Give Weapon Attatchments

Hello,

I was wondering how I would create a script where you cannot use alternate melee with the taser equipped.

DisableControlAction( 0, 142, true )  -- MeleeAttackAlternate

WEAPON_STUNGUN = 0x3656C8C1

Any help appreciated

Thanks,
Scotty

1 Like

Possible try checking if the player is meleeing then clear their tasks? Not too sure on how you would do this any other way, nor am i sure my idea will work

1 Like

Ok, one more thing from my post before on FiveM Base. This does not seem to be working. It does not give me any weapons at all:

local cop = {
	{['i'] = 1, ['weapon'] = "WEAPON_TEARGAS"},
	{['i'] = 2, ['weapon'] = "WEAPON_COMBATPISTOL"},
	{['i'] = 3, ['weapon'] = "WEAPON_STUNGUN"},
	{['i'] = 4, ['weapon'] = "WEAPON_PUMPSHOTGUN"},
	{['i'] = 5, ['weapon'] = "WEAPON_CARBINERIFLE"},
	{['i'] = 6, ['weapon'] = "WEAPON_NIGHTSTICK"},
	{['i'] = 6, ['weapon'] = "WEAPON_FLASHLIGHT"},
}

RegisterNetEvent("yt:cop")
AddEventHandler("yt:cop", function()
 RemoveAllPedWeapons(GetPlayerPed(-1))
 local model = GetHashKey("s_m_y_sheriff_01")
    RequestModel(model)
    while not HasModelLoaded(model) do
        RequestModel(model)
        Citizen.Wait(0)
    end
    SetPlayerModel(PlayerId(), model)
    SetModelAsNoLongerNeeded(model)


local playerPed = GetPlayerPed(-1)
	for k,v in ipairs(cop) do
		Citizen.Trace("Weapon: "..v.i.." "..v.weapon.." Given to ".. playerPed) then
			GiveWeaponComponentToPed(ped, 0x83BF0278, 0x7BC4CDDC) --Carbine Rifle Flashlight
			GiveWeaponComponentToPed(ped, 0x83BF0278, 0xC164F53) --Carbine Rifle Grip
			GiveWeaponComponentToPed(ped, 0x83BF0278, 0xA0D89C42) --Carbine Rifle Scope
			GiveWeaponComponentToPed(ped, 0x5EF9FEC4, 0x359B7AAE) --Combat Pistol Flashlight
			GiveWeaponComponentToPed(ped, 0x1D073A89, 0x7BC4CDDC) --Pump Shotgun Flashlight
		end	
	end
end)
1 Like

Psst, the GiveWeaponComponentToPed only gives the attachment to the specified weapon im pretty sure, youd need to give the weapon then the component

This works for giving just weapons:

local cop = {
	{['i'] = 1, ['weapon'] = "WEAPON_TEARGAS"},
	{['i'] = 2, ['weapon'] = "WEAPON_COMBATPISTOL"},
	{['i'] = 3, ['weapon'] = "WEAPON_STUNGUN"},
	{['i'] = 4, ['weapon'] = "WEAPON_PUMPSHOTGUN"},
	{['i'] = 5, ['weapon'] = "WEAPON_CARBINERIFLE"},
	{['i'] = 6, ['weapon'] = "WEAPON_NIGHTSTICK"},
	{['i'] = 6, ['weapon'] = "WEAPON_FLASHLIGHT"},
}

RegisterNetEvent("yt:cop")
AddEventHandler("yt:cop", function()
 RemoveAllPedWeapons(GetPlayerPed(-1))
 local model = GetHashKey("s_m_y_sheriff_01")
    RequestModel(model)
    while not HasModelLoaded(model) do
        RequestModel(model)
        Citizen.Wait(0)
    end
    SetPlayerModel(PlayerId(), model)
    SetModelAsNoLongerNeeded(model)


local playerPed = GetPlayerPed(-1)
	for k,v in ipairs(cop) do
		Citizen.Trace("Weapon: "..v.i.." "..v.weapon.." Given to ".. playerPed)
	end
end)

Is it GiveWeaponToPed to give weapons normally?

yes, then use the component thing with the weapons hash and the attachment hash

1 Like

It should look like this?


RegisterNetEvent("yt:cop")
AddEventHandler("yt:cop", function()
 RemoveAllPedWeapons(GetPlayerPed(-1))
 local model = GetHashKey("s_m_y_sheriff_01")
    RequestModel(model)
    while not HasModelLoaded(model) do
        RequestModel(model)
        Citizen.Wait(0)
    end
    SetPlayerModel(PlayerId(), model)
    SetModelAsNoLongerNeeded(model)


local playerPed = GetPlayerPed(-1)
	for k,v in ipairs(cop) do
		GiveWeaponToPed(ped, 0x83BF0278)
		GiveWeaponToPed(ped, 0x5EF9FEC4)
		GiveWeaponToPed(ped, 0x1D073A89)
		GiveWeaponComponentToPed(ped, 0x83BF0278, 0x7BC4CDDC) --Carbine Rifle Flashlight
		GiveWeaponComponentToPed(ped, 0x83BF0278, 0xC164F53) --Carbine Rifle Grip
		GiveWeaponComponentToPed(ped, 0x83BF0278, 0xA0D89C42) --Carbine Rifle Scope
		GiveWeaponComponentToPed(ped, 0x5EF9FEC4, 0x359B7AAE) --Combat Pistol Flashlight
		GiveWeaponComponentToPed(ped, 0x1D073A89, 0x7BC4CDDC) --Pump Shotgun Flashlight
		end	
	end
end)



1 Like

Were should i put that in so it work? (sorry lol).