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Configuration

Reference for configuring the UI appearance, commands, and webhook logging systems.

Shared Configuration

The primary configuration file determining themes, language, and client interactions can be found in shared/config.lua.

shared/config.lua
return { Config = { -- GENERAL SETTINGS Theme = { -- The primary accent color for the Pause Menu UI. -- Accepts HEX, RGB, or standard CSS color names. primary = '#beee11', }, Camera = { -- Set to false to disable the custom cinematic camera angle when opening the menu. enabled = true, distance = 1.8, -- Distance of the camera from the player height = 0.6, -- Height offset for the camera xOffset = 0.85, -- Horizontal offset }, Animation = { -- Set to false to disable the map holding animation while in the menu. enabled = true, animName = "base", dictName = "amb@world_human_tourist_map@male@base", propName = "prop_tourist_map_01" }, -- The Locale file to use (located in the locales/ directory). Locale = 'en', -- Set to true to enable debug prints in the terminal and F8 console. Debug = false, -- COMMAND & KEYBINDINGS -- The primary chat command used to natively open the pause menu. Command = 'pausemenu', -- The default hotkey to open the UI. -- We highly recommend using ESCAPE to override the native GTA pause menu seamlessly. Key = 'ESCAPE', } }

Server Configuration

The server configuration primarily handles sensitive data such as Discord Webhook URLs and logging permissions. This is securely located in server/serverConfig.lua.

server/serverConfig.lua
ServerConfig = { -- โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ• -- DISCORD WEBHOOK INTEGRATION -- โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ• Webhook = { -- Set to false to completely disable all Discord logging enabled = true, -- The Username and Avatar that will appear on the Discord Bot's messages. username = "Prism Scripts", avatarURL = "", -- Add a direct image link (e.g., https://i.imgur.com/yourimage.png) -- Endpoint URLs for different logging categories URLs = { reports = "YOUR_WEBHOOK_URL_HERE", -- Logs for Player Reports & Admin Responses admin = "YOUR_WEBHOOK_URL_HERE", -- Logs for Menu Settings chess = "", -- Logs for Chess Mini-game system = "YOUR_WEBHOOK_URL_HERE", -- System alerts (Resource Stop/Start) }, -- Decimal color codes for embed strips Colors = { -- General system_start = 3066993, -- Green system_error = 15158332, -- Red -- Reports report_new = 3447003, -- Blue report_claimed = 15105570, -- Orange report_closed = 3066993, -- Green report_message = 10181046, -- Purple -- Admin admin_config = 15844367, -- Gold admin_keybind = 15844367, -- Gold admin_tutorial = 3447003, -- Blue -- Games chess_start = 3447003, -- Blue chess_end_win = 3066993, -- Green chess_end_draw = 9807270, -- Grey } } }

Important: Do not share your Webhook URLs in client-side code. serverConfig.lua is automatically isolated out of reach for regular players.

Death & Kill Tracking

Statistics for player deaths and kills are automatically tracked via standard FiveM events. These can be customized in client/function.lua to suit your serverโ€™s specific framework (ESX, QBCore, etc.) or custom systems.

Adjusting Death Events

By default, we listen for baseevents:onPlayerKilled and baseevents:onPlayerDied. If your server uses a different event for deaths (e.g., esx:onPlayerDeath), simply swap the name inside the handler.

client/function.lua
-- Event: Player Killed. AddEventHandler('baseevents:onPlayerKilled', function(killerId, data) TriggerServerEvent('prism_pausemenu:server:onDeath') end) -- Event: Player Died (Suicide / Environment). AddEventHandler('baseevents:onPlayerDied', function(data) TriggerServerEvent('prism_pausemenu:server:onDeath') end)

Kill Tracking Logic

We utilize the native CEventNetworkEntityDamage game engine event to accurately detect when the local player kills another real player. This is active by default and does not require an external script.

client/function.lua
-- Event: Kill Tracker (Game engine damage event). AddEventHandler('gameEventTriggered', function(name, args) if name == 'CEventNetworkEntityDamage' then local victim = args[1] local attacker = args[2] local isFatal = args[6] -- 1 if dead local myPed = PlayerPedId() -- Logic: If it was a fatal hit, the attacker was me, and the victim was another player. if isFatal == 1 and attacker == myPed and victim ~= myPed and IsEntityAPed(victim) and IsPedAPlayer(victim) then TriggerServerEvent('prism_pausemenu:server:onKill') end end end)
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