Config

There are a couple new options to use for Particles. This should make it easier for you to add many weapons quicker! You can still of course use the default way of per weapon if you choose to have it on say 1 of 1 weapons!

Weapon Groups

With the weapon groups you can group all weapons that have the same class. Meaning all weapons classed as pistol will be able to use the particles. This makes it easier to add many weapons while still limiting some like Rocket Launchers.

Config.WeaponGroups = {
    ['GROUP_RIFLE'] = {
        asset = 'scr_fbi3',
        Particle = "scr_indep_fireworks",
    },
    ['GROUP_PISTOL'] = {
        asset = 'scr_fbi3',
        Particle = "scr_indep_fireworks",
    }
}

Ammo Types

With ammo types you can limit this to just certain ammos. These are default GTA Ammos and are mainly based on the weapon group. You can use WeaponGroups to accomplish the same thing basically but is an option if you prefer.

Config.AmmoTypes = {
    ['AMMO_RIFLE'] = {
        asset = 'scr_fbi3',
        Particle = "scr_fbi3_elec_sparks",
    },
}

Weapon Table

The Weapons table is where you can set the different weapons you want and the particles you want associated with that weapon. This is the default way the script is used!

Config.Weapons = { -- only used if config.UseGroupTypes and Config.UseAmmoType is false
    ["WEAPON_PISTOL"] = {
        WeaponItem = "WEAPON_PISTOL",
        asset = 'scr_fbi3',
        Particle = "scr_indep_fireworks",
    },
    ["WEAPON_GLOCK"] = {
        WeaponItem = "WEAPON_GLOCK",
        asset = 'scr_fbi3',
        Particle = "scr_indep_fireworks",
    },
    ["WEAPON_ASSAULTRIFLE"] = {
        WeaponItem = "WEAPON_ASSAULTRIFLE",
        asset = 'scr_indep_fireworks',
        isColored = true,
        Particle = "scr_indep_firework_burst_spawn",
        color = {6, 241, 53} -- color only works on certain particles finding new system for color
    },
}

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