> For the complete documentation index, see [llms.txt](https://docs.rytrak.fr/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.rytrak.fr/scripts/advanced-tactical-gas-system/general-configuration.md).

# General Configuration

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.

***

### **1. General Configuration**

#### **Language**

Set the language used by the script.

```lua
Config.Language = 'en' -- Available options: 'en' (English), 'fr' (French)
```

***

#### **Use Outdated Version**

Enable this option to suppress alert messages when using an older version of the script.

```lua
Config.UseOutdatedVersion = false -- Set to true if using an outdated script version.
```

***

### 2. Grenade Types Configuration

Each grenade has its own behavior and configuration.

#### 3.1 Tear Gas Grenade

<pre class="language-lua"><code class="lang-lua"><strong>Config.Grenade['tearGas']
</strong></code></pre>

* `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).
* `gasMaskItem`: The configuration only works if one of the three frameworks is enabled. You must then create the gasMask item in your framework and define it here. If the player then carries this item in their inventory, they will not be affected by the effects.

**Compatibility**

* `pepperspray`: Enables sync with `r_pepperspray`.

```lua
Config.Grenade['tearGas'].compatibility = {
    enabled = false,
    resourceName = 'r_pepperspray',
    applyEffect = 'pepperspray' -- The pepperspray name in the config.lua file of the Advanced Pepper Spray script.
}
```

***

#### 3.2 Stun Grenade

<pre class="language-lua"><code class="lang-lua"><strong>Config.Grenade['stun']
</strong></code></pre>

* `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.
* `flashScale`: Intensity of the flash visual effect
* `flashSound`: Enable or disable flashbang sound effect
* `flashVolume`: Volume of the flashbang sound (0.0 to 1.0)
* `stunMask`: Masks that grant immunity (see section 4).
* `stunMaskItem`: The configuration only works if one of the three frameworks is enabled. You must then create the gasMask item in your framework and define it here. If the player then carries this item in their inventory, they will not be affected by the effects.

***

#### 3.3 Smoke Grenade

<pre class="language-lua"><code class="lang-lua"><strong>Config.Grenade['smoke']
</strong></code></pre>

* `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.

***

### 3. Gas Mask Protection

Prevents gas effects if players are wearing certain masks or accessories.

The structure is:

```lua
[PED_MODEL] = {
    [componentId] = {drawableId, drawableId}
}
```

* 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.

***

### 4. UI Design

Customize the visual progress bar used during recovery animations (e.g., after gas exposure).

```lua
Config.Design = {
    ProgressBar = {
        color = {52, 152, 219}, -- RGB
        text = 'RECOVERY' -- Max 8 characters
    }
}
```

If `text` is empty, the bar will expand without label.

***

### **5. Key Bindings**

#### **Keys for Interactions**

Set the keys used for actions when `CommandEnabled` is set to false.

```lua
Config.Keys = {
    GrabAndDropKey = 289, -- Key to grab and release a person.
    GrabAndDropKeyString = '~INPUT_REPLAY_START_STOP_RECORDING_SECONDARY~', -- Key name for display.

    TaskEnterKey = 305, -- Key to put a person in the vehicle.
    TaskEnterKeyString = '~INPUT_REPLAY_STARTPOINT~' -- Key name for display.
}
```

*Refer to the* [*FiveM Control Reference*](https://docs.fivem.net/docs/game-references/controls/) *for a list of control codes.*

***

### **6. Language Library**

Edit the text displayed for different actions in multiple languages.


---

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