πŸ› οΈConfiguration

This document describes all configuration options for the DevHub Gym resource.


Shared Configuration (configs/shared.lua)

Debug Configuration

Controls debug output for the gym system.

Shared.Debug = {
    Enabled = true, -- Set to false to disable all debug prints
    Levels = {
        Info = true,    -- General information
        Success = true, -- Success operations
        Warning = true  -- Warning and potential issues
    }
}
  • Enabled: Enables/disables all debug prints.

  • Levels: Controls specific debug message types.


DevHub Skill Tree Integration

Enable or disable integration with the DevHub Skill Tree system.

Shared.DevhubSkillTreeEnabled = true -- Set to false if you don't want to use devhub_skillTree
  • DevhubSkillTreeEnabled: Set to true to use the skill tree system.


Exercises Configuration

Defines all available gym stations and their properties.

Shared.Exercises = {
    {
        uid = "kettlebellswing",
        maxReps = 10, -- Maximum number of reps for an exercise session
        placeOnTheGround = true, -- Place the prop on the ground
        propName = "devhub_gym_kettlebell_rack", -- Prop model name
        propCoords = vec4(...), -- x, y, z, heading
        playerCoords = vec4(...), -- x, y, z, heading (optional, for some exercises)
        dontSpawnProp = true, -- Optional: If true, the prop will not be spawned, but the target will still be active
    },
    -- Add more exercise stations as needed
}
  • uid: Unique identifier for the exercise type.

  • maxReps: Maximum repetitions per session.

  • placeOnTheGround: Whether to place the prop on the ground.

  • propName: The prop model name.

  • propCoords: World coordinates for the prop.

  • playerCoords: Where the player stands during the exercise (optional, required for some exercises).

  • dontSpawnProp: (Optional) If set to true, the prop will not be spawned, but the target interaction will remain active, allowing players to still perform the exercise.


Client Configuration (configs/client.lua)

Blip Configuration

Controls the map blip for the gym.

Config.Blip = {
    sprite = 311,
    scale = 0.8,
    color = 5,
    name = "Gym",
    coords = vec2(-1204.3674, -1572.0725), -- Blip location
    enabled = true, -- Enable/disable blip
}
  • sprite: Blip icon.

  • scale: Blip size.

  • color: Blip color.

  • name: Blip label.

  • coords: Blip coordinates.

  • enabled: Show/hide the blip.


Force Stop Key

Defines the key used to interrupt an ongoing exercise manually.

Config.ForceStopKey = 200 -- Key to force stop exercise (default is 200 = ESC)
  • ForceStopKey: The key code to cancel an exercise session. Common values include:

    • 200 = ESC

    • 177 = BACKSPACE

    • 73 = X

    Use FiveM key mapping reference to customize.


Player StateBag

LocalPlayer.state.gymExercise

Indicates whether the player is currently performing a gym activity.

-- Example usage:
if LocalPlayer.state.gymExercise then
    -- Player is actively exercising
else
    -- Player is idle or not in an exercise session
end
  • Type: boolean

  • Default: false

  • Description:

    • true β€” the player is currently doing an exercise.

    • false β€” the player is not exercising.

  • Usage: This state can be checked to block certain actions during training or to trigger animations/UI elements.


Minigames

Defines the available minigames and their settings for each difficulty.

Config.Minigames = {
    ['minigame_1'] = {
        settings = {
            ['easy'] = { boxes = 3, moveSpeed = 2 },
            ['medium'] = { boxes = 5, moveSpeed = 3 },
            ['hard'] = { boxes = 8, moveSpeed = 5 },
        }
    },
    ['minigame_2'] = {
        settings = {
            ['easy'] = { boxes = 3, moveSpeed = 2 },
            ['medium'] = { boxes = 5, moveSpeed = 3 },
            ['hard'] = { boxes = 8, moveSpeed = 5 },
        }
    },
    ['minigame_3'] = {
        settings = {
            ['easy'] = { time = 5, keysToPress = 2 },
            ['medium'] = { time = 10, keysToPress = 4 },
            ['hard'] = { time = 15, keysToPress = 6 },
        }
    },
    ['minigame_4'] = {
        settings = {
            ['easy'] = { zoneWidth = 20, hitSpeed = 0.5, reduceOnHit = 10, regainSpeed = 2, keySequence = {"A", "D"} },
            ['medium'] = { zoneWidth = 20, hitSpeed = 0.75, reduceOnHit = 10, regainSpeed = 3, keySequence = {"A", "D"} },
            ['hard'] = { zoneWidth = 15, hitSpeed = 1, reduceOnHit = 10, regainSpeed = 4, keySequence = {"A", "D"} },
        }
    },
    ['minigame_5'] = {
        settings = {
            ['easy'] = { },
            ['medium'] = { },
            ['hard'] = { },
        }
    },
}
  • settings: Each minigame has settings for easy, medium, and hard difficulties.


