βοΈExports
List of exports to be called from external resources. All exports are client.
Current Exports
ExecuteHit
exports('ExecuteHit', function(p1, p2, p3)
return ExternalExecHit(p1, p2, p3)
end)exports["CR-GunshotWound"]:ExecuteHit(victimPed, shooterPed, `WEAPON_PISTOL`)Manually execute a hit against a ped. Requires a victim entity (p1), a shooter/suspect entity (p2), and a weapon hash (p3). None of the variables may be nil. With those 3 parameters, internally the script will fill in the blanks. Such as distance between victim & shooter/suspect, and damaged bone by the last damaged bone of the victim. The victim must be owned by the client who you're executing the hit with, or else GSW will cancel the hit.
Revive
exports('Revive', function(p1)
return PlayerRevivingThemself(p1)
end)exports["CR-GunshotWound"]:Revive(deadPed)Programical way to revive a entity. You need to manually ensure that the entity is deceased. Requires a deceased entity (p1). The deceased entity must be owned by the client who you're executing the hit with, or you will experience bugs. Death System and Player Self Revival must be enabled for the function to work.
ReviveNearest
exports('ReviveNearest', function(p1)
return PlayerRevivingAnother(p1)
end)exports["CR-GunshotWound"]:ReviveNearest(referencePed)Programical way to revive a entity, using a reference entity. You need to manually ensure that the entity is deceased. Requires a entity (p1) to use a reference. The deceased entity must be owned by the client who you're executing the hit with, or you will experience bugs. Death System must be enabled, and the client you pick to run this export must be allowed to revive others (defined under UE_Functions.lua), for the function to work.
RevivalOdds
Returns a true or false value based on if the inputed entity should survive a revival or not. Odds are based on time since death, blood list, and the total severity of damages based on bone and weapon groups. The entity does not need to be deceased, but may cause unexpected behavior if called on an alive entity.
UpdateState
Updates a state for a entity, utilizing GSW's internal system for buffering. Requires the entity (p1), state name (p2), and new state value (p3).
FreshState
Resets a entities (p1) statebag to default GSW values. This resets blood levels, wipes injuries, but it will not clear effects.
AddToDR
Adds a new entry to a entities damage record. Requires a entity (p1), a bone group index (p2) and a weapon group index (p3).
SetEntityPersistent
Sets a onesync entity to be persistent throughout the map, allowing the client to access it at all times, and disabling despawning.
GetNearestDeadPedToEntity
Gets the nearest dead entity to a reference entity. Requires the dead entity to be within the "NPMinDist" distance defined in config. If there is no entity within that distance, it will return nil.
GetNearestPedToEntity
Gets the nearest entity (dead or alive) to a reference entity. Requires the entity to be within the "NPMinDist" distance defined in config. If there is no entity within that distance, it will return nil.
GetLocalTimeFormatted
Returns the local time as a string for printing.
GetBoneGroupData
Returns the bone group data for a bone group index (p1). Returns data such as Wound Severity, and Plain Text Print. Returns data as a table, directly from "BoneIndexerGroup" in config.
GetWeaponIndexData
Returns the weapon group data for a weapon group index (p1). Returns data such as Wound Severity, Plain Text Print, Fatal Headshot, and if the wound should have a impact. Returns data as a table, directly from "WeaponIndexerGroup" in config.
HardkillAllEffects
Terminates all active effects for a entity (p1) using GSW's Hardkill System. This will not reset movement clipset (drunk/injured walk), or reset statebags.
HardkillSpecificEffect
Terminates a specific active effect (p2) for a entity (p1) using GSW's Hardkill System. This will not reset movement clipset (drunk/injured walk), or reset statebags. The active effect must be defined by Effect Ids.
DeathReset
A combined export to assist with compatability. Kills all effects, resets movement clipset, and gives the entity (p1) a fresh statebag. Should be used upon a revival event.
Deprecated Exports
Do not use these exports. They are unsupported, and may be removed in a future update.
CRGSW_ExecuteHit
Manually execute a hit against a ped. Requires a victim entity (p1), a shooter/suspect entity (p2), and a weapon hash (p3). None of the variables may be nil. With those 3 parameters, internally the script will fill in the blanks. Such as distance between victim & shooter/suspect, and damaged bone by the last damaged bone of the victim. The victim must be owned by the client who you're executing the hit with, or else GSW will cancel the hit.
CRGSW_Revive
Programical way to revive a entity. You need to manually ensure that the entity is deceased. Requires a deceased entity (p1). The deceased entity must be owned by the client who you're executing the hit with, or you will experience bugs. Death System and Player Self Revival must be enabled for the function to work.
CRGSW_ReviveNearest
Programical way to revive a entity, using a reference entity. You need to manually ensure that the entity is deceased. Requires a entity (p1) to use a reference. The deceased entity must be owned by the client who you're executing the hit with, or you will experience bugs. Death System must be enabled, and the client you pick to run this export must be allowed to revive others (defined under UE_Functions.lua), for the function to work.
CRGSW_RevivalOdds
Returns a true or false value based on if the inputed entity should survive a revival or not. Odds are based on time since death, blood list, and the total severity of damages based on bone and weapon groups. The entity does not need to be deceased, but may cause unexpected behavior if called on an alive entity.
CRGSW_UpdateState
Updates a state for a entity, utilizing GSW's internal system for buffering. Requires the entity (p1), state name (p2), and new state value (p3).
CRGSW_FreshState
Resets a entities (p1) statebag to default GSW values. This resets blood levels, wipes injuries, but it will not clear effects.
CRGSW_AddToDR
Adds a new entry to a entities damage record. Requires a entity (p1), a bone group index (p2) and a weapon group index (p3).
CRGSW_SetEntityPersistent
Sets a onesync entity to be persistent throughout the map, allowing the client to access it at all times, and disabling despawning.
CRGSW_GetNearestDeadPedToEntity
Gets the nearest dead entity to a reference entity. Requires the dead entity to be within the "NPMinDist" distance defined in config. If there is no entity within that distance, it will return nil.
CRGSW_GetNearestPedToEntity
Gets the nearest entity (dead or alive) to a reference entity. Requires the entity to be within the "NPMinDist" distance defined in config. If there is no entity within that distance, it will return nil.
CRGSW_GetLocalTimeFormatted
Returns the local time as a string for printing.
CRGSW_GetBoneGroupData
Returns the bone group data for a bone group index (p1). Returns data such as Wound Severity, and Plain Text Print. Returns data as a table, directly from "BoneIndexerGroup" in config.
CRGSW_GetWeaponIndexData
Returns the weapon group data for a weapon group index (p1). Returns data such as Wound Severity, Plain Text Print, Fatal Headshot, and if the wound should have a impact. Returns data as a table, directly from "WeaponIndexerGroup" in config.
CRGSW_HardkillAllEffects
Terminates all active effects for a entity (p1) using GSW's Hardkill System. This will not reset movement clipset (drunk/injured walk), or reset statebags.
CRGSW_HardkillSpecificEffect
Terminates a specific active effect (p2) for a entity (p1) using GSW's Hardkill System. This will not reset movement clipset (drunk/injured walk), or reset statebags. The active effect must be defined by Effect Ids.
CRGSW_DeathReset
A combined export to assist with compatability. Kills all effects, resets movement clipset, and gives the entity (p1) a fresh statebag. Should be used upon a revival event.
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