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
Config = {}
-- Language setting for the paintball system (supported: "en" for English, "tr" for Turkish)
Config.Language = "en"
-- NPC Ped configuration for the paintball lobby entrance
Config.Ped = {
location = vector4(-271.54, -2032.61, 30.15, 257), -- Coordinates where the NPC will spawn (x, y, z, heading)
model = "u_m_y_rsranger_01", -- NPC model/skin to use
blipId = 419, -- Blip icon ID shown on the map
blipName = "Prism Paintball", -- Name displayed on the map blip
interactionDistance = 2.0 -- Maximum distance (in meters) from which players can interact with the NPC
}
-- Location where players will be teleported back after leaving a paintball match
Config.ReturnLocation = vector3(-268.32, -2033.57, 30.15)
-- Avatar provider settings for player profile pictures in the UI
Config.AvatarProvider = { type = '', apiKey = "", defaultUrl = "https://i.hizliresim.com/ebxqgcd.gif" } -- type: 'none' = use default avatar, 'discord' = fetch from Discord, 'steam' = fetch from Steam, apiKey: required if using a service on add server.cfg, defaultUrl: fallback image
-- Framework detection and configuration
Config.Framework = {
auto = true -- Automatically detect framework (QBCore, QBox, ESX)
}
-- UI interaction method settings
Config.UIOpen = {
drawtext = false, -- Use draw text interaction (3D text prompt)
target = true -- Use target system (ox_target, qb-target, etc.)
}
-- Enable Ox Inventory compatibility
Config.OxInvetory = true -- Set to true if using ox_inventory, false for default inventory
-- Available weapons in paintball matches
Config.Weapons = {
[1] = { model = "weapon_paintball", name = "Paintball Gun", ammo = 250, infinite = false, image = "https://docs.fivem.net/weapons/WEAPON_PISTOL.png" }, -- Custom paintball gun
[2] = { model = "weapon_pistol", name = "Standard Pistol", ammo = 250, infinite = false, image = "https://docs.fivem.net/weapons/WEAPON_PISTOL.png" }, -- Standard pistol
[3] = { model = "weapon_heavypistol", name = "Heavy Pistol", ammo = 250, infinite = false, image = "https://docs.fivem.net/weapons/WEAPON_HEAVYPISTOL.png" }, -- Heavy pistol
[4] = { model = "weapon_navyrevolver", name = "Navy Revolver", ammo = 250, infinite = false, image = "https://docs.fivem.net/weapons/WEAPON_NAVYREVOLVER.png" }, -- Navy revolver
[5] = { model = "weapon_heavyshotgun", name = "Heavy Shotgun", ammo = 250, infinite = false, image = "https://docs.fivem.net/weapons/WEAPON_HEAVYSHOTGUN.png" }, -- Heavy shotgun
[6] = { model = "weapon_dagger", name = "Gold Knife", ammo = 250, infinite = false, image = "https://docs.fivem.net/weapons/WEAPON_DAGGER.png" } -- Gold knife (melee weapon)
}
-- Cooldown time (in seconds) before a player can join another match after leaving/finishing one
Config.Cooldown = 5
-- Delay (in milliseconds) before respawning a player after they are eliminated
Config.ReviveDelayMs = 4000
-- Player revival/respawn event configuration for different frameworks
Config.Revive = {
qbcoreEvent = "hospital:client:Revive", -- Event name for QBCore framework
qboxEvent = "hospital:client:Revive", -- Event name for QBox framework
esxEvent = "esx_ambulancejob:revive", -- Event name for ESX framework
customEvent = "", -- Custom event name if using a different framework or custom revive system
enableSecondTrigger = true, -- Enable a second trigger event for additional compatibility
secondTriggerDelayMs = 2000, -- Delay (in milliseconds) before triggering the second event
triggerCount = 2 -- Number of times to trigger the revive event
}
-- Player name display settings
Config.Name = {
useSteamName = true, -- Use player's Steam name
useFrameworkName = false -- Use player name from framework (character name) instead of Steam name
}
-- Lobby management settings
Config.Lobby = {
autoRefreshMs = 5000, -- Interval (in milliseconds) to automatically refresh the lobby list in the UI
autoDeleteEmpty = true, -- Automatically delete empty lobbies with no players
emptyCheckIntervalMs = 1000, -- Interval (in milliseconds) to check for and delete empty lobbies
finishedDeleteMinutes = 1,
inactiveDeleteMinutes = 1,
cleanupCheckIntervalMs = 3000
}
-- Sound and music settings
Config.Sound = {
UI = true, -- Enable UI sound effects (button clicks, notifications, etc.)
Game = true, -- Enable in-game sound effects (weapons, footsteps, etc.)
