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Config_Guide.lua.txt
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Config_Guide.lua.txt
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FIVEM CRACKDOWN MISSIONS v3 BETA RESOURCE CONFIGURATION
**USE MISSIONS.LUA IN THE RESOURCE, NOT THIS FILE, WHICH IS JUST A DESCRIPTION/EXAMPLE***
--Edit Resource settings and edit/create Missions. All settings can be applied globally across all missions,
--or per mission which overrides the global setting, unless said otherwise. Missions need to be ordered Mission1, Mission2, Mission3, etc... to work.
--To increase difficulty for missions for more players consider increasing SetPedMinAccuracy/SetPedMaxAccuracy first from 60 to around 100 max
Config = {}
--DIFFERENT TYPES OF MISSIONS:
Type="Objective", where you need to capture one main objective to complete the mission.
Type="ObjectiveRescue", where you need to capture multiple objectives to complete the mission. See 'isObjective=true' in MISSION SETUP further down. Only for Regular mission, not 'IsRandom'
Type="Assassinate", where you need to kill all the target NPCs to complete the mission.
Type="HostageRescue", where you need to rescue all friendly NPCs to complete the mission. If a hostage dies the mission fails.
Type="BossRush", where you need to kill all the target 'Boss' NPCs.
--MISSIONS CAN ALSO BE/HAVE:
Regular : where you can specify exact Peds, Props and Vehicles with their exact positions, and behaviors using attributes (see below)
IsRandom=true --: Random mission generator missions, where you can specify random mission generator settings globally or per mission.
--what distance to trigger the mission. Distance from Blip or from MissionTriggerStartPoint
Config.MissionTriggerRadius = 15000.0
—used with variable above
MissionTriggerStartPoint={x=0.0,y=0.0,z=0.0}
IndoorMissions=true --Add this to Regular indoor missions that happen in indoor locations like Doomsday Heist Bunker or Humane Labs to have Peds/Vehicles spawn dynamically, which fixes this problem:
--https://forum.fivem.net/t/spawning-indoors-and-underground-have-invisible-peds-npcs/373532
--You can override this, to have the vehicle/ped spawn at mission start by adding the attribute 'outside=true' to the Ped or Vehicle (**see Regular Mission Setup further down**)
-- Creates dynamic spawns, not only for indoors missions
-- which means spawns entities for the nearest player who is within
--IndoorsMissionSpawnRadius of where the entity should spawn. NOTE: Does not work for IsRandom missions.
--Not only for Indoors Misssions...
--Used with IndoorsMissions=true which turns on
--dynamic spawning. Which means when the player is within
--IndoorsMissionSpawnRadius of where entity should spawn at.
Config.IndoorsMissionSpawnRadius=30
IndoorsMissionStrongSpawnCheck = true --Used with IndoorMissions=true. Does raytracing on players within 300m of spawn location, to make sure the NPC/Vehicle doesnt just appear out of nowhere in front of a player.
--if any player is in the line of sight it will not spawn. Sometimes you will not want this on.
--3 Mission attributes below FOR VEHICLES/HELIS/PLANES TO FOLLOW/ATTACK/PROTECT A TARGET ped, vehicle or location (see missions.lua and README.TXT for examples and more information for attributes
below and how they are used):
--best results were found for vehicles targeting another vehicle. (NOTE: Seem mission10 and mission16 and other 'IsDefend=true' missions, which use a different way to
have peds and vehicles go to a target. This attributes can still be used and added to IsDefend=true missions nonetheless, see Mission16)
--so typically if we want a vehicle to go to a target location use 'trailersmall' vehicle there and set Freeze=true,notvisible=true. The client.lua code will also make the trailersmall vehicles have noclip, when notvisible is true. The vehicle will simple go to that location then, and/or hover around if a heli, or circle it if a plane.
--For any of this logic to work for a mission,a VehicleGotoMissionTargetVehicle index or a VehicleGotoMissionTargetPed index below HAS to be set for the mission.
--Even if the missions dont use the index, it acts like a flag to allow the mission to use the AI if it wants.
--Anyways, the vehicle or ped index defined, this will be index of the ped or vehicle that is to be chased/attacked/protected, which any vehicle with the attribute VehicleGotoMissionTarget=true set will perform. NOTE, you can set VehicleGotoMissionTargetPed or VehicleGotoMissionTargetPed attributes PER VEHICLE DEFINIITION as well within the mission. Where vehicles with these values and having VehicleGotoMissionTarget=true can target other specific vehicles in the mission with the vehicle index provided, or ped with the ped index provided. So there can be complex behavior created, where at the mission levelsay VehicleGotoMissionTargetVehicle = 3 is set, and any vehicle with VehicleGotoMissionTarget=true will target that vehicle at index 3 or location where it is at. BUT this can be overrided if a vehicle itself has also either for example VehicleGotoMissionTargetPed= 2 orVehicleGotoMissionTargetVehicle=5 say. Having these will override the behaviour of the vehicle to target ped at index 2, or vehicle at index 5. See Mission60. REMEMBER, VehicleGotoMissionTargetVehicle=an index or VehicleGotoMissionTargetPed=an index below HAS to be set for the mission at mission level for any of this to work, since they also act as a flag to turn on this behavior for vehicles, even if those indexes are not used, and only PER VEHICLE DEFINIITION behaviour is wanted. See Mission 3 for simple example, or Mission60 for more complex example.
