RX Sackhead Configuration
RX Sackhead keeps its behaviour in config.lua. Most settings are shared between V1 and V2; the two versions differ in how a sack is removed and whether notification text is configurable.
Restart
ripex-sackheadafter changing the configuration so every client receives the same values.
Version differences
Check which version you are running before following a section. Settings that exist in only one version are marked below.
| Setting | V1 | V2 |
|---|---|---|
RemovalTime | Yes | — |
CanRemoveSackWhenHogtied | Yes | — |
RemovalKey | — | Yes |
Notifications | — | Yes |
Everything else in this page applies to both versions.
Item
ItemName is the inventory item players use to place a sack.
| Setting | Default | Behaviour |
|---|---|---|
ItemName | 'sack' | Name of the item in your inventory system. |
Config.ItemName = 'sack' The value must match the item registered in your inventory exactly, including case. If the interaction never triggers, this is the first thing to check.
Interaction
These settings decide who can be targeted and from how far away.
| Setting | Default | Behaviour |
|---|---|---|
AllowNPCBagging | true | Allows players to place a sack on an NPC’s head. |
MaxDistance | 2.0 | Maximum distance to the target when placing a sack. |
Config.AllowNPCBagging = true
Config.MaxDistance = 2.0 Keep MaxDistance short. The interaction is meant to happen at arm’s length, and a larger value lets players bag a target they are not realistically standing next to.
Removal in V1
V1 removes the sack after a timed action and can restrict removal while the target is hogtied.
| Setting | Default | Behaviour |
|---|---|---|
RemovalTime | 1 | Length of the removal action. |
CanRemoveSackWhenHogtied | true | Allows the sack to be removed while the target is still hogtied. |
Config.RemovalTime = 1
Config.CanRemoveSackWhenHogtied = true Set CanRemoveSackWhenHogtied to false if a bagged captive should stay bagged until they are untied. That makes the sack a real restraint rather than a brief effect.
Removal in V2
V2 replaces the timed action with a key press. The same key removes a sack from another player and from the player’s own head.
| Setting | Default | Behaviour |
|---|---|---|
RemovalKey | 0x156F7119 | RedM input hash used to remove a sack. The default is Backspace. |
Config.RemovalKey = 0x156F7119 -- Backspace If you replace this control, use a valid RedM input hash and make sure it does not conflict with another interaction that can be active at the same time.
Sack prop
| Setting | Default | Behaviour |
|---|---|---|
SackPropModel | 1160964739 | Model hash of the sack prop. |
Config.SackPropModel = 1160964739 -- 0x4532EA83 Leave this at the default. The resource’s textures and attachment offsets are built around this specific prop, so pointing it at another model will misplace or untexture the sack.
Textures
Config.Textures lists the sack textures shipped with the resource.
Config.Textures = {
'texture-1.png',
'texture-2.png',
'texture-3.png'
} To add your own, place the file inside the resource alongside the existing textures and add its filename to this list. Remove an entry to stop that texture from being used.
Notifications
V2 defines the text and presentation of every message the resource sends, per framework. V1 uses its framework’s default notification style and has no equivalent section.
| Key | Sent when |
|---|---|
NoTarget | No hogtied target is nearby. |
NotHogtied | The target is nearby but not hogtied. |
AlreadyHasSack | The target already has a sack on their head. |
PutSack | A sack was placed successfully. |
RemovedSack | A sack was removed successfully. |
Each key holds one entry per framework:
Config.Notifications = {
NoTarget = {
QBR = { type = 9, message = 'No hogtied target nearby', duration = 5000, icon = 0, iconTexture = 'mp_lobby_textures', iconColor = 'COLOR_WHITE' },
VORP = { message = 'No hogtied target nearby', duration = 5000 },
RSG = { message = 'No hogtied target nearby', duration = 5000 }
}
} | Field | Used by | Behaviour |
|---|---|---|
message | All | Text shown to the player. |
duration | All | Time the notification stays visible, in milliseconds. |
type | QBR | Notification style. 9 is used for failures, 4 for successes. |
icon, iconTexture, iconColor | QBR | Icon shown next to the message. |
Only the framework block your server runs is read, but keep all three in place so the config stays portable. When translating, edit the message values and leave the keys and structural fields alone.
Debug mode
Config.Debug = false Keep debug disabled in production. Enable it temporarily while diagnosing an item name mismatch, a rejected target, or a texture that never appears, then turn it off again.