Cinematic = { enabled = true, volume = 0.2 } -- Background music settings: enabled = play music, volume = music volume level (0.0 to 1.0)
}
-- Keybind configuration for in-game actions
Config.Keys = {
Scoreboard = 137, -- Key to open the scoreboard (default: 137 = CAPSLOCK)
CancelMatch = 194, -- Key to leave/cancel current match (default: 194 = BACKSPACE)
CTFPickup = 38 -- Key to pick up/capture the flag in CTF mode (default: 38 = E)
}
Config.UI = {
accentLight = "#BEEE11",
accentDark = "#6C870A",
leaderboard = { light = "#BEEE11", dark = "#BEEE11" },
activeLobbies = { light = "#BEEE11", dark = "#6C870A" },
selectTeam = { light = "#BEEE11", dark = "#6C870A" },
winLose = { win = "#BEEE11", lose = "#BEEE11" }
}
-- Capture the Flag game mode settings
Config.CaptureFlag = {
areaScale = 30.0 -- Size of the flag capture area radius (in meters)
}
-- Available paintball maps with spawn locations for red and blue teams
Config.Maps = {
{
MapName = "Pool War", -- Display name of the map
map_img = "map1.png", -- Image file for map preview in UI
reward = 1000, -- Money reward for winning team
center = vector4(-3929.76, -622.14, 636.73, 357), -- Center coordinates of the map
flagdeliveryred = vector3(-3911.97, -621.46, 636.82), -- Flag delivery location for red team (CTF mode)
flagdeliveryblue = vector3(-3944.78, -618.84, 636.82), -- Flag delivery location for blue team (CTF mode)
red = { -- Spawn points for red team players
[1] = vector4(-3911.72, -625.44, 636.82, 86),
[2] = vector4(-3911.70, -623.19, 636.82, 89),
[3] = vector4(-3911.87, -619.52, 636.82, 90),
[4] = vector4(-3911.87, -617.66, 636.82, 90),
[5] = vector4(-3911.70, -614.65, 636.82, 90),
},
blue = { -- Spawn points for blue team players
[1] = vector4(-3945.40, -624.99, 636.82, 276),
[2] = vector4(-3945.36, -621.80, 636.82, 266),
[3] = vector4(-3945.50, -618.50, 636.82, 282),
[4] = vector4(-3945.39, -616.10, 636.82, 269),
[5] = vector4(-3945.60, -613.60, 636.82, 277),
}
},
{
MapName = "Construction War",
map_img = "map2.png",
reward = 1000,
center = vector4(-3937.10, -1053.45, 639.96, 271),
flagdeliveryred = vector3(-3921.92, -1069.13, 630.88),
flagdeliveryblue = vector3(-3950.17, -1040.70, 630.88),
red = {
[1] = vector4(-3924.28, -1067.95, 630.88, 55),
[2] = vector4(-3926.17, -1068.86, 630.88, 73),
[3] = vector4(-3925.18, -1066.86, 630.88, 29),
[4] = vector4(-3924.15, -1065.30, 630.88, 31),
[5] = vector4(-3923.57, -1062.92, 630.88, 38),
},
blue = {
[1] = vector4(-3949.03, -1040.40, 630.88, 231),
[2] = vector4(-3947.42, -1040.00, 630.88, 245),
[3] = vector4(-3947.74, -1042.71, 630.88, 217),
[4] = vector4(-3945.01, -1039.95, 630.88, 247),
[5] = vector4(-3948.21, -1043.62, 630.88, 230),
}
},
{
MapName = "Big Park War",
map_img = "map3.png",
reward = 1000,
center = vector4(-3911.38, -1354.82, 654.48, 89),
flagdeliveryred = vector3(-3961.06, -1311.97, 655.32),
flagdeliveryblue = vector3(-3873.45, -1411.92, 652.18),
red = {
[1] = vector4(-3965.34, -1305.52, 657.52, 274),
[2] = vector4(-3967.70, -1307.57, 657.20, 223),
[3] = vector4(-3969.37, -1310.02, 656.63, 206),
[4] = vector4(-3961.93, -1310.54, 655.32, 195),
[5] = vector4(-3958.97, -1309.50, 655.32, 211),
},
blue = {
[1] = vector4(-3871.00, -1418.12, 653.75, 54),
[2] = vector4(-3869.88, -1417.04, 653.77, 35),
[3] = vector4(-3867.98, -1415.53, 653.82, 37),
[4] = vector4(-3867.16, -1414.14, 653.84, 31),
[5] = vector4(-3866.56, -1416.86, 653.85, 52),
}
},
{
MapName = "Container Map",
map_img = "map4.png",
reward = 1000,
center = vector4(-3902.67, -1750.39, 663.57, 124),
flagdeliveryred = vector3(-3886.69, -1750.10, 657.12),
flagdeliveryblue = vector3(-3920.03, -1749.52, 657.12),
red = {
[1] = vector4(-3885.73, -1752.87, 657.19, 86),
[2] = vector4(-3885.59, -1751.08, 657.12, 83),
[3] = vector4(-3885.35, -1749.21, 657.12, 83),
[4] = vector4(-3885.11, -1746.85, 657.12, 81),
[5] = vector4(-3885.00, -1745.93, 657.12, 83),
},
blue = {
[1] = vector4(-3920.43, -1745.69, 657.12, 262),
[2] = vector4(-3920.72, -1747.50, 657.12, 264),
[3] = vector4(-3920.67, -1749.38, 657.12, 258),
[4] = vector4(-3920.83, -1751.56, 657.12, 247),
[5] = vector4(-3921.52, -1753.51, 657.12, 247),
}
},
}
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