VehicleGotoMissionTarget=true, - Add to Enemy NPC Vehicles for them to circle/chase/attack using the attributes below
VehicleGotoMissionTargetPed —index of npc ped for NPC vehicles that have the VehicleGotoMissionTarget=true attribute to circle/chase
VehicleGotoMissionTargetVehicle —index of npc vehicle for vehicle npcs that have the VehicleGotoMissionTarget=true attribute to circle/chase
—NOTE, you can set VehicleGotoMissionTargetPed or VehicleGotoMissionTargetPed attributes per vehicle definition as well.
HostageRescue=true --: If a hostage NPC dies during the mission, the mission fails. Used for any Mission Type.
--IsDefend settings are meant to be used with Type="Assassinate" missions:
IsDefend=true --: Players must defend a zone from being reached by enemy NPCs, else the mission fails.
IsDefendTarget=true --: Players must defend an NPC target from being eliminated by the enemy NPCs, else the mission failes. Requires IsDefend=true.
IsDefendTargetRescue = true --Can rescue the friendly NPC target by walking up to them for 1 second, like a regular hostage. This will complete the mission.
Config.IsDefendTargetMaxHealth = 600 --extra health buff for friendly NPC target
ObjectiveRescueShortRangeBlip = true, --only show objectiverescue objective blips on the map when the players are close by (within 100m)
IsDefendTargetGotoGoal — NPC target goes to Blip goal, escort them, or transport them to the goal Blip
IsDefendTargetDoPlaneMission —call planemission task instead of plane chase task for ai.
IsDefendTargetRewardBlip, — when IsDefendTargetGotoGoal is true, create a marker with IsDefendTargetGoalDistance radius
IsDefendTargetGoalDistance —radius of goal reward area
IsDefendTargetChase —used to make enemy npcs chase NPC target:
IsVehicleDefendTargetChase =—used to make enemy npcs vehicles chase NPC target/vehicle
IsVehicleDefendTargetGotoBlipTargetOnly=true, —think this is deprecated, Makes only the npc target to defend go to the blip
IsDefendTargetEnemySetBlockingOfNonTemporaryEvents=true, —used for when IsRandom=true to make enemies keep to task until IsDefendTargetAttackDistance or IsDefendTargetVehicleAttackDistance is reached
IsDefendTargetSetBlockingOfNonTemporaryEvents=true, —used for when IsRandom=true make the target to defend npc stay still or keep to task
--How close to the IsDefendTargetVehicle does the player need to be
--in order to be able to teleport to a free seat?
if 0 or 0.0 turns this feature off
Config.IsDefendTargetVehiclePassengerRadius=25.0
--How close to the target will peds on feet finally attack? Useful when SetBlockingOfNonTemporaryEvents is set for a ped.
Config.IsDefendTargetAttackDistance = 10.0
Config.IsDefendTargetVehicleAttackDistance = 50.0
IsDefendTargetOnlyPlayersDamagePeds —Override, since for IsDefendTarget missions, SetEntityOnlyDamagedByPlayer is set to false.
IsDefendTargetPassenger —for escort mission, force target NPC to defend into passenger seat. default seatid 0
IsDefendTargetPassengerSeatId —if IsDefendTargetPassenger= true, what seated if not 0?
- Meant for random missions where IsDefendTargetPassenger=true. Allows the target ped to go into a specific seatid, based on vehicle model name. Mission44 uses it, to shuffle the transport target passenger to a non-turret seat. IsDefendTargetPassengerSeatId, if set, will override this:
IsDefendTargetSeatIds = {
valkyrie=2,akula = 0, savage=2,buzzard=0
}
—SEE FURTHER DOWN AS WELL, MORE IsDefendTarget settings explained above.
--NOTE: only around 98 characters will display for these messages below:
Config.StartMessage --Large mission intro text that pops up and disappears.
Config.FinishMessage --Large mission outro text that pops up and disappears on completion. Used with $ reward text and reason why.
Config.MissionTitle --red text on lower r.h.s. of the screen.
Config.MissionMessage --green text on below MissionTitle that reminds players what to do.
Config.FailedMessage --= Mission Failed Message. It will be used with a reason why text, and any money lost.
--See Mission20 and Mission21 for these settings being used. They will turn enemy and hostage blips on based on how far away you
--are when turned on.
Config.DoEnemyShortRangeBlips=false
Config.DoEnemyVehicleShortRangeBlips=false
Config.DoFriendlyShortRangeBlips=false
Config.DoEnemyShortRangeBlipRange=600
Config.DoFriendlyShortRangeBlipRange=3000
--these 3 below get turned on when Config.DoEnemyVehicleShortRangeBlips=true
Config.DoEnemyVehicleShortRangeBlipRange=1000
Config.DoEnemyVehicleHeliShortRangeBlipRange=2000
Config.DoEnemyVehicleAirplaneShortRangeBlipRange=3000
--These are set per mission (see Mission42 in mission.lua)
--This allows a mission to automatically lead into another mission (In this case Mission32)
--This can allow for a campaign or a series of mini-missions to finish to complete the overall mission:
NextMission="Mission32"
--What mission to go to if the mission fails?