Exercise Types

Maps each exercise to its minigames and skill tree XP rewards.

Shared.ExercisesTypes = {
    ["boxing"] = {
        minigames = { 1, 2, 3, 4 }, -- Minigame IDs
        skillTrees = { ["gym"] = 30 }, -- XP for gym skills uid
    },
    -- ...other exercises...
}
  • minigames: List of minigame IDs for the exercise.

  • skillTrees: XP rewards for each skill tree.


Prop Spawn Distance

Controls how far from the player props will spawn.

Config.PropSpawnDistance = 50.0 -- Distance from player to spawn props (do not exceed 75.0)

Props Menu Offset

Offsets for the weight selection menu for each prop model.

Config.PropsMenuOffset = {
    [`devhub_gym_punch_bag`] = vec3(-1.0, 0.0, 1.0),
    [`devhub_gym_kettlebell_rack`] = vec3(0.0, -1.5, 0.0),
    [`devhub_gym_jumping_box`] = vec3(0.0, -1.0, 0.4),
    [`devhub_gym_barbell`] = vec3(1.5, 0.0, 0.4),
    [`devhub_gym_dumbell2_rack`] = vec3(1.0, 0.0, 0.7),
    [`devhub_gym_dumbell1_rack`] = vec3(1.0, 0.0, 0.7),
    [`prop_barbell_02`] = vec3(1.5, 0.0, 0.4),
}
  • key: Prop model hash.

  • value: Offset vector for menu display.


Weight Boosts

Defines XP and difficulty scaling for different weights.

Config.WeightBoost = {
    ["1"] = { skillUid = false, boost = 1.0, difficulty = "easy" },
    ["5"] = { skillUid = "gym_weights_1", boost = 1.1, difficulty = "easy" },
    ["10"] = { skillUid = "gym_weights_2", boost = 1.2, difficulty = "easy" },
    ["12"] = { skillUid = "gym_weights_3", boost = 1.25, difficulty = "easy" },
    ["15"] = { skillUid = "gym_weights_4", boost = 1.3, difficulty = "easy" },
    ["20"] = { skillUid = "gym_weights_5", boost = 1.35, difficulty = "easy" },
    ["30"] = { skillUid = "gym_weights_6", boost = 1.45, difficulty = "easy" },
    ["40"] = { skillUid = "gym_weights_7", boost = 1.55, difficulty = "easy" },
    ["50"] = { skillUid = "gym_weights_8", boost = 1.6, difficulty = "easy" },
}
  • skillUid: Skill required to use this weight (or false for no requirement).

  • boost: XP multiplier for the weight.

  • difficulty: Minigame difficulty for the weight.


Server Configuration (configs/server.lua)

XP System Integration

Awards XP to players after completing exercises if the skill tree system is enabled.

Config = {}
-- You can add XP logic here if needed, for example:
Config.AddXP = function(source, xp)
   if Shared.DevhubSkillTreeEnabled then
       exports['devhub_skillTree']:addXp('personal', xp, source)
    end
end
  • AddXP: (Optional) Function to add XP to a player, using the skill tree system if enabled.


Exercise Flow

  1. Player approaches a gym prop (e.g., kettlebell, punch bag).

  2. Minigame starts based on exercise type and weight.

  3. Player completes reps; XP is calculated and awarded.

  4. Skill tree integration (if enabled) grants XP to the appropriate skill.


Customization

  • Add or remove exercises in shared.lua.

  • Adjust minigame settings and difficulties in client.lua.

  • Integrate with other systems by modifying the XP function in server.lua.

  • Adjust prop spawn distance and menu offsets as needed.


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