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Located in shared/config/damagetypes.lua, these settings govern how damage applied to player bones translates into specific wound types (e.g., projectiles, cuts, burns), and what steps are required to treat them.

Damage Progressions (Config.damageTypes)

Damage types act as steps in treating a severe wound. Each type can specify a next required step. For example, treating a projectile wound might first require removing the projectile, which downgraded the wound to a cut requiring stitches.
  • next: The ID of the next damage state (or nil if it’s the final treatment phase).
  • lang: Text shown in the UI while treating this stage.
  • animationDict & animation: The healing animation to play.
  • duration: Healing duration in milliseconds.
Config.damageTypes = {
    ['projectile'] = {
        next = 'cut',
        lang = 'Removing projectile...',
        animationDict = 'amb_work@world_human_repair@med@oilcan@male_a@idle_b',
        animation = 'idle_d',
        duration = 5000
    },
    ['cut'] = {
        next = nil,
        lang = 'Applying stitches...',
        animationDict = 'script_re@injured_rider@dr_office',
        animation = 'surgery_exit_doc',
        duration = 20000
    },
    -- ...
    ['default'] = {
        next = nil,
        lang = 'Healing...',
        animationDict = 'script_re@injured_rider@dr_office',
        animation = 'surgery_exit_doc',
        duration = 20000
    }
}

Weapon to Damage Type (Config.weaponToDamageType)

This maps RedM weapon hashes to specific damage types. For instance, revolvers cause projectile damage, whereas knives and machetes cause cut damage.
Config.weaponToDamageType = {
    [`weapon_revolver_cattleman`] = {
        damageType = 'projectile'
    },
    [`weapon_bow`] = {
        damageType = 'arrow'
    },
    [`weapon_melee_knife`] = {
        damageType = 'cut'
    },
    [`weapon_wolf`] = {
        damageType = 'bite'
    },
    ['default'] = {
        damageType = 'bruise'
    }
}