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In-game previewWeapons displayed on character back/side.
Smooth draw animations with job overrides.
Durability-based jam chance + skill check.
Physical throw mechanic per weapon group.
Weapon drops as lootable item on death.
Attachment sync saved and restored per weapon.
Take your weapon experience to the next level! With cool features like visible weapons, realistic jamming chance based on weapon durability, dropping equipped weapons on death, throwing weapons Ā and holster animation, you get a more engaging and immersive gameplay experience. Check it out now!
ā **Suppressor heat** ā visual heat glow on suppressor during sustained fire; three modes: `glow`, `light`, `particle`
ā **Weapon inspect** ā hold `I` to inspect equipped weapon; overlay shows serial, condition tier (1ā5), custom name, and ammo (exact or vague)
ā **Low ready** ā toggle between back-sling and chest-ready position with choreographed transition animation (default: `HOME`)
ā **Tactical sling** ā visible sling strap prop on torso while a long gun is slung; supports job-based model variants
ā **Weapon safety** ā toggle fire safety (`END`); disables firing while on safe; pill HUD indicator; state stored per-weapon by serial
ā **Weapon name** ā engrave a custom name on any weapon (saved in metadata, shown in inspect); configurable permission: `everyone` / `job` / `ace`
ā **Weapon weight** ā movement speed penalty for carrying multiple long guns; three built-in presets (light / medium / heavy) or custom tuning
ā **Charge weapon** ā RP gesture to rack the slide or charge the bolt; animation and sound broadcast to nearby players (`INSERT`)
ā **Showcase poses** ā cycle through static poses for screenshots or gunshop displays via `/pose`; sync via statebag
ā **Vehicle trunk rack** ā stow and retrieve a rifle from a vehicle trunk with opening animation and oxmysql persistence
ā **Weapon rack** ā fixed-location gun lockers rendered via GlobalState; optional item placement using `mbt_gunrack` item; soft oxmysql persistence
ā **Shell casings** ā forensic shell casings per shot, persistent in-memory with serial and timestamp; examine and collect via ox_target
ā **Weapon handoff** ā pass a weapon to a nearby player transferring all metadata (serial, condition, name); animated give/take with consent prompt
ā **Concealed carry** ā hide weapons at the waistband; detection quality varies by clothing layer (bare / light / covered); random tell animations visible to others
ā **Pat down** ā LEO frisk mechanic; lists visible and concealed weapons with detection tier; consent required, bypassed if target is cuffed; supports webhook audit logging
ā **Ammo sharing** ā share ammo with a nearby player; key-driven amount picker with configurable step and shift multiplier
ā **Chain of custody** ā forensic log of every player who carried a weapon by serial, stored in oxmysql; shown in the inspect overlay
ā **Serials** ā guarantee every weapon has a unique serial at equip time; formats: `MBT-XXXXXXXX` or ox-like; optional sweep on player join
ā **No-draw zones** ā define sphere, box, or poly zones where weapons cannot be drawn; melee optionally excluded; HUD zone indicator
ā **Prop position editor** ā in-game NUI editor for all prop positions and slot variants with live preview and oxmysql save (`/mbt_trunktune`)
ā **Admin NUI dashboard** ā `/mbtsling` opens a live panel for toggling all modules and managing no-draw zones without server restart
ā QBox (`qbx_core`) framework support via dedicated bridge
ā qb-inventory support as alternative to ox_inventory (auto-detected at runtime)
ā Built-in localization: English, Italian, French (`locales/`)
ā Two new weapon slots: `back2` (heavy/launchers) and `extinguisher`
āļø **Smart vehicle hiding** ā weapon prop now stays visible on motorcycles, bicycles, and roofless vehicles; hidden only inside enclosed cars
āļø **Weapon drop** ā death drop system replaced by unified WeaponDrop module with Discord webhook logging, visible on-ground prop, and configurable blinking despawn timer
āļø **Unjam mechanic** ā unjamming is now key-driven (press `R` a configurable number of times) instead of automatic; adds physical interaction to the flow
āļø ox_inventory is now a soft runtime dependency; the script loads without it if qb-inventory is detected
āļø oxmysql added as soft dependency for persistence modules; features auto-disable gracefully if oxmysql is absent
āļø Folder structure rewritten to modular architecture (`core/`, `modules/`, `patches/`); config split into `config.lua` + `default.lua`