Config
All Prism Scripts contain various editable and unobscured files containing, exports, client
and server functions, configuration methods and more.
and server functions, configuration methods and more.
config.lua
local Config = {}
-- Locale for UI and messages: "en", "pl", etc. Must match a file in locales/*.lua
-- Available Locales: en, de, es, pl, fr, pl, pt-br, pt
Config.Locale = "en"
Config.Debug = true
Config.PrimaryColor = "#BEEE11"
-- The maximum time in seconds a damage persists.
-- Example: you get punched by an NPC, 6 seconds later you die (for whatever reason), the damage will not be marked in the UI because you set this value to 5.
Config.MaxDamageTime = 10
-- if `enabled`, it will update the `name` player state bag on death/respawn.
Config.DeathStatebag = {
enabled = true,
name = "prismDead"
}
-- set to false if you have scripts that handle death animations for you
-- for example esx_ambulancejob, wasabi_ambulance, etc...
Config.UsePrismDeathSystem = true
-- interval in seconds to refresh dispatch distance for every dead player
-- note: too low values may cause performance issues in higher-player servers (+500)
Config.DistanceRefreshInterval = 5
-- Time before optional respawn
Config.TimerDuration = 60
-- Time before it forces respawn
Config.BleedoutTimer = 120
-- Important only if you have wasabi_ambulance
-- After respawning, do you want to be spawned and checked in the same way wasabi does it?
-- If false, it will use our system
-- You can keep this true if you don't have wasabis ambulance job, dont worry.
Config.UseWasabiRecoverySystem = true
-- Enable users to select the hospital they want to spawn in? (Check Config.RespawnCoords)
-- If false, it will automatically select the first element of RespawnCoords
-- Will NOT work with wasabi_ambulance & Config.UseWasabiRecoverySystem
Config.EnableHospitalChoice = true
-- respawn the player at nearest hospital?
-- (this applies if EnableHospitalChoice is false or if player bleeds out)
Config.RespawnAtNearestHospital = true
Config.DeathSettings = {
disablePauseMenu = true, -- set to true if you want us to disable pause menu on death
hideRadar = true, -- hide minimap during death?
DisableControls = {
enabled = true, -- set to false if you dont want us to disable controls during death
keys = {
245, -- T (Chat)
},
}
}
-- an additional function that will be called while player is dead. you can add your own stuff in here
-- this function will be called every 100ms
Config.deadLoopFunciton = function()
local ped = cache.ped
-- making sure player has "godmode" when dead
SetEntityInvincible(ped, true)
SetEntityCanBeDamaged(ped, false)
end
-- list of locations player can choose from after clicking "Respawn" in the UI
Config.RespawnCoords = {
{ name = "Hospital Los Santos", coords = vector4(-71.5070, -1508.3101, 33.4361, 225.2589) }
}
Config.SyncCooldown = 5 -- in seconds
Config.DispatchCooldown = 60 * 5 -- in seconds ( 5 minutes )
Config.DeathAnimation = {
enabled = true, -- if enabled, it will still wait for user to stop, so the death looks natural (it wont sync player instantly)
dict = {
vehicle = "veh@low@front_ps@idle_duck",
normal = "combat@damage@writhe"
},
clip = {
vehicle = "sit",
normal = "writhe_loop"
}
}
-- if no weapon has been detected, it uses this as the weapon image.
Config.FallbackWeaponImg = "https://r2.fivemanage.com/myip9JtGBS02f6UfP1WKm/Fist-icon.webp"
return Config
What each setting does
General
Config.Locale: Which locale file to use for UI text (example:"en").Config.Debug: Extra prints/logs for troubleshooting.Config.PrimaryColor: Main UI color (hex).
Damage details
Config.MaxDamageTime: How long (seconds) a damage entry is considered “recent enough” to show in the UI after death.
Death system behavior
Config.UsePrismDeathSystem: Iftrue, Prism handles the death flow/animations. Setfalseif your ambulance script already forces its own death/writhe/animation logic.Config.DistanceRefreshInterval: How often (seconds) the dispatch distance updates for dead players. Higher player counts should avoid very low values.
State bag (developer-friendly)
Config.DeathStatebag.enabled: Iftrue,prism_deathscreenupdates a state bag on death/respawn.Config.DeathStatebag.name: State bag name to write to (default:prismDead).- When enabled, scripts can check
Player(serverId).state[Config.DeathStatebag.name]to see who is dead.
- When enabled, scripts can check
Respawn timers
Config.TimerDuration: When the “Respawn” option becomes available (seconds).Config.BleedoutTimer: When respawn is forced (seconds).
Wasabi compatibility
Config.UseWasabiRecoverySystem: Only matters forwasabi_ambulance. Iftrue, respawn/recovery follows Wasabi’s flow.Config.EnableHospitalChoice: Let players pick a hospital fromConfig.RespawnCoords.- If
false, the first entry is used. - Not compatible with
wasabi_ambulancewhenConfig.UseWasabiRecoverySystem = true.
- If
Config.RespawnAtNearestHospital: If hospital choice is disabled (or player bleeds out), spawn at the nearest hospital.
UI/controls during death
Config.DeathSettings.disablePauseMenu: Disables ESC menu while dead.Config.DeathSettings.hideRadar: Hides minimap while dead.Config.DeathSettings.DisableControls: Disable specific controls while dead.keys: Control IDs to disable (example:245= chat key).
Advanced hooks
Config.deadLoopFunciton: A function called every 100ms while dead.- Use this to add server-specific logic while a player is dead.
Respawn locations
Config.RespawnCoords: List of hospitals the player can choose from.- Each entry is
{ name, coords = vector4(x, y, z, heading) }.
- Each entry is
Dispatch & syncing
Config.SyncCooldown: Cooldown for syncing death state (seconds).Config.DispatchCooldown: Cooldown for dispatch actions (seconds).
Death animation config
Config.DeathAnimation.enabled: If enabled, waits for the player to stop so the death looks natural (doesn’t instantly snap/sync).dict/clip: Separate animation dict/clip for vehicle vs normal deaths.
Weapon image fallback
Config.FallbackWeaponImg: Image used when no weapon was detected.
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