Files
red-valley/resources/[framework]/[base]/[jobs]/[citizen]/17mov_WindowCleaning/Config.lua

599 lines
40 KiB
Lua

Config = {}
Config.useModernUI = true -- In March 2023 the jobs have passed huge rework, and the UI has been changed. Set it to false, to use OLD no longer supported UI.
Config.splitReward = true -- This option work's only when useModernUI is false. If this option is true, the payout is: (Config.OnePercentWorth * Progress ) / PartyCount, if false then: (Config.OnePercentWorth * Progress)
Config.UseBuiltInNotifications = false -- Set to false if you want to use ur framework notification style. Otherwise, the built in modern notifications will be used.=
Config.letBossSplitReward = true -- If it's true, then boss can manage whole party rewards percent in menu. If you'll set it to false, then everybody will get same amount.
Config.multiplyRewardWhileWorkingInGroup = true -- If it's false, then reward will stay by default. For example $1000 for completing whole job. If you'll set it to true, then the payout will depend on how many players is there in the group. For example, if for full job there's $1000, then if player will work in 4 member group, the reward will be $4000. (baseReward * partyCount)
Config.DefaultBucket = 0 -- Set here default bucket for your server. If you dont know what's it, leave it as 0.
Config.UseTarget = true -- Change it to true if you want to use a target system. All setings about the target system are under target.lua file.
Config.RequiredJob = "windowcleaner" -- Set to "none" if you dont want using jobs. If you are using target, you have to set "job" parameter inside every export in target.lua
Config.RequireJobAlsoForFriends = true -- If it's false, then only host needs to have the job, if it's true then everybody from group needs to have the Config.RequiredJob
Config.RequireOneFriendMinimum = false -- Set to true if you want to force players to create teams
Config.JobVehicleModel = "17mov_WindowCar" -- Model of the company car
Config.EnableVehicleTeleporting = true -- If its true, then the script will teleport the host to the company vehicle. If its false, then the company vehicle will apeear, but the whole squad need to go enter the car manually
Config.PenaltyAmount = 500 -- Penalty that is levied when a player finishes work without a company vehicle
Config.DeleteVehicleWithPenalty = false -- Delete Vehicle even if its not company veh
Config.DontPayRewardWithoutVehicle = false -- Set to true if you want to dont pay reward to players who want's to end without company vehicle (accepting the penalty)
Config.JobCooldown = 0 * 60 -- 10 * 60 -- 0 minutes cooldown between making jobs (in brackets there's example for 10 minutes)
Config.GiveKeysToAllLobby = true -- Set to false if you want to give keys only for group creator while starting job
Config.ProgressBarOffset = "25px" -- Value in px of counter offset on screen
Config.ProgressBarAlign = "bottom-right" -- Align of the progressbar
-- ^ Options: top-left, top-center, top-right, bottom-left, bottom-center, bottom-right
Config.RewardItemsToGive = {
-- {
-- item_name = "water",
-- chance = 100,
-- amountPerWindow = 1,
-- },
}
Config.HamperGoUpControl = 188 -- Button with which the platform rises. See https://docs.fivem.net/docs/game-references/controls/ for more info
Config.HamperGoDownControl = 187 -- Button with which the platform lowers. ^^
Config.RequireWorkClothes = true -- Set it to true, to change players clothes everytime when they're starting job.
Config.RequiredItem = "none" -- Set it to anything you want, to require players to have some item in their inventory before they start the job
Config.RequireItemFromWholeTeam = true -- If it's false, then only host needs to have the required item, otherwise all team needs it.
Config.RestrictBlipToRequiredJob = false -- Set to true, to hide job blip for players, who dont have RequiredJob. If requried job is "none", then this option will not have any effect.
Config.Blips = { -- Here you can configure Company blip.
[1] = {
Sprite = 351,
Color = 0,
Scale = 0.9,
Pos = vec3(-1243.98, -1240.71, 11.03),
Label = 'Loc de Munca Spalator de Geamuri'
},
}
Config.MarkerSettings = { -- used only when Config.UseTarget = false. Colors of the marker. Active = when player stands inside the marker.
Active = {
r = 13,
g = 227,
b = 255,
a = 200,
},
UnActive = {
r = 13,
g = 106,
b = 255,
a = 200,
}
}
Config.WindowMarkerSetting = {
--
-- Here you can configure marker that is displaying on platform to clean window
--
unActiveColor = {163, 21, 21, 150},
acviteColor = {255, 153, 20, 150},
scale = {0.3, 0.3, 0.3},
type = 2
}
Config.Locations = { -- Here u can change all of the base job locations.
