Installation

Welcome to the Dynamic Weapons installation guide, here you can learn how to install our product completely, by following each step, we'll get a clean and smooth installation where you won't find any problems.


Download and installation

Once you've purchased the asset in the store, you can retrieve it from your portal.

Simply drag the folder ux_dynamicweapons contained in the .zip file into your server's resource folder, add the line below to your server.cfg file and restart your server !

If you have any problems with the Escrow System, please read this page and do what it says.


Configuration

You can edit the /configs/config.lua file to adapt the script as you wish.

Start by modifying the framework on which your server runs, usually ESX or QBCore. The line to edit is the one below:

UXConfig.Framework = "esx" --[[
    "esx": ESX Legacy
    "qb": QBCore
    "esx": ESX Legacy
    "custom": Custom Framework, need to change /client/frameworks.lua and /server/frameworks.lua
]]

Adapt the script for inventory

If you use ox_inventory, you don't have much to configure. The script is preconfigured for ox_inventory, so if you have another inventory, you can of course make it work with it.

Client functions

The client functions to be edited are located in /client/frameworks.lua, some of which are already written for most inventories. If you're using a specific inventory that doesn't work like the ones already made, you may need to add some code to make it compatible.

Here you need to call the function that corresponds to what you want to return (one of the functions you've already written or one you've written yourself).

Warning ! If you write the function yourself, you must return a table as in this data example:

Server functions

Server functions are located in /server/frameworks.lua, and are the same as client functions. The difference is the way the data is retrieved, depending on the targeted player (source), otherwise the principle remains the same.

Warning ! If you write the function yourself, the principle of the function must remain the same as the client, except that the data retrieval corresponds to a specific player, and therefore takes the player's source as an argument, for example:

Last updated