Lanterns & Items
Supported out of the box
| Weapon | Prop | Config item name |
|---|---|---|
weapon_melee_lantern | s_interact_lantern01x | lantern |
weapon_melee_davy_lantern | s_interact_lantern02x | davy_lantern |
weapon_melee_lantern_halloween | mp009_s_interact_lanternskull01x | skull_lantern |
weapon_melee_lantern_electric | s_interact_lantern01x | electric_lantern |
Any lantern the game reports that is not listed falls back to Config.DefaultLantern, so an unknown lantern still works rather than breaking.
Adding your own
Add an entry to Config.Lanterns, keyed by the weapon hash:
[`weapon_melee_lantern_electric`] = {
id = 'ELECTRIC',
label = 'Electric Lantern',
prop = `s_interact_lantern01x`, -- used on the saddle and on the ground
item = 'electric_lantern', -- your inventory item name
horse = { pos = vector3(-0.060, -0.200, -0.447), rot = vector3(25.85, 1.72, 179.39) },
satchel = { pos = vector3(-0.020, 0.035, -0.090), rot = vector3(3.50, 0.00, 10.00) },
gunbelt = { pos = vector3( 0.410, -0.105, -0.065), rot = vector3(-100.0, -167.0, 87.0) },
},| Field | What it is |
|---|---|
id | Free-form label used in debug output |
label | Human readable name |
prop | Object model spawned on the saddle and on the ground |
item | Inventory item name, only used when RequireItem is on |
horse | Offsets for the saddle. Only used by the weightbag attach point |
satchel | Offsets for the PH_Lantern bone |
gunbelt | Offsets for the MH_L_BeltSide bone |
The backtick syntax (`weapon_name`) is shorthand for the hash — copy the style of the existing entries.
Start by copying the offsets from a lantern of similar shape, then fit them with the tuning commands in Carrying & attach points.
Inventory integration
Off by default. A player just needs the lantern weapon, exactly like the singleplayer mod.
Config.Inventory = {
RequireItem = false,
ConsumeOnPlace = false,
}RequireItem
When true, placing a lantern in the world requires the matching item from Config.Lanterns to be in the player's inventory.
Stowing on the belt or saddle is never gated — the player already has the lantern in hand at that point, so asking again would be strange.
ConsumeOnPlace
When true (and RequireItem is also on), the item is taken out of the player's inventory while the lantern is on the ground, and given back when they pick it up.
A full inventory does not eat the lantern
If their inventory is full at pickup, the pickup is refused and the lantern stays lit where it is rather than vanishing.
Needs RequireItem = true to do anything.
Giving players a lantern
This resource does not hand out lanterns — that stays with your framework, the same as any other weapon or item.
| Framework | How |
|---|---|
| VORP | Create an item that gives weapon_melee_davy_lantern on use, or sell the weapon through a shop |
| RSG / QBR | An item with a use callback that gives the weapon |
| RedEM:RP | A usable item that gives the weapon |
| Standalone | Give the weapon with your admin menu, or through whatever shop resource you run |
Once the player has the lantern in hand, the resource takes over.
Props and streaming
All four lantern props are base game assets. Nothing is streamed and there is no stream folder, so there is nothing to download and no asset pack to set up.
If you point prop at a custom model, make sure the resource providing it starts before rm_Lantern, and expect to re-tune the offsets — a different model means a different pivot.