Talk animations while transmitting on voice, plus weapon aim-style overrides — both picked from a configurable in-game UI with a virtual keyboard for binding a toggle key. Per-license DB persistence means the chosen animation + binding follow the player across characters.Documentation Index
Fetch the complete documentation index at: https://docs.apex-services.site/llms.txt
Use this file to discover all available pages before exploring further.
Features
- Auto talk animation — fires while player is transmitting (SaltyChat / Mumble / custom VoIP)
- Weapon style override — Hillbilly / Gang / custom styles via
SetWeaponAnimationOverride+gunstyledecorator so remote players see it - In-game virtual keyboard for key rebinding — no ESC menu digging
- Per-license persistence — anim + keybind stick across character slots
- Rate-limiting with auto-ban — configurable window + threshold multiplier
- lb-phone & dpemotes auto-detected — suppresses animation while phone/emote active
- Automatic SQL table creation
- en/de localization with real umlauts
Requirements
Required
es_extended, ox_lib, oxmysql, plus a voice system firing SaltyChat_TalkStateChanged or mumble:talkingStateChanged (or a custom Hooks.IsVoiceTalking).Optional
lb-phone (auto-suppress while open), dpemotes (auto-suppress while emoting)Configuration
config.lua
Config.UseToggleMode for /dctoggle.
Hooks
See Hooks reference / Divined Chat. Key hooks:Hooks.IsVoiceTalking, Hooks.IsPhoneOpen, Hooks.IsPlayerInEmote, Hooks.IsTalkAnimWhileEmoteEnabled, Hooks.WaitForResources, Hooks.OnPlayerBan.
Resource info
Code accessible:
config.lua, hooks.lua, locales/*. Approximately 1100 lines of Lua + NUI. English + German.