NextMissionIfFailed="Mission42",
--progress to NextMission even if the mission has failed?:
ProgressToNextMissionIfFail=false,
-- OPT-OUT/OPT-IN SETTINGS. NOT PER MISSION, ONLY GLOBAL:
--IF EITHER EnableOptIn OR EnableSafeHouseOptIn IS true, THE OTHER HAS TO BE false:
--This allows players to simply press ‘Q’ and ‘[’ keys or RB + DPAD DOWN together to join an active mission:
Config.EnableOptIn = false
--requires the player to journey to the safehouse marker (they will see the safehouse blip on the map)
--and press either ‘]’ key or DPAD UP in order to join the mission:
Config.EnableSafeHouseOptIn = false
--When set to true, when a mission is active and a player is not opted in, it displays text in the lower RHS
--that there is an active mission with directions on how to join:
Config.EnableOptInHUD = false
--This forces all players to opt out of the mission system at mission end, forcing them to opt back in for the next mission.
--Does not remove weapons, but removes buffs:
Config.ForceOptOutAtMissionEnd = false
--END OPT-OUT/OPT-IN SETTINGS
--Set this to true to remove all weapons and upgrades (Crackdown mode buffs if enabled) at the mission end.
--This should be used with one of the 2 OptIn bove settings set to true, else it will remove weapons from everyone.
Config.RemoveWeaponsAndUpgradesAtMissionEnd = false
--same thing, but at mission start
--RemoveWeaponsAndUpgradesAtMissionStart = true,
--Use Mission Reinforcement Point where players can fast travel to after respawn?
Config.UseMissionDrop=true
-- optional fee and notification if > 0
Config.UseMissionDropFee=500
-show help notifications on how to play and controls at mission start?
Config.DoHelpScreens = false
Config.BackupPeds={ 's_m_y_blackops_01', 's_m_y_blackops_02', 's_m_y_blackops_03', 's_m_y_swat_01' }
-- L3 + DPAD LEFT,
Config.MissionDoBackup=true
Config.BackupPedHealth=5000
Config.BackupPedFee=1000
Config.BackupPedRegen=true
--spawn the backup ped not within 1m of the player, but at the nearest vehicle node on a road.
Config.BackupPedSpawnAtRoad=true
--allow extra backup peds with special weapons?
Config.BackupPedHeavyMunitionsAllow=true
-- toggle regular backup ped with these 3 via L3 + DPAD RIGHT
Config.BackupPedHeavyMunitions={"weapon_rpg","weapon_hominglauncher","weapon_minigun"}
Config.BackupPedHeavyMunitionsText={"RPG Launcher","Homing Launcher","Minigun"}
Config.BackupPedHeavyMunitionsCost={2500,3500,2500}
--
--Mission Backups Start:
--what sight and hearing range?
Config.BackupPedSensesDistance=1500.0 is heavy sniper max range
--https://gist.github.com/alexguirre/0af600eb3d4c91ad4f900120a63b8992
Config.BackupVoiceName="S_M_Y_BLACKOPS_01_WHITE_MINI_01"
Config.BackupVoiceGreet="COVER_YOU"
--how far away should the backup start trying to move back to the player
--should be less than 300m
Config.BackupPedMaxDistance=10
--Distance away from the ped for them to
--teleport in, when player is on foot
Config.BackupPedTeleportDistance=300
--Mission Backups End
--when joining a vehicle in IsDefendTarget mission vehicle,
--or when a player backup ped tries to join
--where should the player or backup go go to?
--overrides the turrets first logic... for vehicles like apcs.
Config.PreferrableSeatIds = {
apc=0
}
--Spawn mission vehicles with a random livery
--provides more variety in how vehicles look
Config.MissionVehicleRandomizeLiveries=true
--show bottom of the screen mission description text when mission starts?
--now replaced by SMS texts.
Config.ShowMissionIntroText=false
--acts as a $ penalty for players dying during a mission.
--Set to 0 for no fee and no notification
Config.MissionRejuvenationFee=0
--Does player get harrassed/encouraged by mission contact when they die?
--1 in 4 chance per death to be sent.
Config.MissionRejuvenationSMS=false
-- % chance of contact messaging? Values from 0 for no chance to 100 for always
--needs Config.MissionRejuvenationSMS=true to work
Config.MissionRejuvenationSMSChance=25
--"Harrasment"/"encourgement" messages sent to player from mission contact
--1 in 4 chance per death to be sent. Random subject and random message then sent from below:
Config.SMS_RejuvenationSubjects={"Are you OK?","Whats going on?","Can you handle this?","Wait for Reinforcements?"}
Config.SMS_RejuvenationMessages={"You sure you are up for this? You're getting your ass handed to you",
"This mission might be too hard for you. Maybe wait for some reinforcements?",
"Whats going on down there? Are you able to finish this mission...on time?",
"Are you coming at this the right way? Maybe try a different tactic?",
}
--THESE MISSION SMS SETTINGS SHOULD BE SET PER MISSION:
--LENGTH OF SMS_ContactPics, SMS_ContactNames, etc... NEED TO BE THE SAME LENGTH:
--ONE WILL BE CHOSEN RANDOMLY.
