    ['WAPFlshLasr'] = {
        playerOffset = vector3(0.0, 0.0, 0.1),
        bone = 'WAPFlshLasr',
        models = {
            
            {itemName = 'inventory_item_name', icon = 'Lower_LaserPointer', model = `COMPONENT_AT_AR_FLSH`}
        }
    },
}
5 Likes

nice work!!

1 Like

wooow bro its nice work man

is it possibel to make something like this?

This is very possible, although could feel a bit strange to use as it is very focused on first-person. I went for a mix between Tarkov & BF2042 in this case to allow it to feel a little more comfortable to use. I have a few other things planned to release such as a weapons purchasing menu that uses this same holographic style.

1 Like

well thank you bro
another thing that can we change the color ?

i will be waiting for your other scripts

if you can do it like BF2042 sure i will buy it

Yeah you can change the colour, i’ve set presets as mentioned in the posts (Red, Blue, Green, White) & of course Purple.

However it also comes with a texture dictionary so you can create your own graphics or colours for it and have it very unique and customised to your server.

1 Like

Cool script, good job!

1 Like

can i add addon weapons ?

Yes you can, it’s highly configurable. You just need the weapon hash or use the WEAPON_WEAPONANME in the config. You can then also add the weapons components (i have tested this and built it originally using add-on weapons and components.)

1 Like

I’m thinking about making this weapon attachment ui easier via a dui streamed onto an invisible smooth object attached to the weapon.

1 Like

I used DUI originally, but it was only good for first person and I wanted to instead just streamline something that can be used from all angles so i combined DrawSprite with my own graphics + bone coords to get this look.


*Not apart of this resource

2 Likes

VERY nice release!
This is alot cooler then the already existing ways to do this.
And the price is very good too

2 Likes

to get this how i can proceed ?

what is the resmon in use?, and i guess it checks the inventory if you have the component right?

So does this check the es_extended config file for weapons? curious how easy it is to add attachments for imported guns. It seems kind of limited with out a menu. For my ESX server neverwanted to give full use of attachments unless i could do components as items.

Ive tried multiple ways, unsure if you have to use native names i.e. drum_clip, or possible could you do G17_drum?

Also missing an option for a rear support

The resmon idles at 0 as i use a Registered key to start the loop and then end it once you aren’t holding the key anymore, so it is optimised. During use, it only goes to around 0.1ms.

@Beauflexx
I have a cl_functions that includes a function where you can place additional checks, in the config you can define each component an item name for your inventory and run a check on the function and return true or false. If the function returns false it will not add the component. So it is entirely upto you how you’d like to create it with your inventory in mind.

This system is very modular, meaning if you want to add an option for every bone it is possible, all you do is add another key into the config. E.g if you wanted to use the bone for the rear you can simply add that and add the components to it.

It is very configurable, so if you’d like certain weapons to not have components simply comment them out from the config and restart. You can make use of the client side function I run when you click on an attachment, as it passes through the item name that you can define in the config so you can check it with your frameworks corresponding inventory.