DutyToggle = {
Coords = {
vec3(-1243.98, -1240.71, 11.03),
},
CurrentAction = 'open_dutyToggle',
CurrentActionMsg = 'Apasa ~INPUT_CONTEXT~ pentru a ~y~incepe/termina~s~ munca.',
type = 'duty',
scale = {x = 1.0, y = 1.0, z = 1.0}
},
FinishJob = {
Coords = {
vec3(-1231.34, -1225.93, 6.9),
},
CurrentAction = 'finish_job',
CurrentActionMsg = 'Apasa ~INPUT_CONTEXT~ pentru a ~y~termina ~s~munca.',
scale = {x = 3.0, y = 3.0, z = 3.0}
},
}
Config.SpawnPoint = vec4(-1231.34, -1225.93, 6.9, 73.52) -- Company car spawn point
Config.Price = 5 -- Means $5 per one window, so the full reward depends on current location
Config.EnableCloakroom = true -- if false, then you can't see the Cloakroom button under Work Menu
Config.Clothes = {
male = {
["mask"] = {clotheId = 0, variation = 0},
["arms"] = {clotheId = 64, variation = 0},
["pants"] = {clotheId = 38, variation = 2},
["bag"] = {clotheId = 0, variation = 0},
["shoes"] = {clotheId = 25, variation = 0},
["t-shirt"] = {clotheId = 15, variation = 0},
["torso"] = {clotheId = 65, variation = 2},
["decals"] = {clotheId = 0, variation = 0},
["kevlar"] = {clotheId = 0, variation = 0},
},
female = {
["mask"] = {clotheId = 0, variation = 0},
["arms"] = {clotheId = 75, variation = 0},
["pants"] = {clotheId = 38, variation = 3},
["bag"] = {clotheId = 0, variation = 0},
["shoes"] = {clotheId = 25, variation = 0},
["t-shirt"] = {clotheId = 15, variation = 0},
["torso"] = {clotheId = 59, variation = 3},
["decals"] = {clotheId = 0, variation = 0},
["kevlar"] = {clotheId = 0, variation = 0},
}
}
Config.Lang = {
-- Here you can change all translations used in client.lua, and server.lua. Dont forget to translate it also under the HTML and JS file.
-- Client
["no_permission"] = "Doar liderul echipei poate face asta!",
["keybind"] = 'Interactiune Marker Spalator de Geamuri',
["too_far"] = "Echipa ta a inceput lucrul, dar esti prea departe de sediu",
["kicked"] = "L-ai dat afara pe %s din echipa",
["alreadyWorking"] = "Mai intai, termina comanda anterioara",
["quit"] = "Ai parasit echipa",
["nobodyNearby"] = "Nu este nimeni in apropiere",
["enterPlatform"] = "Urca pe platforma si incepe munca",
["exitPlatform"] = "Coboara de pe platforma",
["cleanWindowInfo"] = "Apasa ~INPUT_CONTEXT~ pentru a ~y~incepe~s~ curatarea geamului",
["spawnpointOccupied"] = "Locul de parcare al masinii este ocupat",
["notADriver"] = "Trebuie sa fii soferul vehiculului pentru a termina munca",
["someoneIsAlreadyCleaning"] = "Cineva curata deja acest geam",
["cantInvite"] = "Pentru a putea invita mai multe persoane, trebuie sa termini mai intai munca",
["wrongReward1"] = "Procentul de plata trebuie sa fie intre 0 si 100",
["wrongReward2"] = "Procentul total al tuturor platilor a depasit 100%",
["tutorial1"] = "Meseria consta in curatarea geamurilor blocurilor de apartamente, locatia jobului tau curent a fost desemnata. Mergi la locatie si incepe munca acolo. Odata ce ajungi pe acoperis, incepe sa cureti geamurile. Poti termina munca oricand doresti, plata ta depinde de cate geamuri cureti. Cand vrei sa termini munca, intoarce-te la baza si returneaza masina companiei. Cand termini de curatat toate geamurile, trebuie sa mergi la baza pentru a-ti primi plata",
["tutorial2"] = "Esti pe platforma! Sarcina ta este sa cureti geamurile de sub tine. Liderul echipei poate misca platforma cu sagetile de pe tastatura. In partea de sus exista un text cu care poti cobori de pe platforma. Aceasta este si o iesire de urgenta in cazul in care unul dintre membrii echipei cade. Folosirea acestui buton de catre o persoana va transporta intreaga echipa jos. Pentru ca geamul sa fie considerat spalat, trebuie sa stergi cel putin 95% din suprafata",
["partyIsFull"] = "Invitatia nu a putut fi trimisa, grupul tau este plin",
["inviteSent"] = "Invitatie trimisa!",
["youCanControl"] = "Ceva nu a mers bine cu liderul echipei tale. De acum, tu poti controla platforma",
["cantLeaveLobby"] = "Nu poti parasi lobby-ul in timp ce lucrezi. Mai intai, termina munca.",
["targetLocation"] = "Locatia Tinta",
-- Server
["isAlreadyHost"] = "Acest jucator conduce propria echipa.",
["isBusy"] = "Acest jucator apartine deja unei alte echipe.",
["hasActiveInvite"] = "Acest jucator are deja o invitatie activa de la cineva.",
