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This repository has been archived by the owner on Sep 26, 2024. It is now read-only.
swkeep edited this page Jun 7, 2022 · 1 revision

How to add custom models to the script:

  • step1: make an item for qb-core for example
["germanshepherd"] = {
        ["name"] = "germanshepherd",
        ["label"] = "German Shepherd",
        ["weight"] = 500, -- don't change weight
        ["type"] = "item",
        ["image"] = "A_C_germanshepherd.png",
        ["unique"] = true, 
        ["useable"] = true,
        ["shouldClose"] = true,
        ["combinable"] = nil,
        ["description"] = "Shepherd is your royal companion!"
},
  • step2 (config.lua): add the item at end of pets list
Config.pets = { 
....
,
    [10] = {
        name = 'germanshepherd',
        model = 'A_C_germanshepherd', -- add model name here
        maxHealth = 350, -- set pets maximum health
        distinct = 'yes dog' 
    }
}
  • note: distinct used to choice animations give pets the ability to hunt.

  • distinct = 'yes/no dog/cat'

  • step3 (shared/shared.lua): PetVariation table used to determine pet's texture and recreated color on pet respawn.

local PetVariation = {
...,
    pedHash = {
        variation = {
            componentId = 0,
            drawableId = 0,
            textureId = 0
        }
    }
}
variationTester() -- can list most variations.

step4 (client/animator.lua): find correctionList table and then add your pet model to list

local correctionList = { 
	...,
	['A_C_germanshepherd'] = animationList.rottweiler,
}
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