exports('GetGunrunningBunkerObject', function() return GunrunningBunker end) GunrunningBunker = { interiorId = 258561, Ipl = { Interior = { ipl = "gr_grdlc_interior_placement_interior_1_grdlc_int_02_milo_", -- Load interiors IPLs. Load = function() EnableIpl(GunrunningBunker.Ipl.Interior.ipl, true) end, -- Remove interiors IPLs. Remove = function() EnableIpl(GunrunningBunker.Ipl.Interior.ipl, false) end }, Exterior = { ipl = { "gr_case0_bunkerclosed", -- Desert: 848.6175, 2996.567, 45.81612 "gr_case1_bunkerclosed", -- SmokeTree: 2126.785, 3335.04, 48.21422 "gr_case2_bunkerclosed", -- Scrapyard: 2493.654, 3140.399, 51.28789 "gr_case3_bunkerclosed", -- Oilfields: 481.0465, 2995.135, 43.96672 "gr_case4_bunkerclosed", -- RatonCanyon: -391.3216, 4363.728, 58.65862 "gr_case5_bunkerclosed", -- Grapeseed: 1823.961, 4708.14, 42.4991 "gr_case6_bunkerclosed", -- Farmhouse: 1570.372, 2254.549, 78.89397 "gr_case7_bunkerclosed", -- Paletto: -783.0755, 5934.686, 24.31475 "gr_case9_bunkerclosed", -- Route68: 24.43542, 2959.705, 58.35517 "gr_case10_bunkerclosed", -- Zancudo: -3058.714, 3329.19, 12.5844 "gr_case11_bunkerclosed" -- Great Ocean Highway: -3180.466, 1374.192, 19.9597 }, -- Load exteriors IPLs. Load = function() EnableIpl(GunrunningBunker.Ipl.Exterior.ipl, true) end, -- Remove exteriors IPLs. Remove = function() EnableIpl(GunrunningBunker.Ipl.Exterior.ipl, false) end } }, Style = { default = "Bunker_Style_A", blue = "Bunker_Style_B", yellow = "Bunker_Style_C", -- Set the style (color) of the bunker. -- style: Wall color (values: GunrunningBunker.Style.default / GunrunningBunker.Style.blue / GunrunningBunker.Style.yellow) -- refresh: Reload the whole interior (values: true / false) Set = function(style, refresh) GunrunningBunker.Style.Clear(false) SetIplPropState(GunrunningBunker.interiorId, style, true, refresh) end, -- Removes the style. -- refresh: Reload the whole interior (values: true / false) Clear = function(refresh) SetIplPropState(GunrunningBunker.interiorId, {GunrunningBunker.Style.default, GunrunningBunker.Style.blue, GunrunningBunker.Style.yellow}, false, refresh) end }, Tier = { default = "standard_bunker_set", upgrade = "upgrade_bunker_set", -- Set the tier (quality) of the bunker. -- tier: Upgrade state (values: GunrunningBunker.Tier.default / GunrunningBunker.Tier.upgrade) -- refresh: Reload the whole interior (values: true / false) Set = function(tier, refresh) GunrunningBunker.Tier.Clear(false) SetIplPropState(GunrunningBunker.interiorId, tier, true, refresh) end, -- Removes the tier. -- refresh: Reload the whole interior (values: true / false) Clear = function(refresh) SetIplPropState(GunrunningBunker.interiorId, {GunrunningBunker.Tier.default, GunrunningBunker.Tier.upgrade}, false, refresh) end }, Security = { noEntryGate = "", default = "standard_security_set", upgrade = "security_upgrade", -- Set the security stage of the bunker. -- security: Upgrade state (values: GunrunningBunker.Security.default / GunrunningBunker.Security.upgrade) -- refresh: Reload the whole interior (values: true / false) Set = function(security, refresh) GunrunningBunker.Security.Clear(false) if (security ~= "") then SetIplPropState(GunrunningBunker.interiorId, security, true, refresh) else if (refresh) then RefreshInterior(GunrunningBunker.interiorId) end end end, -- Removes the security. -- refresh: Reload the whole interior (values: true / false) Clear = function(refresh) SetIplPropState(GunrunningBunker.interiorId, {GunrunningBunker.Security.default, GunrunningBunker.Security.upgrade}, false, refresh) end }, Details = { office = "Office_Upgrade_set", -- Office interior officeLocked = "Office_blocker_set", -- Metal door blocking access to the office locker = "gun_locker_upgrade", -- Locker next to the office door rangeLights = "gun_range_lights", -- Lights next to the shooting range rangeWall = "gun_wall_blocker", -- Wall blocking access to the shooting range rangeLocked = "gun_range_blocker_set", -- Metal door blocking access to the shooting range schematics = "Gun_schematic_set", -- Gun schematic on the table and whiteboard -- Enable or disable a detail. -- details: Prop to enable or disable (values: GunrunningBunker.Details.office / GunrunningBunker.Details.officeLocked / GunrunningBunker.Details.locker...) -- state: Enable or Disable (values: true / false) -- refresh: Reload the whole interior (values: true / false) Enable = function (details, state, refresh) SetIplPropState(GunrunningBunker.interiorId, details, state, refresh) end }, LoadDefault = function() GunrunningBunker.Ipl.Interior.Load() GunrunningBunker.Ipl.Exterior.Load() GunrunningBunker.Style.Set(GunrunningBunker.Style.default) GunrunningBunker.Tier.Set(GunrunningBunker.Tier.default) GunrunningBunker.Security.Set(GunrunningBunker.Security.default) GunrunningBunker.Details.Enable(GunrunningBunker.Details.office, true) GunrunningBunker.Details.Enable(GunrunningBunker.Details.officeLocked, false) GunrunningBunker.Details.Enable(GunrunningBunker.Details.locker, true) GunrunningBunker.Details.Enable(GunrunningBunker.Details.rangeLights, true) GunrunningBunker.Details.Enable(GunrunningBunker.Details.rangeWall, false) GunrunningBunker.Details.Enable(GunrunningBunker.Details.rangeLocked, false) GunrunningBunker.Details.Enable(GunrunningBunker.Details.schematics, false) -- Must be called in order to spawn or remove the props RefreshInterior(GunrunningBunker.interiorId) end }