["HaveActiveInvite"] = "Ai deja o invitatie activa de a te alatura echipei.",
["InviteDeclined"] = "Invitatia ta a fost refuzata.",
["InviteAccepted"] = "Invitatia ta a fost acceptata!",
["error"] = "A aparut o problema la alaturarea echipei. Te rugam sa incerci din nou mai tarziu.",
["kickedOut"] = "Ai fost dat afara din echipa!",
["reward"] = "Ai primit o plata de $",
["RequireOneFriend"] = "Aceasta munca necesita cel putin un membru in echipa",
["penalty"] = "Ai platit o amenda in valoare de ",
["clientsPenalty"] = "Liderul echipei a acceptat penalizarea. Nu ai primit plata",
["emergencyStop"] = "Un membru al echipei a fost ranit. Te-am transportat jos",
["tooFar"] = "Unul dintre jucatori s-a indepartat prea mult de platforma. Te-am mutat la parter",
["dontHaveReqItem"] = "Tu sau cineva din echipa ta nu are obiectul necesar pentru a incepe munca",
["notEverybodyHasRequiredJob"] = "Nu toti prietenii tai au meseria necesara",
["someoneIsOnCooldown"] = "%s nu poate incepe munca acum (cooldown: %s)",
["hours"] = "h",
["minutes"] = "m",
["seconds"] = "s",
["newBoss"] = "Liderul anterior al lobby-ului a parasit serverul. Tu esti acum liderul echipei",
}
Config.JobLocations = {
{
enterCoords = vec3(-664.21, 314.0, 83.09), -- "[E] | To Enter Platform", coords of where people can get teleported to platform
exitCoords = vec3(-643.98, 305.26, 140.23), -- coords where people can get teleported back to enter coords
hamperModel = "prop_bmu_02_ld",
handleModel = "prop_bmu_02_ld_sup",
hamperForwardOffsetFromHandle = 2.95, -- How long should be gap between handle and hamper. Leave default if you didnt change handle or hamper model
handleCoords = vec3(-643.7225, 308.202667, 137.838364), -- Handle coords (somehere on roof)
handleRotation = {
x = 0.0,
y = 0.0,
z = -185.0,
},
hamperMaxZ = 140, -- Maximum Z coord that hamper can go
hamperMinZ = 95.3, -- ^^ Same but minimum
windowsLocations = {
[1] = { coords = vector3(-646.47, 306.12, 138.6), dirty = true},
[2] = { coords = vector3(-644.49, 305.84, 138.6), dirty = true},
[3] = { coords = vector3(-640.55, 305.41, 138.6), dirty = true},
[4] = { coords = vector3(-646.47, 306.12, 135.5), dirty = true},
[5] = { coords = vector3(-642.5, 305.68, 135.5), dirty = true},
[6] = { coords = vector3(-640.55, 305.41, 135.5), dirty = true},
[7] = { coords = vector3(-646.47, 306.12, 132.2), dirty = true},
[8] = { coords = vector3(-644.49, 305.84, 132.2), dirty = true},
[9] = { coords = vector3(-642.5, 305.68, 132.2), dirty = true},
[10] = { coords = vector3(-646.47, 306.12, 128.9), dirty = true},
[11] = { coords = vector3(-644.49, 305.84, 128.9), dirty = true},
[12] = { coords = vector3(-642.5, 305.68, 128.9), dirty = true},
[13] = { coords = vector3(-646.47, 306.12, 125.6), dirty = true},
[14] = { coords = vector3(-642.5, 305.68, 125.6), dirty = true},
[15] = { coords = vector3(-640.55, 305.41, 125.6), dirty = true},
[16] = { coords = vector3(-646.47, 306.12, 122.3), dirty = true},
[17] = { coords = vector3(-644.49, 305.84, 122.3), dirty = true},
[18] = { coords = vector3(-642.5, 305.68, 122.3), dirty = true},
[19] = { coords = vector3(-644.49, 305.84, 119.0), dirty = true},
[20] = { coords = vector3(-642.5, 305.68, 119.0), dirty = true},
[21] = { coords = vector3(-640.55, 305.41, 119.0), dirty = true},
[22] = { coords = vector3(-646.47, 306.12, 115.7), dirty = true},
[23] = { coords = vector3(-642.5, 305.68, 115.7), dirty = true},
[24] = { coords = vector3(-640.55, 305.41, 115.7), dirty = true},
[25] = { coords = vector3(-644.49, 305.84, 112.4), dirty = true},
[26] = { coords = vector3(-642.5, 305.68, 112.4), dirty = true},
[27] = { coords = vector3(-640.55, 305.41, 112.4), dirty = true},
[28] = { coords = vector3(-644.49, 305.84, 109.1), dirty = true},
[29] = { coords = vector3(-642.5, 305.68, 109.1), dirty = true},
[30] = { coords = vector3(-640.55, 305.41, 109.1), dirty = true},
[31] = { coords = vector3(-646.47, 306.12, 105.8), dirty = true},
[32] = { coords = vector3(-644.49, 305.84, 105.8), dirty = true},
[33] = { coords = vector3(-640.55, 305.41, 105.8), dirty = true},
[34] = { coords = vector3(-644.49, 305.84, 102.5), dirty = true},
[35] = { coords = vector3(-642.5, 305.68, 102.5), dirty = true},