Config.SMS_ContactNames={"Military Contact","Agency Contact","Military Contact",
"Agency Contact","Agency Contact"
}
--see: https://wiki.rage.mp/index.php?title=Notification_Pictures
Config.SMS_ContactPics={"CHAR_MP_ARMY_CONTACT","CHAR_AGENT14","CHAR_BOATSITE2",
"DIA_PRINCESS","CHAR_STEVE"
}
Config.SMS_ContactSubjects={"New Mission","New Mission","New Mission","New Mission","New Mission",}
Config.SMS_ContactMessages={"Need Help with a mission","Need Help with a mission",
"Need Help with a mission","Need Help with a mission","Need Help with a mission"}
Config.SMS_ContactPassedSubjects={"Great Job!","Great Job!","Great Job!","Great Job!","Great Job!",}
Config.SMS_ContactPassedMessages={"Good working with you","Good working with you",
"Good working with you","Good working with you","Good working with you"}
Config.SMS_ContactFailedSubjects={"What happened?","What happened?","What happened?","What happened?","What happened?",}
Config.SMS_ContactFailedMessages={"This is terrible news!","This is terrible news!",
"This is terrible news!","This is terrible news!","This is terrible news!"}
Config.SMS_PlaySound = true
--MORE SMS MISSION SEND OPTIONS, SET PER MISSION, THESE will OVERRIDE ABOVE VALUES:
SMS_Subject="Capture the goods",
--99 char limit per message, so can use up to 3 SMS texts:
SMS_Message=""
SMS_Message2=""
SMS_Message3=""
--WHAT TO SEND FROM MISSION CONTACT AFTER MISSION FAIL:
SMS_FailedSubject="HAHA",
SMS_FailedMessage="You should have stayed away, this is much bigger than you",
--WHAT TO SEND FROM MISSION CONTACT AFTER PASSING MISSION:
SMS_PassedSubject="It Exists!",
SMS_PassedMessage="The legends were true afterall! Enjoy your reimbursement"
--DONT SEND ANY FAIL/PASS SMS? SO can leave above blank if true:
SMS_NoFailedMessage=true,
SMS_NoPassedMessage=true,
--Make mission title the sms subject, ignoring SMS_ContactSubjects array?
Config.SMS_MissionTitle = true
--Make mission message the sms message, ignoring SMS_ContactMessages array?
Config.SMS_MissionMessage = true
--accuracy range of peds, default is 60, max is 100
Config.SetPedMinAccuracy = 60
Config.SetPedMaxAccuracy = 60
Config.StartMissionsOnSpawn=true --Start a mission as soon as the first player joins? Use with 'ExtraTimeToWaitToStartNextMission' in server.lua
--set to true, to turn off only damaged by player
--Makes HostageRescue missions a little harder
Config.DelicateHostages = false
--Draw markers on the top of Enemy Targets:
Config.DrawTargetMarker = true
--Draw markers on the top of Friendly Targets:
Config.DrawRescueMarker = true
--Draw markers on the top of Friendly IsDefend Target:
Config.DrawIsDefendTargetMarker = true
--Draw markers on the top of ObjectiveRescue Objectives:
Config.DrawObjectiveRescueMarker = true
--Draw markers on the top of Objective mission Objectve:
Config.DrawObjectiveMarker = true
--Draw extra 'Defend Zone' text for ISDefend mission zone:
Config.DrawIsDefendMarker = true
--Time till mission is over:
Config.MissionLengthMinutes = 60
--Do not timeout mission?:
Config.MissionNoTimeout = false
--set false for linear progression, true for any random mission chosen (GLOBAL only)
Config.RandomMissions = true
--Time after the end of the mission, before starting the next mission
Config.MissionSpaceTime = 30000 --milliseconds between missions
--set player default max health (Global Only)
Config.DefaultPlayerMaxHealthAmount = 200
--***MONEY REWARDS***
--For killing an enemy target in Assassinate, or any NPC with target=true in any regular mission:
Config.TargetKillReward = 250 --cash
--For killing an enemy NPC in any mission that is not target:
Config.KillReward = 250 --cash
--Extra money given for killing enemy NPCs/NPC targets that are in vehicles:
Config.KillVehiclePedBonus = 150 --cash
--Extra money given for killing enemy NPC 'Bosses' (they have full auto chainguns and different models)
Config.KillBossPedBonus = 150 --cash
--For capturing the objective:
Config.FinishedObjectiveReward = 5000 --cash
--Self explanatory:
Config.HostageKillPenalty = 500 --cash
--Move up to a hostage and wait a second, and they will be rescued:
Config.HostageRescueReward = 500 --cash
---Move up to a friendly NPC target and wait a second, and they will be rescued:
Config.IsDefendTargetRescueReward = 5000 --cash
--Self explanatory:
Config.IsDefendTargetKillPenalty = 5000 --cash
--Reward for capturing an ObjectiveRescue objective:
Config.ObjectRescueReward = 3000 --cash
—Reward for helping IsDefendTarget NPC to the goal.
Config.GoalReachedReward = 2000
--List of vehicles with their seatids
--**You can use seatids to auto-fill passengers as well, not just turrets**
--**All vehicle seats for all vehicles get auto-populated for NPCs by default**
--**Use this to override that, to set only certain seatids**
Config.VehicleTurretSeatIds = {
apc = {0},
barrage = {1,2},
halftrack = {1},
dune3 = {0},
insurgent = {7},
insurgent3 = {7},
technical = {1},
technical2 = {1},
technical3 = {1},
limo2 = {3},
menacer = {3},
boxville5 = {3},
toro2={0,1,2,3}
}
--**Nerfs are deprecated EXCEPT FOR NerfValkyrieHelicopterCannon**, all fire patterns are done per vehicle in doVehicleMods function now in client.lua:
Config.NerfValkyrieHelicopterCannon = true
--make the cannon on the APC shoot much slower like a slow tank
Config.NerfAPCCannon = true
--make the cannon on the khanjali and rhino tanks shooter more like a slow tank
Config.NerfTankCannon = false
--make all other turrets in any other vehicle nerfed? (burst shots vs 30-50 rounds at a time)
Config.NerfTurrets = false
--Fast firing NPC peds, make them all shoot full auto (if they can). Can potentially make it MUCH more difficult
Config.FastFiringPeds = false
--Configure Boss health. Chance to appear in IsRandom missions with RandomMissionBossChance
--in regular missions, use isBoss=true
Config.BossHealth = 1000
--***ON GROUND PICKUP SPAWN SETTINGS***
--In regular missions you can specify 'mission pickups' that spawn on the ground at mission start
--and 'reward pickups' that spawn on the ground at mission completion
--cleanup any remaining mission and reward pickups when a new mission starts?
