General Configuration
Last updated
Last updated
This guide helps you configure your script step by step using the config.lua
file. Each section below details the available options to tailor the behavior of gas grenades, effects, and compatibility.
Set the language used by the script.
Enable this option to suppress alert messages when using an older version of the script.
If you're using a framework like ESX, QB, or OX Inventory, enable this setting.
When true
, the system uses the inventory (e.g., weapon usage) instead of command-based interactions.
Setup instructions for each framework are available on:
Each grenade has its own behavior and configuration.
weaponModel
: Hash name of the weapon.
weaponProp
: Prop model shown in-game.
weaponDisplay
: Wheel weapon name.
disableControl
: Disables sprint, vehicle entry, fight, and jump during exposure.
effects
:
timecycle
: Visual effects applied.
shakeCamera
: Screen shaking intensity and style.
smokeScale
: Size of the smoke cloud.
smokeDuration
: Duration in milliseconds (e.g., 50000
).
smokeParticles
: Defines the FX dictionary and particle.
gasMask
: Masks that grant immunity (see section 4).
Compatibility
pepperspray
: Enables sync with r_pepperspray
.
weaponModel
: Hash name of the weapon.
weaponProp
: Prop model shown in-game.
weaponDisplay
: Wheel weapon name.
disableControl
: Disables sprint, vehicle entry, fight, and jump during exposure.
flashDuration
: Duration of blinding/stunning effect in milliseconds.
smokeScale
: Size of the smoke cloud.
smokeDuration
: Duration in milliseconds (e.g., 50000
).
smokeParticles
: Defines the FX dictionary and particle.
gasMask
: Masks that grant immunity (see section 4).
weaponModel
: Hash name of the weapon.
weaponProp
: Prop model shown in-game.
weaponDisplay
: Wheel weapon name.
smokeScale
: Size of the smoke cloud.
smokeDuration
: Duration in milliseconds (e.g., 50000
).
smokeParticles
: Defines the FX dictionary and particle.
gasMask
: Masks that grant immunity (see section 4).
Prevents gas effects if players are wearing certain masks or accessories.
The structure is:
Example: [5] = {2}
→ Component 5 (mask) with drawable 2.
Supports both male (mp_m_freemode_01
) and female (mp_f_freemode_01
) characters.
See the documentation for component IDs.
Customize the visual progress bar used during recovery animations (e.g., after gas exposure).
If text
is empty, the bar will expand without label.
Set the keys used for actions when CommandEnabled
is set to false.
Edit the text displayed for different actions in multiple languages.
Refer to the for a list of control codes.