[36] = { coords = vector3(-640.55, 305.41, 102.5), dirty = true},
[37] = { coords = vector3(-646.47, 306.12, 99.2), dirty = true},
[38] = { coords = vector3(-644.49, 305.84, 99.2), dirty = true},
[39] = { coords = vector3(-640.55, 305.41, 99.2), dirty = true},
[40] = { coords = vector3(-646.47, 306.12, 95.9), dirty = true},
[41] = { coords = vector3(-644.49, 305.84, 95.9), dirty = true},
[42] = { coords = vector3(-640.55, 305.41, 95.9), dirty = true},
}
},
{
enterCoords = vector3(375.37, -688.21, 29.26), -- "[E] | To Enter Platform", coords of where people can get teleported to platform
exitCoords = vector3(389.19, -687.66, 86.95), -- coords where people can get teleported back to enter coords
hamperModel = "prop_bmu_02_ld",
handleModel = "prop_bmu_02_ld_sup",
hamperForwardOffsetFromHandle = 2.95, -- How long should be gap between handle and hamper. Leave default if you didnt change handle or hamper model
handleCoords = vec3(389.2303, -690.096863, 84.5583344), -- Handle coords (somehere on roof)
handleRotation = {
x = 0.0,
y = 0.0,
z = -5.0,
},
hamperMaxZ = 86.7896652, -- Maximum Z coord that hamper can go
hamperMinZ = 56.2210464, -- ^^ Same but minimum
windowsLocations = {
[1] = { coords = vector3(387.47, -687.52, 76.03), dirty = true},
[2] = { coords = vector3(389.46, -687.68, 76.03), dirty = true},
[3] = { coords = vector3(391.45, -687.92, 76.03), dirty = true},
[4] = { coords = vector3(387.47, -687.52, 72.23), dirty = true},
[5] = { coords = vector3(389.46, -687.68, 72.23), dirty = true},
[6] = { coords = vector3(391.45, -687.92, 72.23), dirty = true},
[7] = { coords = vector3(387.47, -687.52, 68.43), dirty = true},
[8] = { coords = vector3(389.46, -687.68, 68.43), dirty = true},
[9] = { coords = vector3(391.45, -687.92, 68.43), dirty = true},
[10] = { coords = vector3(387.47, -687.52, 64.63), dirty = true},
[11] = { coords = vector3(389.46, -687.68, 64.63), dirty = true},
[12] = { coords = vector3(391.45, -687.92, 64.63), dirty = true},
[13] = { coords = vector3(387.47, -687.52, 60.83), dirty = true},
[14] = { coords = vector3(389.46, -687.68, 60.83), dirty = true},
[15] = { coords = vector3(391.45, -687.92, 60.83), dirty = true},
[16] = { coords = vector3(387.47, -687.52, 57.03), dirty = true},
[17] = { coords = vector3(389.46, -687.68, 57.03), dirty = true},
[18] = { coords = vector3(391.45, -687.92, 57.03), dirty = true},
[19] = { coords = vector3(391.04, -687.83, 80.86), dirty = true},
[20] = { coords = vector3(389.51, -687.67, 80.86), dirty = true},
[21] = { coords = vector3(387.71, -687.55, 80.86), dirty = true},
}
},
{
enterCoords = vector3(328.71, -994.45, 29.32), -- "[E] | To Enter Platform", coords of where people can get teleported to platform
exitCoords = vector3(338.23, -963.71, 80.83), -- coords where people can get teleported back to enter coords
hamperModel = "prop_bmu_02_ld",
handleModel = "prop_bmu_02_ld_sup",
hamperForwardOffsetFromHandle = 2.95, -- How long should be gap between handle and hamper. Leave default if you didnt change handle or hamper model
handleCoords = vec3(337.035553, -966.0, 77.71907), -- Handle coords (somehere on roof)
handleRotation = {
x = 0.0,
y = 0.0,
z = -2.0,
},
hamperMaxZ = 79.92822, -- Maximum Z coord that hamper can go
hamperMinZ = 50.18641, -- ^^ Same but minimum
windowsLocations = {
[1] = { coords = vector3(340.36, -963.55, 74.22), dirty = true},
[2] = { coords = vector3(337.56, -963.6, 74.22), dirty = true},
[3] = { coords = vector3(334.8, -963.49, 74.22), dirty = true},
[4] = { coords = vector3(340.36, -963.55, 70.2), dirty = true},
[5] = { coords = vector3(337.56, -963.6, 70.2), dirty = true},
[6] = { coords = vector3(334.8, -963.49, 70.2), dirty = true},
[7] = { coords = vector3(340.36, -963.55, 66.18), dirty = true},
[8] = { coords = vector3(337.56, -963.6, 66.18), dirty = true},
[9] = { coords = vector3(334.8, -963.49, 66.18), dirty = true},
[10] = { coords = vector3(340.36, -963.55, 62.16), dirty = true},
[11] = { coords = vector3(337.56, -963.6, 62.16), dirty = true},
[12] = { coords = vector3(334.8, -963.49, 62.16), dirty = true},
[13] = { coords = vector3(340.36, -963.55, 58.14), dirty = true},
[14] = { coords = vector3(337.56, -963.6, 58.14), dirty = true},