Config.CleanupPickups = true
--extra pickups that dead enemy NPC spawns at mission completion:
Config.EnemiesCanSpawnPickups = false
--Percent Chance to spawn an extra pickup:
Config.EnemySpawnedPickupsChance = 10
--Types of extra pickups:
Config.EnemySpawnedPickups = {
"PICKUP_HEALTH_SNACK",
"PICKUP_HEALTH_STANDARD",
}
--Enable/Disable native NPC weapon drops:
Config.SetPedDropsWeaponsWhenDead = true
--***DIRECT 'PICKUP' SETTINGS***--
--Alternatively, mission and reward 'pickups' can be given directly to players.
--These need to be weapons or gadgets or components and use weapon/weapon component hashes instead
--Give Players weapons at mission start?:
Config.SpawnMissionPickupsOnPlayer = false
--Give Players weapon components at mission start?:
Config.SpawnMissionComponentsOnPlayer = false
--What weapons to give the player at mission start:
Config.SpawnMissionPickups = {"WEAPON_CARBINERIFLE","WEAPON_COMBATPISTOL","WEAPON_KNIFE","GADGET_NIGHTVISION"}
--What components to give the player at mission start:
-NOTE: Need a space between attachment/component and weapon it goes on
Config.SpawnMissionComponents = {"COMPONENT_AT_PI_SUPP WEAPON_COMBATPISTOL"}
--Same for reward pickups for mission completion:
Config.SpawnRewardPickupsOnPlayer = false
Config.SpawnRewardComponentsOnPlayer = false
Config.SpawnRewardPickups = {
"WEAPON_CARBINERIFLE","WEAPON_COMBATPISTOL","WEAPON_KNIFE","GADGET_NIGHTVISION","WEAPON_GRENADE","WEAPON_PROXMINE","WEAPON_STICKYBOMB","WEAPON_PIPEBOMB","WEAPON_FLARE",
"weapon_hominglauncher","weapon_marksmanrifle_mk2","weapon_assaultshotgun",
"WEAPON_RPG","WEAPON_COMBATPISTOL","WEAPON_KNIFE","GADGET_PARACHUTE","weapon_grenadelauncher","weapon_specialcarbine_mk2","weapon_molotov","weapon_combatmg","weapon_assaultsmg",
"weapon_heavyshotgun","weapon_heavysniper_mk2","weapon_minigun"
}
Config.SpawnRewardComponents = {"COMPONENT_AT_PI_FLSH WEAPON_COMBATPISTOL","COMPONENT_AT_PI_SUPP WEAPON_COMBATPISTOL"}
-Useful for certain missions like certain Checkpoint Missions
Config.SafeHouseDoInvincibleVehicles=false
Config.AnnounceEvents=false --have friendly notification of event triggered?
--ExtraRandomEventsType: flag 1 = land only, 2 = water and land, 3 = water only
Config.ExtraRandomEventsType = 1
---how many extra event areas are there in the mission?
Config.GenerateExtraRandomEventsNum = 3
--randomly spawned events will be in the range set for the mission: i.e.: https://drive.google.com/file/d/0B-zvE86DVcv2MXhVSHZnc01QWm8/view
--IsRandomSpawnAnywhereCoordRange = {xrange={-500,2500},yrange={3500,4700}}, --just sea
--IsRandomSpawnAnywhereCoordRange = {xrange={-1000,3000},yrange={3000,5000}}, --land and sea
--IsRandomSpawnAnywhereCoordRange = {xrange={-3500,3000},yrange={-3700,1000}}, --just land
--CHECKPOINT MISSION SETTINGS
--See Mission45 -> Mission51 (Mission46 and Mission47 are standard (non-random) missions)
--settings for IsRandom & IsRandomSpawnAnywhere checkpoint mission, and/or regular checkpoint missions.
--for random missions have IsRandomSpawnAnywhere and IsRandom to be true.
--you can use IsRandomSpawnAnywhereCoordRange = {xrange={-3500,3000},yrange={-3700,1000}}, like for standard IsRandomSpawnAnywhere
--missions to have a checkpoint and event spawn area https://drive.google.com/file/d/0B-zvE86DVcv2MXhVSHZnc01QWm8/view
--only used for IsRandom missions
Config.MaxCheckpoints=10 --NEEDS TO BE 2 OR MORE
--only set manually for non-IsRandom mission:
Config.CheckpointsStartPos={x=0.0,y=0.0,z=0.0}
--only set manually for non-IsRandom mission:
Config.RecordedCheckpoints={}
--these are only for IsRandom Missions:
Config.CheckpointsDoLand=true --only spawn checkpoints on land, other 2 must be false
Config.CheckpointsDoWater=false --Spawn checkpoints only on water? other 2 must be false
Config.CheckpointsDoWaterAndLand=false --Spawn checkpoints on both land and water? other 2 must be false
Config.SpawnCheckpointsOnRoadsOnly=true --if on land, only on roads?
