Config = {} Config.UseTarget = GetConvar('UseTarget', 'false') == 'true' -- Use qb-target interactions (don't change this, go to your server.cfg and add setr UseTarget true) Config.MinimalDoctors = 2 -- How many players with the ambulance job to prevent the hospital check-in system from being used Config.DocCooldown = 1 -- Cooldown between doctor calls allowed, in minutes Config.WipeInventoryOnRespawn = true -- Enable or disable removing all the players items when they respawn at the hospital Config.RespawnAtNearestHospital = true -- Enable or disable respawning at the closest hospital Config.Helicopter = 'polmav' -- Helicopter model that players with the ambulance job can use Config.BillCost = 2000 -- Price that players are charged for using the hospital check-in system Config.DeathTime = 300 -- How long the timer is for players to bleed out completely and respawn at the hospital Config.ReviveInterval = 360 -- How long the timer is for players to revive a player in laststand Config.MinimumRevive = 300 -- How long the timer is for players to revive a player in laststand Config.PainkillerInterval = 60 -- Set the length of time painkillers last (per one) Config.HealthDamage = 5 -- Minumum damage done to health before checking for injuries Config.ArmorDamage = 5 -- Minumum damage done to armor before checking for injuries Config.ForceInjury = 35 -- Maximum amount of damage a player can take before limb damage & effects are forced to occur Config.AlwaysBleedChance = 70 -- Set the chance out of 100 that if a player is hit with a weapon, that also has a random chance, it will cause bleeding Config.MessageTimer = 12 -- How long it will take to display limb/bleed message Config.AIHealTimer = 20 -- How long it will take to be healed after checking in, in seconds Config.BleedTickRate = 30 -- How much time, in seconds, between bleed ticks Config.BleedMovementTick = 10 -- How many seconds is taken away from the bleed tick rate if the player is walking, jogging, or sprinting Config.BleedMovementAdvance = 3 -- How much time moving while bleeding adds Config.BleedTickDamage = 8 -- The base damage that is multiplied by bleed level everytime a bleed tick occurs Config.FadeOutTimer = 2 -- How many bleed ticks occur before fadeout happens Config.BlackoutTimer = 10 -- How many bleed ticks occur before blacking out Config.AdvanceBleedTimer = 10 -- How many bleed ticks occur before bleed level increases Config.HeadInjuryTimer = 30 -- How much time, in seconds, do head injury effects chance occur Config.ArmInjuryTimer = 30 -- How much time, in seconds, do arm injury effects chance occur Config.LegInjuryTimer = 15 -- How much time, in seconds, do leg injury effects chance occur Config.HeadInjuryChance = 25 -- The chance, in percent, that head injury side-effects get applied Config.LegInjuryChance = { -- The chance, in percent, that leg injury side-effects get applied Running = 50, Walking = 15 } Config.MajorArmoredBleedChance = 45 -- The chance, in percent, that a player will get a bleed effect when taking heavy damage while wearing armor Config.MaxInjuryChanceMulti = 3 -- How many times the HealthDamage value above can divide into