um-ronin-spawn
Config
Config files of um-ronin-spawn
All config files are in um-ronin-spawn > config.
return {
-- Debug prints, and lets um-ronin-spawn-creator (the dev tool) replay the menu with /spawnmenu
debug = false,
-- Qbox / QBCore: every job with type = 'leo' counts by itself, this list is only for extras.
policeJobs = { 'police', 'bcso', 'sasp' },
-- Characters that own no property only see the housing script's starter apartments and rent one
-- by picking it. Set in server.cfg: setr um:NewPlayerApartmentInsideStart "true"
starterApartments = GetConvar('um:NewPlayerApartmentInsideStart', 'false') == 'true',
-- true: no spawn menu, everyone spawns at their last location
onlyLastLocation = false,
-- true: a dead / last-stand character skips everything (house scene, menu, cutscenes) and
-- spawns at his last location right away. false: he gets the normal spawn menu.
deadLastLocation = true,
-- Camera behind the starter apartments screen (xyz + the heading it looks at)
newCharacter = {
camera = vec4(-789.42, 341.28, 187.18, 242.95),
fov = 50.0,
},
-- Fallback spawn point when a character has no saved position
defaultSpawnCoords = vec4(-1037.11, -2736.96, 20.17, 323.76),
-- Partner invites: /invitepartner <id> asks a player standing nearby, on accept both characters
partnerInvite = {
enabled = true,
command = 'invitepartner',
forceCommand = 'forceinvitepartner', -- admin (group.admin): pair with any citizenid
distance = 10.0, -- metres the invited player may stand away
timeoutMs = 60000, -- an unanswered invite expires after this
},
-- Scene wake up played at every spawn point.
wakeUpScene = {
enabled = true,
scene = 'wakeup',
},
-- Cutscenes: after picking where to spawn (last location included)
wakeUpCutscenes = true,
-- Holding this key during a cutscene fills it up and skips the scene
cutsceneSkip = {
control = 73, -- X, https://docs.fivem.net/docs/game-references/controls/
label = 'X', -- shown on the key
holdMs = 1200,
},
-- After the bed scene he walks to the fork of his house (config/houses.lua) with the camera behind him
introWalk = {
speed = 1.0, -- 1.0 walk, 2.0 run
windowHoldMs = 2500, -- left pick: how long he looks out of the window
windowFadeMs = 2000, -- left pick: fade to black before he spawns
spawnBefore = 1.5, -- right pick: metres before the door at which he spawns
camera = {
offset = vec3(0.0, -1.8, 0.7), -- right / forward / up from him (negative forward = behind)
fov = 40.0,
},
-- A bed with its own `walkCamera` (config/houses.lua): once he walked this far from the bed,
-- the camera blends from that view to the one above over `ms`
cameraBlend = {
afterMetres = 1.0,
ms = 2500,
},
},
-- How long the location title stays over the spawn point (ms)
arrivalTitleMs = 6000,
-- Every scene camera opens on his face and pulls back to the scene's own camera
sceneCamera = {
closeUp = 0.30, -- metres from the face at the start
pullBackShare = 0.85, -- 0-1, share of the anim the pull-back takes
},
-- Bird's-eye camera over a spawn point
camera = {
radius = 45.0, -- metres from the spawn point
angle = 62, -- pitch in degrees (90 = straight down)
turning = true,
turnSpeed = 4.0, -- degrees per second
},
-- Hide / show your hud while the spawn plays
hideHud = function(bool)
if bool then
-- pcall(function() exports['example-hud']:hideHud(true) end)
return
end
-- pcall(function() exports['example-hud']:hideHud(false) end)
end,
-- Force weather and time while the spawn plays
weatherAndTimeForce = {
enable = true,
weather = 'RAIN', -- https://docs.fivem.net/natives/?_0x29B487C359E19889
hour = 23, -- 0-23
minute = 30, -- 0-59
-- Pause / resume your weather script. qb-weathersync and Renewed-Weathersync both answer
-- these events. Renewed keeps showing `playerWeather` while it is paused, so it gets ours.
handler = function(bool, weather)
if bool then
LocalPlayer.state:set('playerWeather', weather, false)
TriggerEvent('qb-weathersync:client:DisableSync')
else
TriggerEvent('qb-weathersync:client:EnableSync')
end
end
},
}