--
Config.CheckpointsAirBattle=false --only spawn enemy aircraft, good for aircraft battle races.
Config.CheckPointClaimdReward=1000 --drivers and passengers get this when they are in a vehicle that is first to a checkpoint
Config.RaceWinReward=20000 --only driver gets this in the winning vehicle
--**REGEN SETTINGS**--
--Beyond regular GTA V 1/2 health regen:
--give player full health and armor when they get any type of $ reward for a mission?
Config.RegenHealthAndArmourOnReward = true
--Turn on Regen like Halo for Health (and armour if they have any)?
--Regen will stop if player loses health, or is active, so they need to rest
Config.RegenHealthAndArmour = true
--***SAFEHOUSE SETTINGS***
--Safe houses are on by default and are places where player visit
--to get mission health, armor, upgrades and vehicles at an optional cost
--Players can 'claim' a mission vehicle where only they can drive, but other players
--can be passengers.
--turn safehouses off/on
Config.UseSafeHouse = true
--turn safehouse crate drops on/off (uses Config.SafeHouseTimeTillNextUse as well to stop spamming)
Config.UseSafeHouseCrateDrop = true
--turn on bandito remote detonate bomb deploys?
Config.UseSafeHouseBanditoDrop = true
--for below see: https://github.com/jayr33n/altv-trainer/blob/master/src/client/enums/ammoType.ts
--Missions can become a snipe-fest, to make the missions a bit harder, you can limit powerful weapon ammo like for sniper rifles
--and rpg, stinger and grenade launcher
Config.SafeHouseSniperExplosiveRoundsGiven = 8 --default in game is 40 for (DEFAULT) Heavy Sniper Mk 2 Alter this for some balance
Config.SafeHouseSniperRoundsGiven = 20 --default in game is 250. (DEFAULT) for standard Heavy Sniper. Alter this for some balance
Config.SafeHouseSniperFMJRoundsGiven = 20 --default in game is 40. (DEFAULT) for Marksman Mk 2. Alter this for some balance
Config.SafeHouseHomingLauncherRoundsGiven = 10 --default in game is 10. Alter this for some balance
Config.SafeHouseRPGRoundsGiven = 10 --default in game is 20. Alter this for some balance
Config.SafeHouseGrenadeLauncherRoundsGiven = 10 --default in game is 20. Alter this for some balance
--$ cost to use:
Config.SafeHouseCost = 2000
--$cost to use crate drop (players hit LB & RB on gamepad or Q & E key):
Config.SafeHouseCostCrate = 1000
--$ cost to 'claim' a vehicle
Config.SafeHouseCostVehicle = 2000
--Max amount of vehicles a player can claim per mission:
Config.SafeHouseVehiclesMaxClaim = 2
--immediate give of upgrade and weapons when the player enters the safehouse
SafeHouseGiveImmediately = true,
--no countdown with safehouse.
SafeHouseGiveNoCountDown = true,
--Time in milliseconds till the safe house can next be used by the player?:
Config.SafeHouseTimeTillNextUse = 180000 --3 minutes default
--reset safehouse access when player respawns?
--(really need to use ESX& database to stop
--players disconnecting and reconnecting
--to record.)
Config.ResetSafeHouseOnRespawn = false
--do we also reset player next use for the safe house for the next mission?
Config.ResetSafeHouseOnNewMission = false
--turn on ambient anims and chance of greeting from safe house peds
--this will run throughout the mission, by the host peer that spawned them.
--there are random waits, but about a 30 to 40 second loop where they wiil
--do 3 anims and will attempt to greet at lease once... if chance ==100
Config.SafeHouseDoAnimsAndGreets=true
--overrides to have one or the other, since the leader can protect the safe house:
--both still need Config.SafeHouseDoAnimsAndGreetsDoctor=true
Config.SafeHouseDoAnimsAndGreetsLeader=false
Config.SafeHouseDoAnimsAndGreetsDoctor=true
--Since the code looks at 3rd character in model name for 'f' to
--determine if use female voicename, but you have an ig_* model say
--setting either below to true will force a female voice. Only works when
--there are no male ig_* etc... or regular male models:
Config.SafeHouseLeaderForceFemale=false
Config.SafeHouseDoctorForceFemale=false
--https://gist.github.com/alexguirre/0af600eb3d4c91ad4f900120a63b8992
Config.SafeHousePedMaleLeaderVoiceNames = {"S_M_Y_BLACKOPS_01_WHITE_01","TREVOR_NORMAL","S_M_Y_SWAT_01_WHITE_FULL_01"
,"S_M_Y_BLACKOPS_01_WHITE_MINI_01"
}
Config.SafeHousePedMaleLeaderGreetSpeech = {"GENERIC_HI","GENERIC_HI","GENERIC_HI","GENERIC_HOWS_IT_GOING"
} --MUST be same length as above array/\