damage taken before damage is forced to be applied Config.DamageMinorToMajor = 35 -- How much damage would have to be applied for a minor weapon to be considered a major damage event. Put this at 100 if you want to disable it Config.AlertShowInfo = 2 -- How many injuries a player must have before being alerted about them Config.Locations = { -- Edit the various interaction points for players or create new ones ['checking'] = { vector3(308.19, -595.35, 43.29), vector3(-254.54, 6331.78, 32.43), -- paleto }, ['duty'] = { vector3(311.18, -599.25, 43.29), vector3(-254.88, 6324.5, 32.58), -- paleto }, ['vehicle'] = { vector4(294.578, -574.761, 43.179, 35.79), vector4(-234.28, 6329.16, 32.15, 222.5), -- paleto }, ['helicopter'] = { vector4(351.58, -587.45, 74.16, 160.5), vector4(-475.43, 5988.353, 31.716, 31.34), -- paleto }, ['roof'] = { vector4(338.5, -583.85, 74.16, 245.5), }, ['main'] = { vector3(298.74, -599.33, 43.29), }, ['stash'] = { vector3(309.78, -596.6, 43.29), }, ['beds'] = { { coords = vector4(353.1, -584.6, 43.11, 152.08), taken = false, model = 1631638868 }, { coords = vector4(356.79, -585.86, 43.11, 152.08), taken = false, model = 1631638868 }, { coords = vector4(354.12, -593.12, 43.1, 336.32), taken = false, model = 2117668672 }, { coords = vector4(350.79, -591.8, 43.1, 336.32), taken = false, model = 2117668672 }, { coords = vector4(346.99, -590.48, 43.1, 336.32), taken = false, model = 2117668672 }, { coords = vector4(360.32, -587.19, 43.02, 152.08), taken = false, model = -1091386327 }, { coords = vector4(349.82, -583.33, 43.02, 152.08), taken = false, model = -1091386327 }, { coords = vector4(326.98, -576.17, 43.02, 152.08), taken = false, model = -1091386327 }, --- paleto { coords = vector4(-252.43, 6312.25, 32.34, 313.48), taken = false, model = 2117668672 }, { coords = vector4(-247.04, 6317.95, 32.34, 134.64), taken = false, model = 2117668672 }, { coords = vector4(-255.98, 6315.67, 32.34, 313.91), taken = false, model = 2117668672 }, }, ['jailbeds'] = { { coords = vector4(1761.96, 2597.74, 45.66, 270.14), taken = false, model = 2117668672 }, { coords = vector4(1761.96, 2591.51, 45.66, 269.8), taken = false, model = 2117668672 }, { coords = vector4(1771.8, 2598.02, 45.66, 89.05), taken = false, model = 2117668672 }, { coords = vector4(1771.85, 2591.85, 45.66, 91.51), taken = false, model = 2117668672 }, }, ['hospital'] = { { ['name'] = Lang:t('info.pb_hospital'), ['location'] = vector3(308.36, -595.25, 43.28), ['beds'] = { { coords = vector4(353.1, -584.6, 43.11, 152.08), taken = false, model = 1631638868 }, { coords = vector4(356.79, -585.86, 43.11, 152.08), taken = false, model = 1631638868 }, { coords = vector4(354.12, -593.12, 43.1, 336.32), taken = false, model = 2117668672 }, { coords = vector4(350.79, -591.8, 43.1, 336.32), taken = false, model = 2117668672 }, { coords = vector4(346.99, -590.48, 43.1, 336.32), taken = false, model = 2117668672 }, { coords = vector4(360.32, -587.19, 43.02, 152.08), taken = false, model = -1091386327 }, { coords = vector4(349.82, -583.33, 43.02, 152.08), taken = false, model = -1091386327 }, { coords = vector4(326.98, -576.17, 43.02, 152.08), taken = false, model = -1091386327 }, }, }, { ['name'] = Lang:t('info.paleto_hospital'), ['location'] = vector3(-254.54, 6331.78, 32.43), ['beds'] = { { coords = vector4(-252.43, 6312.25, 32.34, 313.48), taken = false, model = 2117668672 }, { coords = vector4(-247.04, 6317.95, 32.34, 134.64), taken = false, model = 2117668672 }, { coords = vector4(-255.98, 6315.67, 32.34, 313.91), taken = false, model = 2117668672 }, }, }, }, ['stations'] = { { label = Lang:t('info.pb_hospital'), coords = vector3(304.27, -600.33, 43.28) } } } Config.AuthorizedVehicles = { -- Grade is key, don't add same vehicle in multiple grades. Higher rank can see lower [0] = { ['ambulance'] = 'Ambulance' } } Config.WeaponClasses = { -- Define gta weapon classe numbers ['SMALL_CALIBER'] = 1, ['MEDIUM_CALIBER'] = 2, ['HIGH_CALIBER'] = 3, ['SHOTGUN'] = 4, ['CUTTING'] = 5, ['LIGHT_IMPACT'] = 6, ['HEAVY_IMPACT'] = 7, ['EXPLOSIVE'] = 8, ['FIRE'] = 9, ['SUFFOCATING'] = 10, ['OTHER'] = 11, ['WILDLIFE'] = 12, ['NOTHING'] = 13 } Config.MinorInjurWeapons = { -- Define which weapons cause small injuries [Config.WeaponClasses['SMALL_CALIBER']] = true, [Config.WeaponClasses['MEDIUM_CALIBER']] = true, [Config.WeaponClasses['CUTTING']] = true, [Config.WeaponClasses['WILDLIFE']] = true, [Config.WeaponClasses['OTHER']] = true, [Config.WeaponClasses['LIGHT_IMPACT']] = true, } Config.MajorInjurWeapons = { -- Define which weapons cause large injuries [Config.WeaponClasses['HIGH_CALIBER']] = true, [Config.WeaponClasses['HEAVY_IMPACT']] = true, [Config.WeaponClasses['SHOTGUN']] = true, [Config.WeaponClasses['EXPLOSIVE']] = true, } Config.AlwaysBleedChanceWeapons = { -- Define which weapons will always cause bleedign [Config.WeaponClasses['SMALL_CALIBER']] = true, [Config.WeaponClasses['MEDIUM_CALIBER']] = true, [Config.WeaponClasses['CUTTING']] = true, [Config.WeaponClasses['WILDLIFE']] = false, } Config.ForceInjuryWeapons = { -- Define which weapons will always cause injuries [Config.WeaponClasses['HIGH_CALIBER']] = true, [Config.WeaponClasses['HEAVY_IMPACT']] = true, [Config.WeaponClasses['EXPLOSIVE']] = true, } Config.CriticalAreas = { -- Define body areas that will always cause bleeding if wearing armor or not ['UPPER_BODY'] = { armored = false }, ['LOWER_BODY'] = { armored = true }, ['SPINE'] = { armored = true }, } Config.StaggerAreas = { -- Define body areas that will always cause staggering if wearing armor or not ['SPINE'] = { armored = true, major = 60, minor = 30 }, ['UPPER_BODY'] = { armored = false, major = 60, minor = 30 }, ['LLEG'] = { armored = true, major = 100, minor = 85 }, ['RLEG'] = { armored = true, major = 100, minor = 85 }, ['LFOOT'] = { armored = true, major = 100, minor = 100 }, ['RFOOT'] = { armored = true, major = 100, minor = 100 }, } Config.WoundStates = { -- Translate wound alerts Lang:t('states.irritated'), Lang:t('states.quite_painful'), Lang:t('states.painful'), Lang:t('states.really_painful'), } Config.BleedingStates = { -- Translate bleeding alerts { label = Lang:t('states.little_bleed') }, { label = Lang:t('states.bleed') }, { label = Lang:t('states.lot_bleed') }, { label = Lang:t('states.big_bleed') }, } Config.MovementRate = { -- Set