🍔 Drink/Fryer/Grill/Pack
The setup for all of these is very similar so ill explain it all together.
Progress Bar Langauge Modification
Config.DrinkLang = {
drink_make = "Making a Drink..",
complete = "You have made a Drink",
missing = "You are missing ingredients!",
}
I have included default animations for you to use (In the emotes section you will be able to add your own)
To modify the global defaults you want to head to each respective section and change this config.
Config.DrinkAnims = { -- Default Drink Settings
time = 4000,
disableMovement = true,
disableCarMovement = false,
disableMouse = false,
disableCombat = true,
animDict = "mp_common",
anim = "givetake1_a",
flags = 8,
}
To add new crafting recipes you will need to modify the recipes section of each bit.
Config.DrinkRecipes = {
["burgershot"] = {
["burger-softdrink"] = {
label = "🥤 Soft Drink",
description = "1 Soda Syrup Required",
amount = 1,
ingredients = {
["burger-sodasyrup"] = 1,
},
basic_anim = "burgershot_drink" -- Will use the Basic Anim from Config.DrinkAnims
},
["burger-mshake"] = {
label = "🥤 Milkshake",
description = "1 Milkshake Formula",
amount = 1,
ingredients = {
["burger-mshakeformula"] = 1,
},
basic_anim = "burgershot_milkshake" -- Will use the Basic Anim from Config.DrinkAnims if set to true
},
}
}
if you set basic_anim to true then it will use the global default, if you set it to a string it will use whatever you inputted from Config.CustomAnimations
Setup The Targetting Stations
Config.DrinkStations = {
["burgershot1"] = { -- MustBeUnique Through the entire script
label = "Drink Maker",
icon = "far fa-clipboard",
menu_header = "🥤 Drink Menu 🥤",
close_title = "⬅ Close Menu",
location = vector3(-1190.82, -898.85, 14.45),
width = 2,
depth = 1,
heading = 212.32,
minz = 13.6,
maxz = 14.1,
distance = 2,
job = "burgershot",
recipe = "burgershot", -- Has to exist in Config.DrinkRecipes
},
}
For those not using the latest QB-Inventory you will need to modify the checks in HapticLib, relating to items to work with your inventory.
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