Config.SafeHousePedFemaleLeaderVoiceNames = {"S_F_Y_COP_01_WHITE_FULL_02","S_F_Y_COP_01_WHITE_FULL_01"}
Config.SafeHousePedFemaleLeaderGreetSpeech = {"GENERIC_HI","GENERIC_HI"} --MUST be same length as above array/\
Config.SafeHousePedLeaderChanceToGreet=10 --per mission
--https://pastebin.com/6mrYTdQv
Config.SafeHousePedLeaderAnims={"WORLD_HUMAN_SMOKING","CODE_HUMAN_POLICE_INVESTIGATE","EAR_TO_TEXT","WORLD_HUMAN_STAND_MOBILE_UPRIGHT","WORLD_HUMAN_GUARD_PATROL","WORLD_HUMAN_GUARD_STAND","WORLD_HUMAN_GUARD_STAND_ARMY",
"WORLD_HUMAN_STAND_IMPATIENT_UPRIGHT"}
Config.SafeHousePedMaleDoctorVoiceNames = {"MICHAEL_NORMAL","DAVE","S_M_Y_COP_01_WHITE_FULL_01"}
Config.SafeHousePedMaleDoctorGreetSpeech = {"GENERIC_HI","GENERIC_HI","GENERIC_HI"}--MUST be same length as above array/\
Config.SafeHousePedFemaleDoctorVoiceNames = {"S_F_Y_COP_01_WHITE_FULL_02","S_F_Y_COP_01_WHITE_FULL_01"}
Config.SafeHousePedFemaleDoctorGreetSpeech = {"GENERIC_HI","GENERIC_HI"}--MUST be same length as above array/\
Config.SafeHousePedDoctorChanceToGreet=10 --per mission
Config.SafeHousePedDoctorAnims={"EAR_TO_TEXT","WORLD_HUMAN_CLIPBOARD","WORLD_HUMAN_STAND_MOBILE_UPRIGHT","CODE_HUMAN_MEDIC_TIME_OF_DEATH","CODE_HUMAN_POLICE_INVESTIGATE","WORLD_HUMAN_GUARD_PATROL","WORLD_HUMAN_GUARD_STAND","WORLD_HUMAN_GUARD_STAND_ARMY","WORLD_HUMAN_STAND_IMPATIENT_UPRIGHT"}
--end safehouse ambient greets and anims
--pawns player to the current mission safehouse when they spawn/respawn
Config.TeleportToSafeHouseOnSpawn = true
--teleport player to safe house on mission start?:
Config.TeleportToSafeHouseOnMissionStart = true
--Will teleport all mission players OUT of vehicles
--to the safehouse marker (useful as well if no BlipSL set):
Config.TeleportToSafeHouseOnMissionStartNoVehicle = true
--Time after mission start to teleport, default is 5000 (5 seconds to read the mission text)
Config.TeleportToSafeHouseOnMissionStartDelay = 5000
--minimum distance from safehouse in order to teleport Player to safehouse
Config.TeleportToSafeHouseMinDistance = 50
--minimum distance from vehicle safe house zone (BlipSL) in order to teleport Player + Vehicle to safehouse
Config.TeleportToSafeHouseMinVehicleDistance = 200
--when going to safe house for mission equipment armor and
--health, will also give super jump
-- and fast sprint, fast swim and 2000 health by default (global only)
Config.SafeHouseCrackDownMode = true
--Amount of health to give (global only):
Config.SafeHouseCrackDownModeHealthAmount = 2000
--doctor peds at safe house:
Config.SafeHousePedDoctors = {"s_m_m_doctor_01","a_f_y_business_02","u_f_y_princess"}
--mission leader peds at safe house:
Config.SafeHousePedLeaders = {"s_m_y_blackops_02","s_m_y_blackops_01","s_m_y_blackops_03"}
--safe house prop:
Config.SafeHouseProps = {"v_ilev_liconftable_sml"}--{"ex_prop_crate_expl_bc"}
--weapons the leader can have:
Config.SafeHousePedWeapons = {0x83BF0278,0x05FC3C11}
--Amount of safe house vehicles, aircraft and boats to spawn:
--NOTE, When safe houses are turned on. For regular missions, place vehicles without 'id2' attribute in Vehicles= {} to also create safe house vehicles for players
--**They need to be placed *after* any vehicles with 'id2' attribute which are NPC vehicles** See MISSION SETUP below.
Config.SafeHouseVehicleCount = 5
Config.SafeHouseAircraftCount = 2
Config.SafeHouseBoatCount = 3
--Weapon Hashes that player gets at the safe house:
Config.SpawnSafeHousePickups = {"WEAPON_CARBINERIFLE","WEAPON_COMBATPISTOL","WEAPON_KNIFE","GADGET_NIGHTVISION","WEAPON_GRENADE","WEAPON_PROXMINE","WEAPON_STICKYBOMB","WEAPON_PIPEBOMB","WEAPON_FLARE",
"weapon_hominglauncher","weapon_sniperrifle","weapon_bullpupshotgun",
}
--Weapon Component Hashes the player gets (NOTE: use a space between weapon and it's component):
Config.SpawnSafeHouseComponents = {"COMPONENT_AT_PI_SUPP WEAPON_COMBATPISTOL"} --space between attachment/component and weapon it goes on
--potential available vehicles at the safe house:
Config.SafeHouseVehicles = { "apc",
"barrage",
"halftrack",
"dune3",
"insurgent",
"insurgent3",
"technical",
"technical2",
"technical3",
"limo2",
"menacer",
"rhino",
"khanjali",
"trailersmall2",
"tampa3"
}
--potential available safe house aircraft:
Config.SafeHouseAircraft = {
"hydra",
"lazer",
"strikeforce"
}
--potential available safe house boats:
Config.SafeHouseBoat = {
"dinghy4",
"seashark",
"toro2",
"jetmax"
}
--For IsRandom=true Random Mission Generator missions...
