βš—οΈProcessing Tables

After the plants have been set up, we can start setting up the processing tables.

To be able to use the processing tables, Config.EnableProcessing must be set to true in the Config!

Config.ShowIngrediants

If Config.ShowIngrediants is set to false, the exact items required to produce a drug are no longer displayed. It will only show how much of each item is needed.


Skill Check

It is possible to activate a skill check. If Config.ProccesingSkillCheck is set to true, the player must pass a skill check to be able to craft an item.

The skill check can be customized with Config.SkillCheck.

If the skill check is deactivated, the player only has to wait a certain amount of time and then receives the item.

More information about the skill check can be found here:


Config.ProcessingTables

The individual processing tables can now be configured here:

['weed_processing_table'] = {
        type = 'weed',
        model = 'bkr_prop_weed_table_01a', -- Exanples: bkr_prop_weed_table_01a, bkr_prop_meth_table01a, bkr_prop_coke_table01a
        recipes = { -- list of recipes for table
            ['joint'] = {
                label = 'Joint',
                ingrediants = {
                    ['weed_lemonhaze'] = 3,
                    ['paper'] = 1
                },
                outputs = {
                    ['joint'] = 2
                },
                processTime = 5,
                failChance = 15,
                animation = {
                    dict = 'anim@gangops@facility@servers@bodysearch@',
                    anim = 'player_search',
                }
            },
        }
    },
['weed_processing_table']

This is the name of the item to which this configuration is bound. The item can now be used to set up a table in the game.

model = 'bkr_prop_weed_table_01a'

The model of the processing table here can theoretically be used with any Fivem model.

Recipes

Each table can theoretically have an infinite number of recipes, how exactly a recipe must look is explained here

['joint'] = { -- uniqe name of the recipe
    label = 'Joint', -- name of the recipe in the menu
    ingrediants = { -- list of ingrediants 
        ['weed_lemonhaze'] = 3, -- ['item_name'] = amount
        ['paper'] = 1
    },
    outputs = {
        ['joint'] = 2 -- ['item_name'] = amount
    },
    processTime = 5, -- Time in seconds required to heart the item
    failChance = 15 -- Chances that the production will fail
    animation = {
        dict = 'anim@gangops@facility@servers@bodysearch@', -- Animation dict
        anim = 'player_search', -- Animation name
    }
},
List of animations that can be used

Last updated