Config
K9 Config Settings
General Structure
FRKN = {
ServerCallbacks = {},
OpenPetCommand = "mypet",
Interaction = { Target = "qb-target" },
Shops = { Coords = vector3(564.9654, 2745.9912, 42.8771) },
Job = {'police' , 'sheriff'},
K9Search = { "joint", "cokebaggy", "crack_baggy", ... },
Training = { ... },
Item = { reviveItems = {...}, foodItems = {...}, waterItems = {...},
energyItems = {...}, leashItems = {...}, connectItems = {...}, tennisItems = {...} },
DieMode = true,
AgeControlTime = 600000,
PetDecay = { health=0.5, notEating=5, hunger=1.0, thirst=1.0, energy=0.8, updateInterval=60000 },
Cages = { [1] = { coords=vector3(...), heading=... }, ... },
FeatureList = { {name='15% More Damage', price=1500, type='damage', multiple=15}, ... },
PetList = { { name="Rex", model="a_c_k9", ... }, ... },
PartConfigByModel = { ["a_c_k9"] = { vest={...}, ... }, ... },
Currency = "$",
ItemShopCoords = vector4(561.2651, 2745.0737, 42.8771, 96.7979),
Categories = { {id="catfood", label="Cat Food", order=1}, ... },
Items = { { id="dogrevive", name="Revive", category="health", ... }, ... }
}
Commands & Interaction
OpenPetCommand
OpenPetCommand
Type:
string
Default:
"mypet"
Description: The command used by players to open their personal pet menu.
Interaction.Target
Interaction.Target
Type:
string
(qb-target
/ox_target
)Description: Defines the target system used for shop and interaction zones.
Shop & Job Restrictions
Shops.Coords
Shops.Coords
Type:
vector3
Description: The location of the pet shop.
Job
Job
Type:
string[]
Description: Which jobs are allowed to use the K9 system.
Example:
{ 'police', 'sheriff' }
Contraband Search
K9Search
K9Search
Type:
string[]
Description: List of items that the K9 can detect during a search.
Training Area
Training = {
requiredLevel = { {name="Side Walk", level=10}, ... },
MarkerType = 2,
MarkerScale = vec3(0.6, 0.6, 0.6),
MarkerColor = { r=0, g=180, b=255, a=180 },
ReachRadius = 1.2,
MarkerCoords = vector3(...),
MarkerHeading = 343.3976,
Checkpoints = {
{pos=vec3(...), msg=Lang:t("general.checkpoint_msg_1")},
...
},
DummyPedModel = "a_m_m_tramp_01",
DummyPeds = { {pos=vec3(...), heading=70.5}, ... },
TargetFindRadius = 6.0,
KOTimeoutMs = 5000,
TrashModels = { joaat("prop_bin_07c") },
TrashRadius = 3.0
}
requiredLevel: Defines which skills/actions require a minimum training level.
MarkerType / Scale / Color: Visual configuration for training checkpoints.
ReachRadius: The distance at which a checkpoint is considered reached.
MarkerCoords / Heading: Starting location of the training route.
Checkpoints: Training path points and displayed messages.
DummyPedModel / DummyPeds: Peds placed in the training zone (used for target practice).
TargetFindRadius: Detection radius for training scenarios.
KOTimeoutMs: Duration of knockout/stun in milliseconds.
TrashModels / TrashRadius: Defines searchable objects (e.g., trash bins).
Items (Usage Config)
Item = {
reviveItems = { {name="dogrevive", event="useReviveItem", value=100, prop=nil}, ... },
foodItems = { {name="dogfood", event="useFoodItem", value=20, prop="prop_cs_bowl_01b"}, ... },
waterItems = { {name="dogwater", event="useWaterItem", value=20, prop="prop_cs_paper_cup"}, ... },
energyItems = { {name="dogenergy", event="useEnergyItem", value=20, prop="prop_turkey_leg_01"}, ... },
leashItems = { {name="dogleash", event="useLeashItem", prop=nil}, ... },
connectItems= { {name="dogconnect", event="useConnectItem", prop=nil} },
tennisItems = { {name="dogtennis", event="useTennisBall", prop="prop_tennis_ball"} }
}
name: The item’s internal ID in your framework.
event: Triggered when the item is used.
value: Amount restored/affected (health, hunger, thirst, energy).
prop: Object shown when the item is used.
Life Cycle & Difficulty
DieMode
DieMode
Type:
boolean
Description: If
true
, once a pet’s health reaches 0, it can no longer be used and must be replaced.
AgeControlTime
AgeControlTime
Type:
number
(ms)Default:
600000
(10 minutes)Description: Interval at which pet age is checked/updated.
PetDecay
PetDecay
Type:
table
Description: Defines stat decrease over time.
Fields:
health
: Health loss per hour.notEating
: Extra health loss if not fed/watered.hunger
,thirst
,energy
: Hourly decrease values.updateInterval
: How often stats update (ms).
Cages (Shop Display)
Cages
Cages
Type:
table
Description: Coordinates and headings for pet cages in the shop.
Usage: Pets for sale are placed at these coordinates.
Features (Buffs)
FeatureList
FeatureList
Type:
table
Description: Purchaseable pet upgrades.
Fields:
name
: Display name.price
: Cost.type
: Identifier key used internally.multiple
: Effect percentage or multiplier.
Pet Catalog
PetList
PetList
Each pet entry includes:
name
,breed
,price
,image
,description
,status
model
: Ped model (e.g.,a_c_k9
,doberman
,robot_dog
,a_c_chop
)coords
,heading
: Display position in the shopGrowth values:
currentHeight
,currentWeight
maxHeight
,maxWeight
heightDivision
: Adjust if the pet’s feet do not align correctly with the ground.
Model-Based Parts
PartConfigByModel
PartConfigByModel
Type:
table
Description: Defines which wearable parts/accessories exist per model.
Fields:
comp
: Component indexmax
: Maximum available variationsallowOff
: Whether the part can be removedlabel
: Display name in the UI
Shop & Items
Currency
Currency
Type:
string
Description: The currency symbol displayed in the shop (e.g.,
$
,€
,₺
).
ItemShopCoords
ItemShopCoords
Type:
vector4
Description: Coordinates where the shop UI can be accessed.
Categories
Categories
Type:
table
Description: Shop item categories and their display order.
Items
Items
Type:
table
Description: All purchasable items in the shop.
Fields:
id
: Unique shop identifiername
: Item name shown in UIcategory
: Category ID fromCategories
price
: Price inCurrency
image
: Path to item imagedesc
: Short descriptionitemName
: Actual framework item IDstack
: How many fit in one inventory slotmaxPerCart
: Max allowed per purchase
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