[15] = { coords = vector3(334.8, -963.49, 58.14), dirty = true},
[16] = { coords = vector3(340.36, -963.55, 54.12), dirty = true},
[17] = { coords = vector3(337.56, -963.6, 54.12), dirty = true},
[18] = { coords = vector3(334.8, -963.49, 54.12), dirty = true},
[19] = { coords = vector3(340.36, -963.55, 50.1), dirty = true},
[20] = { coords = vector3(337.56, -963.6, 50.1), dirty = true},
[21] = { coords = vector3(334.8, -963.49, 50.1), dirty = true},
}
},
{
enterCoords = vector3(-197.32, -831.39, 30.75), -- "[E] | To Enter Platform", coords of where people can get teleported to platform
exitCoords = vector3(-199.7, -858.87, 119.0), -- coords where people can get teleported back to enter coords
hamperModel = "prop_bmu_02_ld",
handleModel = "prop_bmu_02_ld_sup",
hamperForwardOffsetFromHandle = 2.95, -- How long should be gap between handle and hamper. Leave default if you didnt change handle or hamper model
handleCoords = vec3(-202.228485, -857.9096, 116.418671), -- Handle coords (somehere on roof)
handleRotation = {
x = 0.0,
y = 0.0,
z = -110.0,
},
hamperMaxZ = 118.661781, -- Maximum Z coord that hamper can go
hamperMinZ = 77.2183151, -- ^^ Same but minimum
windowsLocations = {
[1] = { coords = vector3(-200.64, -860.57, 116.06), dirty = true},
[2] = { coords = vector3(-199.91, -858.61, 116.06), dirty = true},
[3] = { coords = vector3(-198.44, -854.83, 116.06), dirty = true},
[4] = { coords = vector3(-201.19, -862.31, 112.56), dirty = true},
[5] = { coords = vector3(-199.91, -858.61, 112.56), dirty = true},
[6] = { coords = vector3(-199.23, -856.74, 112.56), dirty = true},
[7] = { coords = vector3(-199.91, -858.61, 109.06), dirty = true},
[8] = { coords = vector3(-199.23, -856.74, 109.06), dirty = true},
[9] = { coords = vector3(-198.44, -854.83, 109.06), dirty = true},
[10] = { coords = vector3(-201.19, -862.31, 105.56), dirty = true},
[11] = { coords = vector3(-200.64, -860.57, 105.56), dirty = true},
[12] = { coords = vector3(-199.23, -856.74, 105.56), dirty = true},
[13] = { coords = vector3(-199.91, -858.61, 102.06), dirty = true},
[14] = { coords = vector3(-199.23, -856.74, 102.06), dirty = true},
[15] = { coords = vector3(-198.44, -854.83, 102.06), dirty = true},
[16] = { coords = vector3(-200.64, -860.57, 98.56), dirty = true},
[17] = { coords = vector3(-199.23, -856.74, 98.56), dirty = true},
[18] = { coords = vector3(-198.44, -854.83, 98.56), dirty = true},
[19] = { coords = vector3(-201.19, -862.31, 95.06), dirty = true},
[20] = { coords = vector3(-199.91, -858.61, 95.06), dirty = true},
[21] = { coords = vector3(-198.44, -854.83, 95.06), dirty = true},
[22] = { coords = vector3(-200.64, -860.57, 91.56), dirty = true},
[23] = { coords = vector3(-199.91, -858.61, 91.56), dirty = true},
[24] = { coords = vector3(-198.44, -854.83, 91.56), dirty = true},
[25] = { coords = vector3(-201.19, -862.31, 88.06), dirty = true},
[26] = { coords = vector3(-200.64, -860.57, 88.06), dirty = true},
[27] = { coords = vector3(-199.91, -858.61, 88.06), dirty = true},
[28] = { coords = vector3(-199.91, -858.61, 84.56), dirty = true},
[29] = { coords = vector3(-199.23, -856.74, 84.56), dirty = true},
[30] = { coords = vector3(-198.44, -854.83, 84.56), dirty = true},
[31] = { coords = vector3(-201.19, -862.31, 81.06), dirty = true},
[32] = { coords = vector3(-199.91, -858.61, 81.06), dirty = true},
[33] = { coords = vector3(-199.23, -856.74, 81.06), dirty = true},
[34] = { coords = vector3(-201.19, -862.31, 77.56), dirty = true},
[35] = { coords = vector3(-200.64, -860.57, 77.56), dirty = true},
[36] = { coords = vector3(-199.91, -858.61, 77.56), dirty = true},
}
},
{
enterCoords = vector3(-210.8, -723.29, 33.53), -- "[E] | To Enter Platform", coords of where people can get teleported to platform
exitCoords = vector3(-189.84, -757.97, 217.54), -- coords where people can get teleported back to enter coords
hamperModel = "prop_bmu_02_ld",
handleModel = "prop_bmu_02_ld_sup",
hamperForwardOffsetFromHandle = 2.95, -- How long should be gap between handle and hamper. Leave default if you didnt change handle or hamper model
handleCoords = vec3(-189.0472, -755.655762, 215.131927), -- Handle coords (somehere on roof)
handleRotation = {
x = 0.0,
y = 0.0,
z = 160.0,
},
