function PlayerMenu(menu)
local submenu = _menuPool:AddSubMenu(menu, "Player Menu", "Sub Menu for Player Related Options")
local othermenu = _menuPool:AddSubMenu(submenu, "~b~Weapons Menu", "Sub Menu for Weapons")
local armour = NativeUI.CreateItem("Get Armour ~w~[~g~On ~w~/~r~ Off~w~]", "Gives Player Ped Armour")
local heal = NativeUI.CreateItem("Heal Player", "Heals Player Ped")
local tp = NativeUI.CreateItem("Teleport To Waypoint", "Teleports Ped to Waypoint")
local nwanted = NativeUI.CreateItem("Remove Wanted", "Removes Player Wanted Level")
local iwanted = NativeUI.CreateItem("Increase Wanted", "Increases Player Wanted Level")
local suicide = NativeUI.CreateItem("~r~Commit Suicide", "Kills Player")
submenu:AddItem(heal)
submenu:AddItem(armour)
submenu:AddItem(nwanted)
submenu:AddItem(iwanted)
submenu:AddItem(suicide)
submenu.OnItemSelect = function(sender, item, index)
if item == armour then
armouron = not armouron
if armouron then
SetPedArmour(GetPlayerPed(-1), 50)
notify("~g~Player Got Armour.")
else
SetPedArmour(GetPlayerPed(-1), 0)
notify("~r~Player Armour Removed")
end
else if item == suicide then
SetEntityHealth(GetPlayerPed(-1), 0)
else if item == heal then
SetEntityHealth(PlayerPedId(), 200)
notify("~g~Player Healed")
else if item == nwanted then
if GetPlayerWantedLevel(PlayerId()) ~= 0 then
SetPlayerWantedLevel(PlayerId(), 0, false)
SetPlayerWantedLevelNow(PlayerId(), false)
notify("~g~Wanteld Level gone")
else
notify("~r~You are not wanted")
end
else if item == iwanted then
local level = GetPlayerWantedLevel(PlayerId())
if level < 5 then
SetPlayerWantedLevel(PlayerId(), level + 1, false)
SetPlayerWantedLevelNow(PlayerId(), true)
notify("~b~Wanted level increased")
end
end
end
end
end
end
end
local pedsList = NativeUI.CreateListItem("Change Peds", peds, 1, "Changes Player Ped")
--local apedsList = NativeUI.CreateListItem("Change Addon Peds", apeds, 1, "~r~DONT SPAWN UNTIL EDITED OR ELSE MENU WILL CRASH")
submenu:AddItem(pedsList)
--submenu:AddItem(apedsList)
submenu.OnListSelect = function(sender, item, index)
if item == pedsList then
local selectedPed = item:IndexToItem(index)
loadModel(selectedPed)
notify("~g~Ped Changed: "..selectedPed)
--[[else if item == apedsList then
local selectedaPed = item:IndexToItem(index)
loadModel(selectedaPed)
notify("~g~Ped Changed: "..selectedaPed)
end]]
end
end
local gunsList = NativeUI.CreateListItem("Get Weapons", weapons, 1)
othermenu.OnListSelect = function(sender, item, index)
if item == gunsList then
local selectedGun = item:IndexToItem(index)
giveWeapon(selectedGun)
notify("Gave Weapon: "..selectedGun)
end
end
local click = NativeUI.CreateItem("~r~Clear Weapon(s)", "Clears Peds Weapons")
local weapon = NativeUI.CreateItem("~b~Give all Weapons", "")
othermenu:AddItem(gunsList)
othermenu:AddItem(weapon)
othermenu:AddItem(click)
othermenu.OnItemSelect = function (sender, item, index)
if item == click then
RemoveAllPedWeapons(GetPlayerPed(-1), true)
notify("~r~Removed All Weapon(s)")
else if item == weapon then
giveWeapon("weapon_knife")
giveWeapon("weapon_knightstick")
giveWeapon("weapon_hammer")
giveWeapon("weapon_bat")
giveWeapon("weapon_crowbar")
giveWeapon("weapon_golfclub")
giveWeapon("weapon_pistol")
giveWeapon("weapon_combatpistol")
giveWeapon("weapon_appistol")
giveWeapon("weapon_pistol50")
giveWeapon("weapon_microsmg")
giveWeapon("weapon_smg")
giveWeapon("weapon_assaultsmg")
giveWeapon("weapon_assaultrifle")
giveWeapon("weapon_carbinerifle")
giveWeapon("weapon_advancedrifle")
giveWeapon("weapon_pumpshotgun")
giveWeapon("weapon_fireextinguisher")
giveWeapon("weapon_flare")
giveWeapon("weapon_snspistol")
giveWeapon("weapon_heavypistol")
giveWeapon("weapon_bullpuprifle")
giveWeapon("weapon_dagger")
giveWeapon("weapon_vintagepistol")
giveWeapon("weapon_firework")
giveWeapon("weapon_flaregun")
giveWeapon("weapon_marksmanpistol")
giveWeapon("weapon_knuckle")
giveWeapon("weapon_hatchet")
giveWeapon("weapon_switchblade")
giveWeapon("weapon_revolver")
giveWeapon("weapon_battleaxe")
giveWeapon("weapon_minismg")
giveWeapon("weapon_poolcue")
giveWeapon("weapon_wrench")
notify("~g~Weapons Given")
end
end
end
end
That is a lot of code I just sent, but hopefully it helps you out
You can view more here if that helps!