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MissionMaker Escape Settings

Telonof edited this page Jun 5, 2026 · 4 revisions

Escape Settings

stars

(Default: 1)

Sets the amount of wanted stars the player has at the start.

Example: <stars>3</stars>

initCopCount

(Default: 1)

Sets the amount of police that spawn near the player at the beginning of the mission.

Note

Police will still spawn on occasion as the mission progresses no matter the number.

Example: <initCopCount>4</initCopCount>

gang

(Default: false)

If set to true, the cop cars spawned and any visuals will change that to be of enemy members.


 

Example: <gang>true</gang>

policeSpawnParams

(Default: default parameters)

This setting lets you set an entity regarding percentages on how police cars will spawn and where along with behavior.

Example: <policeSpawnParams>CE17D20300000000</policeSpawnParams>

For more information, consider checking reference id 832B9A0300000000 within archetypes.entities.bin inside the game.

policeBehavior

(Default: BAD1000300000000)

This setting lets you override the police's behavior with an entity.

Note

A list of preset behaviors are provided via PRESET - aibehaviors.txt inside the Assets folder of this tool.

Example: <policeBehavior>98FF0F0300000000</policeBehavior>

policeCars

(Default: Default police/gang cars)

Using entities, the cars police/gang members drive can be altered depending on category.

Note

A list of vehicle entities are provided via PRESET - vehicles.txt and PRESET - traffic vehicles.txt found inside the Assets folder of this tool.

First, make a <policeCars> element, then add any of following sub-settings along with an entity to set that category's car.

(Default for each: Depending on either police or gang).

  • <normal>
  • <fast>
  • <superFast>
  • <offroad>

Example:

<root>
	<policeCars>
		<normal>ADA68D0700000000</normal>
		<offroad>ADA68D0700000000</offroad>
	</policeCars>
</root>

arrestConditions

(Default: Default arrest conditions, 30km maxSpeedForArrest, 2.5 second arrest timer, 12.5 distanceForArrest)

This setting sets custom parameters for arrest conditions.

Start by making an arrestConditions element inside the root element.

<root>
	<arrestConditions>
		<!-- settings go here -->
	</arrestConditions>
</root>

maxSpeedForArrest

(Default: 30.0)

This is the max speed in kilometers the player can be where the game will consider them "being arrested" (the countdown).

Example:

<arrestConditions>
	<maxSpeedForArrest>50</maxSpeedForArrest>
</arrestConditions>

arrestTimer

(Default: 2.5)

Sets the amount of time a player has to evade arrest when the timer begins.

Example:

<arrestConditions>
	<arrestTimer>5.5</arrestTimer>
</arrestConditions>

maxDistanceForArrest

(Default: 12.5)

Sets the range the player is from a police car that is considered an "under arrest" range.

Example:

<arrestConditions>
	<maxDistanceForArrest>30</maxDistanceForArrest>
</arrestConditions>

minPoliceArrest

(Default: 1)

Sets the amount of police cars required to be in range to trigger an arrest.

Example:

<arrestConditions>
	<minPoliceArrest>2</minPoliceArrest>
</arrestConditions>

arrestDistanceFromRoadBlock

(Default: 10.0)

Sets the range the player can be from a road block that can trigger an arrest.

Example:

<arrestConditions>
	<arrestDistanceFromRoadBlock>20</arrestDistanceFromRoadBlock>
</arrestConditions>

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