hamperMaxZ = 217.31929, -- Maximum Z coord that hamper can go
hamperMinZ = 160.698044, -- ^^ Same but minimum
windowsLocations = {
[1] = { coords = vector3(-193.02, -756.86, 208.89), dirty = true},
[2] = { coords = vector3(-191.82, -757.21, 208.89), dirty = true},
[3] = { coords = vector3(-189.37, -758.03, 208.89), dirty = true},
[4] = { coords = vector3(-193.02, -756.86, 204.89), dirty = true},
[5] = { coords = vector3(-191.82, -757.21, 204.89), dirty = true},
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[7] = { coords = vector3(-191.82, -757.21, 200.89), dirty = true},
[8] = { coords = vector3(-190.65, -757.64, 200.89), dirty = true},
[9] = { coords = vector3(-186.58, -759.23, 200.89), dirty = true},
[10] = { coords = vector3(-191.82, -757.21, 196.89), dirty = true},
[11] = { coords = vector3(-189.37, -758.03, 196.89), dirty = true},
[12] = { coords = vector3(-187.84, -758.66, 196.89), dirty = true},
[13] = { coords = vector3(-193.02, -756.86, 192.89), dirty = true},
[14] = { coords = vector3(-189.37, -758.03, 192.89), dirty = true},
[15] = { coords = vector3(-186.58, -759.23, 192.89), dirty = true},
[16] = { coords = vector3(-193.02, -756.86, 188.89), dirty = true},
[17] = { coords = vector3(-189.37, -758.03, 188.89), dirty = true},
[18] = { coords = vector3(-186.58, -759.23, 188.89), dirty = true},
[19] = { coords = vector3(-191.82, -757.21, 184.89), dirty = true},
[20] = { coords = vector3(-189.37, -758.03, 184.89), dirty = true},
[21] = { coords = vector3(-187.84, -758.66, 184.89), dirty = true},
[22] = { coords = vector3(-191.82, -757.21, 180.89), dirty = true},
[23] = { coords = vector3(-189.37, -758.03, 180.89), dirty = true},
[24] = { coords = vector3(-187.84, -758.66, 180.89), dirty = true},
[25] = { coords = vector3(-190.65, -757.64, 176.89), dirty = true},
[26] = { coords = vector3(-189.37, -758.03, 176.89), dirty = true},
[27] = { coords = vector3(-187.84, -758.66, 176.89), dirty = true},
[28] = { coords = vector3(-191.82, -757.21, 172.89), dirty = true},
[29] = { coords = vector3(-190.65, -757.64, 172.89), dirty = true},
[30] = { coords = vector3(-187.84, -758.66, 172.89), dirty = true},
[31] = { coords = vector3(-191.82, -757.21, 168.89), dirty = true},
[32] = { coords = vector3(-190.65, -757.64, 168.89), dirty = true},
[33] = { coords = vector3(-187.84, -758.66, 168.89), dirty = true},
[34] = { coords = vector3(-193.02, -756.86, 164.89), dirty = true},
[35] = { coords = vector3(-191.82, -757.21, 164.89), dirty = true},
[36] = { coords = vector3(-189.37, -758.03, 164.89), dirty = true},
[37] = { coords = vector3(-191.82, -757.21, 160.89), dirty = true},
[38] = { coords = vector3(-189.37, -758.03, 160.89), dirty = true},
[39] = { coords = vector3(-186.58, -759.23, 160.89), dirty = true},
}
},
{
enterCoords = vector3(109.5653, -637.0887, 44.2441), -- "[E] | To Enter Platform", coords of where people can get teleported to platform
exitCoords = vector3(130.1791, -669.6287, 252.4651), -- coords where people can get teleported back to enter coords
hamperModel = "prop_bmu_02_ld",
handleModel = "prop_bmu_02_ld_sup",
hamperForwardOffsetFromHandle = 2.95, -- How long should be gap between handle and hamper. Leave default if you didnt change handle or hamper model
handleCoords = vec3(126.9280, -666.1933, 250.1501), -- Handle coords (somehere on roof)
handleRotation = {
x = 0.0,
y = 0.0,
z = 170.0,
},
hamperMaxZ = 252.21929, -- Maximum Z coord that hamper can go
hamperMinZ = 197.698044, -- ^^ Same but minimum
windowsLocations = {
[1] = { coords = vector3(129.6522, -669.5507, 247.2810), dirty = true},
[2] = { coords = vector3(127.5557, -669.1326, 247.2810), dirty = true},
[3] = { coords = vector3(125.6129, -668.8827, 247.2810), dirty = true},
[4] = { coords = vector3(123.2881, -668.5654, 247.2810), dirty = true},
[5] = { coords = vector3(127.5557, -669.1326, 243.2810), dirty = true},
[6] = { coords = vector3(125.6129, -668.8827, 243.2810), dirty = true},
[7] = { coords = vector3(123.2881, -668.5654, 243.2810), dirty = true},
[8] = { coords = vector3(129.6522, -669.5507, 239.2810), dirty = true},
[9] = { coords = vector3(125.6129, -668.8827, 239.2810), dirty = true},
[10] = { coords = vector3(123.2881, -668.5654, 239.2810), dirty = true},