the player movement rate based on the level of damage they have 0.98, 0.96, 0.94, 0.92, } Config.Bones = { -- Correspond bone hash numbers to their label [0] = 'NONE', [31085] = 'HEAD', [31086] = 'HEAD', [39317] = 'NECK', [57597] = 'SPINE', [23553] = 'SPINE', [24816] = 'SPINE', [24817] = 'SPINE', [24818] = 'SPINE', [10706] = 'UPPER_BODY', [64729] = 'UPPER_BODY', [11816] = 'LOWER_BODY', [45509] = 'LARM', [61163] = 'LARM', [18905] = 'LHAND', [4089] = 'LFINGER', [4090] = 'LFINGER', [4137] = 'LFINGER', [4138] = 'LFINGER', [4153] = 'LFINGER', [4154] = 'LFINGER', [4169] = 'LFINGER', [4170] = 'LFINGER', [4185] = 'LFINGER', [4186] = 'LFINGER', [26610] = 'LFINGER', [26611] = 'LFINGER', [26612] = 'LFINGER', [26613] = 'LFINGER', [26614] = 'LFINGER', [58271] = 'LLEG', [63931] = 'LLEG', [2108] = 'LFOOT', [14201] = 'LFOOT', [40269] = 'RARM', [28252] = 'RARM', [57005] = 'RHAND', [58866] = 'RFINGER', [58867] = 'RFINGER', [58868] = 'RFINGER', [58869] = 'RFINGER', [58870] = 'RFINGER', [64016] = 'RFINGER', [64017] = 'RFINGER', [64064] = 'RFINGER', [64065] = 'RFINGER', [64080] = 'RFINGER', [64081] = 'RFINGER', [64096] = 'RFINGER', [64097] = 'RFINGER', [64112] = 'RFINGER', [64113] = 'RFINGER', [36864] = 'RLEG', [51826] = 'RLEG', [20781] = 'RFOOT', [52301] = 'RFOOT', } Config.BoneIndexes = { -- Correspond bone labels to their hash number ['NONE'] = 0, -- ['HEAD'] = 31085, ['HEAD'] = 31086, ['NECK'] = 39317, -- ['SPINE'] = 57597, -- ['SPINE'] = 23553, -- ['SPINE'] = 24816, -- ['SPINE'] = 24817, ['SPINE'] = 24818, -- ['UPPER_BODY'] = 10706, ['UPPER_BODY'] = 64729, ['LOWER_BODY'] = 11816, -- ['LARM'] = 45509, ['LARM'] = 61163, ['LHAND'] = 18905, -- ['LFINGER'] = 4089, -- ['LFINGER'] = 4090, -- ['LFINGER'] = 4137, -- ['LFINGER'] = 4138, -- ['LFINGER'] = 4153, -- ['LFINGER'] = 4154, -- ['LFINGER'] = 4169, -- ['LFINGER'] = 4170, -- ['LFINGER'] = 4185, -- ['LFINGER'] = 4186, -- ['LFINGER'] = 26610, -- ['LFINGER'] = 26611, -- ['LFINGER'] = 26612, -- ['LFINGER'] = 26613, ['LFINGER'] = 26614, -- ['LLEG'] = 58271, ['LLEG'] = 63931, -- ['LFOOT'] = 2108, ['LFOOT'] = 14201, -- ['RARM'] = 40269, ['RARM'] = 28252, ['RHAND'] = 57005, -- ['RFINGER'] = 58866, -- ['RFINGER'] = 58867, -- ['RFINGER'] = 58868, -- ['RFINGER'] = 58869, -- ['RFINGER'] = 58870, -- ['RFINGER'] = 64016, -- ['RFINGER'] = 64017, -- ['RFINGER'] = 64064, -- ['RFINGER'] = 64065, -- ['RFINGER'] = 64080, -- ['RFINGER'] = 64081, -- ['RFINGER'] = 64096, -- ['RFINGER'] = 64097, -- ['RFINGER'] = 64112, ['RFINGER'] = 64113, -- ['RLEG'] = 36864, ['RLEG'] = 51826, -- ['RFOOT'] = 20781, ['RFOOT'] = 52301, } Config.Weapons = { -- Correspond weapon names to their class number [`WEAPON_STUNGUN`] = Config.WeaponClasses['NONE'], [`WEAPON_STUNGUN_MP`] = Config.WeaponClasses['NONE'], --[[ Small Caliber ]] -- [`WEAPON_PISTOL`] = Config.WeaponClasses['SMALL_CALIBER'], [`WEAPON_COMBATPISTOL`] = Config.WeaponClasses['SMALL_CALIBER'], [`WEAPON_APPISTOL`] = Config.WeaponClasses['SMALL_CALIBER'], [`WEAPON_COMBATPDW`] = Config.WeaponClasses['SMALL_CALIBER'], [`WEAPON_MACHINEPISTOL`] = Config.WeaponClasses['SMALL_CALIBER'], [`WEAPON_MICROSMG`] = Config.WeaponClasses['SMALL_CALIBER'], [`WEAPON_MINISMG`] = Config.WeaponClasses['SMALL_CALIBER'], [`WEAPON_PISTOL_MK2`] = Config.WeaponClasses['SMALL_CALIBER'], [`WEAPON_SNSPISTOL`] = Config.WeaponClasses['SMALL_CALIBER'], [`WEAPON_SNSPISTOL_MK2`] = Config.WeaponClasses['SMALL_CALIBER'], [`WEAPON_VINTAGEPISTOL`] = Config.WeaponClasses['SMALL_CALIBER'], --[[ Medium Caliber ]] -- [`WEAPON_ADVANCEDRIFLE`] = Config.WeaponClasses['MEDIUM_CALIBER'], [`WEAPON_ASSAULTSMG`] = Config.WeaponClasses['MEDIUM_CALIBER'], [`WEAPON_BULLPUPRIFLE`] = Config.WeaponClasses['MEDIUM_CALIBER'], [`WEAPON_BULLPUPRIFLE_MK2`] = Config.WeaponClasses['MEDIUM_CALIBER'], [`WEAPON_CARBINERIFLE`] = Config.WeaponClasses['MEDIUM_CALIBER'], [`WEAPON_CARBINERIFLE_MK2`] = Config.WeaponClasses['MEDIUM_CALIBER'], [`WEAPON_COMPACTRIFLE`] = Config.WeaponClasses['MEDIUM_CALIBER'], [`WEAPON_DOUBLEACTION`] = Config.WeaponClasses['MEDIUM_CALIBER'], [`WEAPON_GUSENBERG`] = Config.WeaponClasses['MEDIUM_CALIBER'], [`WEAPON_HEAVYPISTOL`] = Config.WeaponClasses['MEDIUM_CALIBER'], [`WEAPON_MARKSMANPISTOL`] = Config.WeaponClasses['MEDIUM_CALIBER'], [`WEAPON_PISTOL50`] = Config.WeaponClasses['MEDIUM_CALIBER'], [`WEAPON_REVOLVER`] = Config.WeaponClasses['MEDIUM_CALIBER'], [`WEAPON_REVOLVER_MK2`] = Config.WeaponClasses['MEDIUM_CALIBER'], [`WEAPON_SMG`] = Config.WeaponClasses['MEDIUM_CALIBER'], [`WEAPON_SMG_MK2`] = Config.WeaponClasses['MEDIUM_CALIBER'], [`WEAPON_SPECIALCARBINE`] = Config.WeaponClasses['MEDIUM_CALIBER'], [`WEAPON_SPECIALCARBINE_MK2`] = Config.WeaponClasses['MEDIUM_CALIBER'], --[[ High Caliber ]] -- [`WEAPON_ASSAULTRIFLE`] = Config.WeaponClasses['HIGH_CALIBER'], [`WEAPON_ASSAULTRIFLE_MK2`] = Config.WeaponClasses['HIGH_CALIBER'], [`WEAPON_COMBATMG`] = Config.WeaponClasses['HIGH_CALIBER'], [`WEAPON_COMBATMG_MK2`] = Config.WeaponClasses['HIGH_CALIBER'], [`WEAPON_HEAVYSNIPER`] = Config.WeaponClasses['HIGH_CALIBER'], [`WEAPON_HEAVYSNIPER_MK2`] = Config.WeaponClasses['HIGH_CALIBER'], [`WEAPON_MARKSMANRIFLE`] = Config.WeaponClasses['HIGH_CALIBER'], [`WEAPON_MARKSMANRIFLE_MK2`] = Config.WeaponClasses['HIGH_CALIBER'], [`WEAPON_MG`] = Config.WeaponClasses['HIGH_CALIBER'], [`WEAPON_MINIGUN`] = Config.WeaponClasses['HIGH_CALIBER'], [`WEAPON_MUSKET`] = Config.WeaponClasses['HIGH_CALIBER'], [`WEAPON_RAILGUN`] = Config.WeaponClasses['HIGH_CALIBER'], [`WEAPON_HEAVYRIFLE`] = Config.WeaponClasses['HIGH_CALIBER'], --[[ Shotguns ]] -- [`WEAPON_ASSAULTSHOTGUN`] = Config.WeaponClasses['SHOTGUN'], [`WEAPON_BULLUPSHOTGUN`] = Config.WeaponClasses['SHOTGUN'], [`WEAPON_DBSHOTGUN`] = Config.WeaponClasses['SHOTGUN'], [`WEAPON_HEAVYSHOTGUN`] = Config.WeaponClasses['SHOTGUN'], [`WEAPON_PUMPSHOTGUN`] = Config.WeaponClasses['SHOTGUN'], [`WEAPON_PUMPSHOTGUN_MK2`] = Config.WeaponClasses['SHOTGUN'], [`WEAPON_SAWNOFFSHOTGUN`] = Config.WeaponClasses['SHOTGUN'], [`WEAPON_SWEEPERSHOTGUN`] = Config.WeaponClasses['SHOTGUN'], --[[ Animals ]] -- [`WEAPON_ANIMAL`] = Config.WeaponClasses['WILDLIFE'], -- Animal [`WEAPON_COUGAR`] = Config.WeaponClasses['WILDLIFE'], -- Cougar [`WEAPON_BARBED_WIRE`] = Config.WeaponClasses['WILDLIFE'], -- Barbed Wire --[[ Cutting Weapons ]] -- [`WEAPON_BATTLEAXE`] = Config.WeaponClasses['CUTTING'], [`WEAPON_BOTTLE`] = Config.WeaponClasses['CUTTING'], [`WEAPON_DAGGER`] = Config.WeaponClasses['CUTTING'], [`WEAPON_HATCHET`] = Config.WeaponClasses['CUTTING'], [`WEAPON_KNIFE`] = Config.WeaponClasses['CUTTING'], [`WEAPON_MACHETE`] = Config.WeaponClasses['CUTTING'], [`WEAPON_SWITCHBLADE`] = Config.WeaponClasses['CUTTING'], --[[ Light Impact ]] -- [`WEAPON_KNUCKLE`] = Config.WeaponClasses['LIGHT_IMPACT'], --[[ Heavy Impact ]] -- [`WEAPON_BAT`] = Config.WeaponClasses['HEAVY_IMPACT'], [`WEAPON_CROWBAR`] = Config.WeaponClasses['HEAVY_IMPACT'], [`WEAPON_FIREEXTINGUISHER`] = Config.WeaponClasses['HEAVY_IMPACT'], [`WEAPON_FIRWORK`] = Config.WeaponClasses['HEAVY_IMPACT'], [`WEAPON_GOLFLCUB`] = Config.WeaponClasses['HEAVY_IMPACT'], [`WEAPON_HAMMER`] = Config.WeaponClasses['HEAVY_IMPACT'], [`WEAPON_PETROLCAN`] = Config.WeaponClasses['HEAVY_IMPACT'], [`WEAPON_POOLCUE`] = Config.WeaponClasses['HEAVY_IMPACT'], [`WEAPON_WRENCH`] = Config.WeaponClasses['HEAVY_IMPACT'], [`WEAPON_RAMMED_BY_CAR`] = Config.WeaponClasses['HEAVY_IMPACT'], [`WEAPON_RUN_OVER_BY_CAR`] = Config.WeaponClasses['HEAVY_IMPACT'], --[[ Explosives ]] -- [`WEAPON_EXPLOSION`] = Config.WeaponClasses['EXPLOSIVE'], [`WEAPON_GRENADE`] = Config.WeaponClasses['EXPLOSIVE'], [`WEAPON_COMPACTLAUNCHER`] = Config.WeaponClasses['EXPLOSIVE'], [`WEAPON_HOMINGLAUNCHER`] = Config.WeaponClasses['EXPLOSIVE'], [`WEAPON_PIPEBOMB`] = Config.WeaponClasses['EXPLOSIVE'], [`WEAPON_PROXMINE`] = Config.WeaponClasses['EXPLOSIVE'], [`WEAPON_RPG`] = Config.WeaponClasses['EXPLOSIVE'], [`WEAPON_STICKYBOMB`] = Config.WeaponClasses['EXPLOSIVE'], [`WEAPON_HELI_CRASH`] = Config.WeaponClasses['EXPLOSIVE'], [`WEAPON_EMPLAUNCHER`] = Config.WeaponClasses['EXPLOSIVE'], --[[ Other ]] -- [`WEAPON_FALL`] = Config.WeaponClasses['OTHER'], -- Fall [`WEAPON_HIT_BY_WATER_CANNON`] = Config.WeaponClasses['OTHER'], -- Water Cannon --[[ Fire ]] -- [`WEAPON_ELECTRIC_FENCE`] = Config.WeaponClasses['FIRE'], [`WEAPON_FIRE`] = Config.WeaponClasses['FIRE'], [`WEAPON_MOLOTOV`] = Config.WeaponClasses['FIRE'], [`WEAPON_FLARE`] = Config.WeaponClasses['FIRE'], [`WEAPON_FLAREGUN`] = Config.WeaponClasses['FIRE'], --[[ Suffocate ]] -- [`WEAPON_DROWNING`] = Config.WeaponClasses['SUFFOCATING'], -- Drowning [`WEAPON_DROWNING_IN_VEHICLE`] = Config.WeaponClasses['SUFFOCATING'], -- Drowning Veh [`WEAPON_EXHAUSTION`] = Config.WeaponClasses['SUFFOCATING'], -- Exhaust [`WEAPON_BZGAS`] = Config.WeaponClasses['SUFFOCATING'], [`WEAPON_SMOKEGRENADE`] = Config.WeaponClasses['SUFFOCATING'], } Config.VehicleSettings = { -- Enable or disable vehicle extras when pulling them from the ambulance job vehicle spawner ['car1'] = { -- Model name ['extras'] = { ['1'] = false, -- on/off ['2'] = true, ['3'] = true, ['4'] = true, ['5'] = true, ['6'] = true, ['7'] = true, ['8'] = true, ['9'] = true, ['10'] = true, ['11'] = true, ['12'] = true, } }, ['car2'] = { ['extras'] = { ['1'] = false, ['2'] = true, ['3'] = true, ['4'] = true, ['5'] = true, ['6'] = true, ['7'] = true, ['8'] = true, ['9'] = true, ['10'] = true, ['11'] = true, ['12'] = true, } } } Config.Medal = { Enabled = true } -- Asks Medal.tv to save a clip when a player goes down, set to false to opt your server out