Need Help Disable OX Inventory Weapon Pull out Anim

Hello , does anyone know how to disable ox inv’s pull out weapon animation? Because currently want to use ND Gun Animations, so both of the script will conflict the pull out animation, the animation pull out the weapon twice.Below is the OX inv client.lua .Thanks for your time

if not lib then return end

local Weapon = {}
local Items = require 'modules.items.client'
local Utils = require 'modules.utils.client'

-- generic group animation data
local anims = {}
anims[`GROUP_MELEE`] = { 'melee@holster', 'unholster', 200, 'melee@holster', 'holster', 600 }
anims[`GROUP_PISTOL`] = { 'reaction@intimidation@cop@unarmed', 'intro', 400, 'reaction@intimidation@cop@unarmed', 'outro', 450 }
anims[`GROUP_STUNGUN`] = anims[`GROUP_PISTOL`]

local function vehicleIsCycle(vehicle)
	local class = GetVehicleClass(vehicle)
	return class == 8 or class == 13
end

function Weapon.Equip(item, data, noWeaponAnim)
	local playerPed = cache.ped
	local coords = GetEntityCoords(playerPed, true)
    local sleep

	if client.weaponanims then
		if noWeaponAnim or (cache.vehicle and vehicleIsCycle(cache.vehicle)) then
			goto skipAnim
		end

		local anim = data.anim or anims[GetWeapontypeGroup(data.hash)]

		if anim == anims[`GROUP_PISTOL`] and not client.hasGroup(shared.police) then
			anim = nil
		end

		sleep = anim and anim[3] or 1200

		Utils.PlayAnimAdvanced(sleep, anim and anim[1] or 'reaction@intimidation@1h', anim and anim[2] or 'intro', coords.x, coords.y, coords.z, 0, 0, GetEntityHeading(playerPed), 8.0, 3.0, sleep*2, 50, 0.1)
	end

	::skipAnim::

	item.hash = data.hash
	item.ammo = data.ammoname
	item.melee = GetWeaponDamageType(data.hash) == 2 and 0
	item.timer = 0
	item.throwable = data.throwable
	item.group = GetWeapontypeGroup(item.hash)

	GiveWeaponToPed(playerPed, data.hash, 0, false, true)

	if item.metadata.tint then SetPedWeaponTintIndex(playerPed, data.hash, item.metadata.tint) end

	if item.metadata.components then
		for i = 1, #item.metadata.components do
			local components = Items[item.metadata.components[i]].client.component
			for v=1, #components do
				local component = components[v]
				if DoesWeaponTakeWeaponComponent(data.hash, component) then
					if not HasPedGotWeaponComponent(playerPed, data.hash, component) then
						GiveWeaponComponentToPed(playerPed, data.hash, component)
					end
				end
			end
		end
	end

	if item.metadata.specialAmmo then
		local clipComponentKey = ('%s_CLIP'):format(data.model:gsub('WEAPON_', 'COMPONENT_'))
		local specialClip = ('%s_%s'):format(clipComponentKey, item.metadata.specialAmmo:upper())

		if DoesWeaponTakeWeaponComponent(data.hash, specialClip) then
			GiveWeaponComponentToPed(playerPed, data.hash, specialClip)
		end
	end

	local ammo = item.metadata.ammo or item.throwable and 1 or 0

	SetCurrentPedWeapon(playerPed, data.hash, true)
	SetPedCurrentWeaponVisible(playerPed, true, false, false, false)
	SetWeaponsNoAutoswap(true)
	SetPedAmmo(playerPed, data.hash, ammo)
	SetTimeout(0, function() RefillAmmoInstantly(playerPed) end)

	if item.group == `GROUP_PETROLCAN` or item.group == `GROUP_FIREEXTINGUISHER` then
		item.metadata.ammo = item.metadata.durability
		SetPedInfiniteAmmo(playerPed, true, data.hash)
	end

	TriggerEvent('ox_inventory:currentWeapon', item)

	if client.weaponnotify then
		Utils.ItemNotify({ item, 'ui_equipped' })
	end

	return item, sleep
end

function Weapon.Disarm(currentWeapon, noAnim)
	if currentWeapon?.timer then
		currentWeapon.timer = nil

        TriggerServerEvent('ox_inventory:updateWeapon')
		SetPedAmmo(cache.ped, currentWeapon.hash, 0)

		if client.weaponanims and not noAnim then
			if cache.vehicle and vehicleIsCycle(cache.vehicle) then
				goto skipAnim
			end

			ClearPedSecondaryTask(cache.ped)

			local item = Items[currentWeapon.name]
			local coords = GetEntityCoords(cache.ped, true)
			local anim = item.anim or anims[GetWeapontypeGroup(currentWeapon.hash)]

			if anim == anims[`GROUP_PISTOL`] and not client.hasGroup(shared.police) then
				anim = nil
			end

			local sleep = anim and anim[6] or 1400

			Utils.PlayAnimAdvanced(sleep, anim and anim[4] or 'reaction@intimidation@1h', anim and anim[5] or 'outro', coords.x, coords.y, coords.z, 0, 0, GetEntityHeading(cache.ped), 8.0, 3.0, sleep, 50, 0)
		end

		::skipAnim::

		if client.weaponnotify then
			Utils.ItemNotify({ currentWeapon, 'ui_holstered' })
		end

		TriggerEvent('ox_inventory:currentWeapon')
	end

	Utils.WeaponWheel()
	RemoveAllPedWeapons(cache.ped, true)

	if client.parachute then
		local chute = `GADGET_PARACHUTE`
		GiveWeaponToPed(cache.ped, chute, 0, true, false)
		SetPedGadget(cache.ped, chute, true)
		SetPlayerParachuteTintIndex(PlayerData.id, client.parachute?[2] or -1)
	end
end

function Weapon.ClearAll(currentWeapon)
	Weapon.Disarm(currentWeapon)

	if client.parachute then
		local chute = `GADGET_PARACHUTE`
		GiveWeaponToPed(cache.ped, chute, 0, true, false)
		SetPedGadget(cache.ped, chute, true)
	end
end

Utils.Disarm = Weapon.Disarm
Utils.ClearWeapons = Weapon.ClearAll

return Weapon

In your server.cfg go to the text that says setr inventory:weaponanims true (Assuming you followed the ox_inventory Documentation).
Change setr inventory:weaponanims truesetr inventory:weaponanims false.
If you need more help with anything else you can message me on Discord. My Discord is v495

Hello thanks for your reply, i did try set it to false but it still pull out the gun with anims.

Ok, are you able to screenshare it from Discord? Will make it a bit easier to find exactly whats wrong, instead of you posting a bunch of pictures into the thread.

info.animations = {
    civ_holster = {
        holster = { dict = "reaction@intimidation@cop@unarmed", clip = "intro", duration = 400 },
        unholster = { dict = "rcmjosh4", clip = "josh_leadout_cop2", duration = 300, cancel = true }
    },
}

info.default = "civ_holster"

info.weaponGroups = {
    [`GROUP_PISTOL`] = "civ_holster",
}

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