[11] = { coords = vector3(129.6522, -669.5507, 235.2810), dirty = true},
[12] = { coords = vector3(127.5557, -669.1326, 235.2810), dirty = true},
[13] = { coords = vector3(123.2881, -668.5654, 235.2810), dirty = true},
[14] = { coords = vector3(127.5557, -669.1326, 231.2810), dirty = true},
[15] = { coords = vector3(125.6129, -668.8827, 231.2810), dirty = true},
[16] = { coords = vector3(123.2881, -668.5654, 231.2810), dirty = true},
[17] = { coords = vector3(129.6522, -669.5507, 227.2810), dirty = true},
[18] = { coords = vector3(125.6129, -668.8827, 227.2810), dirty = true},
[19] = { coords = vector3(123.2881, -668.5654, 227.2810), dirty = true},
[20] = { coords = vector3(127.5557, -669.1326, 223.2810), dirty = true},
[21] = { coords = vector3(125.6129, -668.8827, 223.2810), dirty = true},
[22] = { coords = vector3(123.2881, -668.5654, 223.2810), dirty = true},
[23] = { coords = vector3(127.5557, -669.1326, 219.2810), dirty = true},
[24] = { coords = vector3(125.6129, -668.8827, 219.2810), dirty = true},
[25] = { coords = vector3(123.2881, -668.5654, 219.2810), dirty = true},
[27] = { coords = vector3(129.6522, -669.5507, 215.2810), dirty = true},
[28] = { coords = vector3(125.6129, -668.8827, 215.2810), dirty = true},
[29] = { coords = vector3(123.2881, -668.5654, 215.2810), dirty = true},
[30] = { coords = vector3(127.5557, -669.1326, 211.2810), dirty = true},
[31] = { coords = vector3(125.6129, -668.8827, 211.2810), dirty = true},
[32] = { coords = vector3(123.2881, -668.5654, 211.2810), dirty = true},
[33] = { coords = vector3(129.6522, -669.5507, 207.2810), dirty = true},
[34] = { coords = vector3(127.5557, -669.1326, 207.2810), dirty = true},
[35] = { coords = vector3(125.6129, -668.8827, 207.2810), dirty = true},
[36] = { coords = vector3(123.2881, -668.5654, 207.2810), dirty = true},
[37] = { coords = vector3(129.6522, -669.5507, 203.2810), dirty = true},
[38] = { coords = vector3(125.6129, -668.8827, 203.2810), dirty = true},
[39] = { coords = vector3(123.2881, -668.5654, 203.2810), dirty = true},
[40] = { coords = vector3(127.5557, -669.1326, 199.2810), dirty = true},
[41] = { coords = vector3(125.6129, -668.8827, 199.2810), dirty = true},
[42] = { coords = vector3(123.2881, -668.5654, 199.2810), dirty = true},
}
},
{
enterCoords = vector3(5.7248, -705.5075, 45.9730), -- "[E] | To Enter Platform", coords of where people can get teleported to platform
exitCoords = vector3(22.7237, -673.1738, 251.6654), -- coords where people can get teleported back to enter coords
hamperModel = "prop_bmu_02_ld",
handleModel = "prop_bmu_02_ld_sup",
hamperForwardOffsetFromHandle = 2.95, -- How long should be gap between handle and hamper. Leave default if you didnt change handle or hamper model
handleCoords = vec3(25.2413, -677.2581, 249.4135), -- Handle coords (somehere on roof)
handleRotation = {
x = 0.0,
y = 0.0,
z = 339.0,
},
hamperMaxZ = 252.01929, -- Maximum Z coord that hamper can go
hamperMinZ = 201.698044, -- ^^ Same but minimum
windowsLocations = {
[1] = { coords = vector3(24.3302, -673.7035, 247.5607), dirty = true},
[2] = { coords = vector3(26.1217, -674.4473, 247.5607), dirty = true},
[3] = { coords = vector3(27.8411, -675.0820, 247.5607), dirty = true},
[4] = { coords = vector3(28.9976, -675.5509, 247.5607), dirty = true},
[5] = { coords = vector3(28.9976, -675.5509, 243.5607), dirty = true},
[6] = { coords = vector3(27.8411, -675.0820, 243.5607), dirty = true},
[7] = { coords = vector3(24.3302, -673.7035, 243.5607), dirty = true},
[8] = { coords = vector3(24.3302, -673.7035, 239.5607), dirty = true},
[9] = { coords = vector3(26.1217, -674.4473, 239.5607), dirty = true},
[10] = { coords = vector3(28.9976, -675.5509, 239.5607), dirty = true},
[11] = { coords = vector3(26.1217, -674.4473, 235.5607), dirty = true},
[12] = { coords = vector3(27.8411, -675.0820, 235.5607), dirty = true},
[13] = { coords = vector3(28.9976, -675.5509, 235.5607), dirty = true},
[14] = { coords = vector3(24.3302, -673.7035, 231.5607), dirty = true},
[15] = { coords = vector3(26.1217, -674.4473, 231.5607), dirty = true},
[16] = { coords = vector3(28.9976, -675.5509, 231.5607), dirty = true},
[17] = { coords = vector3(28.9976, -675.5509, 227.5607), dirty = true},
