[PAID] vsHeadshot
Description
Always wanted every shot on your server to be a hit? With vsHeadshot you get the easy possibility to do balancing.
You can specify in an easy-to-understand config how many shots a helmet should withstand.
For example, the army helmet that can withstand 2 shots can be set to withstand only one or none with this new system.
It is designed with the idea of giving hardcore or midcore RP-Servers a way to easily weaken motorcycle helmets or army helmets without the need to change a weapon’s damage one by one.
By the way, the script is also protected against simple event spamming.
Go to our Tebex-shop and choose your version for only 7.49€ (available for ESX)
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Config
Config = {}
Config.ResetTime = 5 -- Reset the headshot counter after a certain time in MIN since the last hit
Config.ResetEvents = { -- List events that should reset the headshot counter, i.e. events that heal the player or kill the player
--ESX
'esx:onPlayerDeath',
'esx_ambulancejob:revive',
--qbCore
--BaseEvents
'baseevents:onPlayerKilled',
'baseevents:onPlayerDied',
}
Config.DeathEvent = function (killer, victim, weaponHash) --can be used to log the killing of a player, triggered clientsided
local deathReason = "killed with a headshot" --the reason that is stated in a log
TriggerServerEvent('Prefech:playerDied', { type = 2, player_id = victim, player_2_id = killer, death_reason = deathReason, weapon = WeaponNames[weaponHash]}) --default log function for jd-logs
end
Config.EnableExports = false --Enable/Disable following Exports: | func:SwitchHeadshot(status) status:true=on,false=off side:client |
Config.EveryOneshot = false -- This setting makes every helmet oneshot
Config.BuffingHelmets = false -- Enable this setting only if you want to make helmets stronger than usual
Config.GlobalHitLimit = -1 -- Global limit of hits works the same way as Config.Helmet set -1 to dissable
Config.DamageModifier = 1.0 -- If its still not enough with the upper value you can additionaly reduce the overall damage of selected weapon
-- (1.0 = 100% damage, less is less damage --> you can withstand more)
Config.MaximumDistance = 0 -- Maximum distance ant which the shot can oneshot. Set to 0/false/nil if not used.
Config.DropoffDistance = 0 -- Distance after a shot only counts as half a headshot.
Config.DropoffPercentage = 0.5 -- The percentage that the "damage" is reduced to. 0.5 = a hit is worth 0.5 hits, 0.25 a hit is worth 0.25 hits.
Config.UseGenderDifference = false -- Enable if you want to differentiate between genders
Config.Helmet = { -- [id of helmet (default gta:)] = number of hits the helmet should take, exceeding the default number of hits in GTA can lead to errors
--example for helmet 10: [10] = 1,
}
Config.HelmetMale = { -- [id of helmet (default gta:)] = number of hits the helmet should take, exceeding the default number of hits in GTA can lead to errors
--example for helmet 10: [10] = 1,
}
Config.HelmetFemale = { -- [id of helmet (default gta:)] = number of hits the helmet should take, exceeding the default number of hits in GTA can lead to errors
--example for helmet 10: [10] = 1,
}
Config.BlacklistedWeapons = { -- [weapon models (https://wiki.■■■■■■■■■■■/index.php?title=Weapons_Models)] = true to disable the function for it
--example for "stungun": [911657153] = true,
}
Config.WhitlistedDamage = { -- set true to let players die from certain damage
[1] = false, --no damage (flare,snowball, petrolcan)
[2] = false, --melee
[3] = true, --bullet
[5] = false, --explosive (RPG, Railgun, grenade)
[10] = false, --electric
[14] = false, --water cannon(WEAPON_HIT_BY_WATER_CANNON)
}
Config.Debug = false
Config.AdvancedDebug = false
Optimization
- IDLE: 0.00ms
- RUNNING: 0.00ms
Further Information
TEBEX: vsHeadshot
Code is accessible | No |
Subscription-based | No |
Lines (approximately) | 100 |
Requirements | ESX |
Support | Yes |