[18] = { coords = vector3(27.8411, -675.0820, 227.5607), dirty = true},
[19] = { coords = vector3(24.3302, -673.7035, 227.5607), dirty = true},
[20] = { coords = vector3(28.9976, -675.5509, 223.5607), dirty = true},
[21] = { coords = vector3(27.8411, -675.0820, 223.5607), dirty = true},
[22] = { coords = vector3(24.3302, -673.7035, 223.5607), dirty = true},
[23] = { coords = vector3(24.3302, -673.7035, 219.5607), dirty = true},
[24] = { coords = vector3(26.1217, -674.4473, 219.5607), dirty = true},
[25] = { coords = vector3(28.9976, -675.5509, 219.5607), dirty = true},
[26] = { coords = vector3(26.1217, -674.4473, 215.5607), dirty = true},
[27] = { coords = vector3(27.8411, -675.0820, 215.5607), dirty = true},
[28] = { coords = vector3(28.9976, -675.5509, 215.5607), dirty = true},
[29] = { coords = vector3(24.3302, -673.7035, 211.5607), dirty = true},
[30] = { coords = vector3(26.1217, -674.4473, 211.5607), dirty = true},
[31] = { coords = vector3(28.9976, -675.5509, 211.5607), dirty = true},
[32] = { coords = vector3(28.9976, -675.5509, 207.5607), dirty = true},
[33] = { coords = vector3(27.8411, -675.0820, 207.5607), dirty = true},
[34] = { coords = vector3(24.3302, -673.7035, 207.5607), dirty = true},
[35] = { coords = vector3(24.3302, -673.7035, 203.5607), dirty = true},
[36] = { coords = vector3(26.1217, -674.4473, 203.5607), dirty = true},
[37] = { coords = vector3(27.8411, -675.0820, 203.5607), dirty = true},
[38] = { coords = vector3(28.9976, -675.5509, 203.5607), dirty = true},
}
},
{
enterCoords = vector3(-875.1889, -2110.3457, 9.9181), -- "[E] | To Enter Platform", coords of where people can get teleported to platform
exitCoords = vector3(-860.7228, -2110.9272, 97.2318), -- coords where people can get teleported back to enter coords
hamperModel = "prop_bmu_02_ld",
handleModel = "prop_bmu_02_ld_sup",
hamperForwardOffsetFromHandle = 2.95, -- How long should be gap between handle and hamper. Leave default if you didnt change handle or hamper model
handleCoords = vec3(-860.0433, -2115.9990, 95.2579), -- Handle coords (somehere on roof)
handleRotation = {
x = 0.0,
y = 0.0,
z = 316.0,
},
hamperMaxZ = 97.01929, -- Maximum Z coord that hamper can go
hamperMinZ = 45.698044, -- ^^ Same but minimum
windowsLocations = {
[1] = { coords = vector3(-860.9058, -2111.0933, 86.9263), dirty = true},
[2] = { coords = vector3(-858.9357, -2112.7170, 86.9263), dirty = true},
[3] = { coords = vector3(-856.9412, -2114.5820, 86.9263), dirty = true},
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[11] = { coords = vector3(-858.9357, -2112.7170, 74.9263), dirty = true},
[12] = { coords = vector3(-856.9412, -2114.5820, 74.9263), dirty = true},
[13] = { coords = vector3(-855.1094, -2116.4478, 70.9263), dirty = true},
[14] = { coords = vector3(-860.9058, -2111.0933, 70.9263), dirty = true},
[15] = { coords = vector3(-858.9357, -2112.7170, 70.9263), dirty = true},
[16] = { coords = vector3(-856.9412, -2114.5820, 66.9263), dirty = true},
[17] = { coords = vector3(-860.9058, -2111.0933, 66.9263), dirty = true},
[18] = { coords = vector3(-856.9412, -2114.5820, 66.9263), dirty = true},
[19] = { coords = vector3(-855.1094, -2116.4478, 62.9263), dirty = true},
[20] = { coords = vector3(-860.9058, -2111.0933, 62.9263), dirty = true},
[22] = { coords = vector3(-858.9357, -2112.7170, 62.9263), dirty = true},
[23] = { coords = vector3(-855.1094, -2116.4478, 58.9263), dirty = true},
[24] = { coords = vector3(-858.9357, -2112.7170, 58.9263), dirty = true},
[25] = { coords = vector3(-856.9412, -2114.5820, 58.9263), dirty = true},
[26] = { coords = vector3(-855.1094, -2116.4478, 54.9263), dirty = true},
[27] = { coords = vector3(-860.9058, -2111.0933, 54.9263), dirty = true},
[28] = { coords = vector3(-858.9357, -2112.7170, 54.9263), dirty = true},
[29] = { coords = vector3(-856.9412, -2114.5820, 50.9263), dirty = true},
[30] = { coords = vector3(-860.9058, -2111.0933, 50.9263), dirty = true},
[31] = { coords = vector3(-858.9357, -2112.7170, 50.9263), dirty = true},
[32] = { coords = vector3(-856.9412, -2114.5820, 46.9263), dirty = true},
[33] = { coords = vector3(-860.9058, -2111.0933, 46.9263), dirty = true},
[34] = { coords = vector3(-858.9357, -2112.7170, 46.9263), dirty = true},
}
},
}