--When a random mission is spawned, use a safe house location from the
--SafeHouseLocations table? The closest (>500m away) safe house to the
--mission will be chosen.
Config.UseSafeHouseLocations = true
--Safe houses need BlipS for safe house map blip, MarkerS for the safe house enterable
--BlipSL for where the vehicles/aircraft spawn (optional), BlipSB for boat spawns (optional)
Config.SafeHouseLocations = {
--Los Santos Airport
{
BlipS = { --safehouse blip
Title = "Mission Safehouse",
Position = { x = -1694.94, y = -3152.18, z = 23.32}, --{ x = 1944.96, y = 3150.6, z = 46.77},
Icon = 417,
Display = 4,
Size = 1.2,
Color = 2,
Alpha =80,
},
MarkerS = { --safehouse marker
Type = 1,
Position = { x = -1694.94, y = -3152.18, z = 24.32}, --{ x = 1944.96, y = 3150.6, z = 46.77},
Size = {x = 6.0, y = 6.0, z = 2.0},
Color = {r = 117, g = 218, b = 255},
DrawDistance = 200.0,
},
BlipSL = { --safehouse Vehicle blip
Title = "Mission Vehicle Safehouse",
Position = { x = -1469.37, y = -2967.27, z = 13.3}, --{ x = 1944.96, y = 3150.6, z = 46.77},
Icon = 421,
Display = 4,
Size = 1.2,
Color = 3,
Alpha =80,
},
BlipSB = { --safehouse boat blip
Title = "Mission Boat Safehouse",
Position = {x = 413.98, y = -3411.47, z = 0.23}, --{ x = 1944.96, y = 3150.6, z = 46.77},
Icon = 404,
Display = 4,
Size = 1.2,
Color = 3,
Alpha =80,
},
},
--Desert Airstrip
{
BlipS = { --safehouse blip
Title = "Mission Safehouse",
Position = { x = 1731.94, y = 3308.24, z = 41.22}, --{ x = 1944.96, y = 3150.6, z = 46.77},
Icon = 417,
Display = 4,
Size = 1.2,
Color = 2,
Alpha =80,
},
MarkerS = { --safehouse marker
Type = 1,
Position = { x = 1731.94, y = 3308.24, z = 41.22}, --{ x = 1944.96, y = 3150.6, z = 46.77},
Size = {x = 6.0, y = 6.0, z = 2.0},
Color = {r = 117, g = 218, b = 255},
DrawDistance = 200.0,
},
BlipSL = { --safehouse Vehicle blip
Title = "Mission Vehicle Safehouse",
Position = { x = 1480.63, y = 3167.93, z = 40.99}, --{ x = 1944.96, y = 3150.6, z = 46.77},
Icon = 421,
Display = 4,
Size = 1.2,
Color = 3,
Alpha =80,
},
BlipSB = { --safehouse boat blip
Title = "Mission Boat Safehouse",
Position = {x = 1481.84, y = 3873.37, z = 30.04}, --{ x = 1944.96, y = 3150.6, z = 46.77},
Icon = 404,
Display = 4,
Size = 1.2,
Color = 3,
Alpha =80,
},
},
--Military Base
{
BlipS = { --safehouse blip
Title = "Mission Safehouse",
Position = {x = -2108.16, y = 3275.45, z = 38.73}, --{ x = 1944.96, y = 3150.6, z = 46.77},
Icon = 417,
Display = 4,
Size = 1.2,
Color = 2,
Alpha =80,
},
MarkerS = { --safehouse marker
Type = 1,
Position = { x = -2108.16, y = 3275.45, z = 38.73}, --{ x = 1944.96, y = 3150.6, z = 46.77},
Size = {x = 6.0, y = 6.0, z = 2.0},
Color = {r = 117, g = 218, b = 255},
DrawDistance = 200.0,
},
BlipSL = { --safehouse Vehicle blip
Title = "Mission Vehicle Safehouse",
Position = { x = -2451.21, y = 3134.29, z = 32.82, heading = 156.25}, --{ x = 1944.96, y = 3150.6, z = 46.77},
Icon = 421,
Display = 4,
Size = 1.2,
Color = 3,
Alpha =80,
},
BlipSB = { --safehouse boat blip
Title = "Mission Boat Safehouse",
Position = {x = -3238.09, y = 3380.0, z = 0.18}, --{ x = 1944.96, y = 3150.6, z = 46.77},
Icon = 404,
Display = 4,
Size = 1.2,
Color = 3,
Alpha =80,
},
},
}
--START HOSTILE AMBIENT PEDS
--VALUES: 0: no hostiles, 1: hostiles have less infighting (most dangerous)
--2: a little more infighthing between hostiles.
--3: riot mode, virtually all peds hate each other as well.
Config.HostileAmbientPeds = 0
--mostly melee weapons and pistols, with a few heavier weapons, also rpg + homing launcher
Config.RandomHostileZoneWeapons = {0xDD5DF8D9,0xDFE37640,0x958A4A8F,0x92A27487,0x84BD7BFD,0xF9E6AA4B,0x440E4788,0x4E875F73,
0xF9DCBF2D,0xD8DF3C3C,0x99B507EA,0x19044EE0,0xCD274149,0x94117305,0x3813FC08,
0xBFE256D4,0x22D8FE39,0x99AEEB3B,0x88374054,0xD205520E,0xCB96392F,0xEF951FBB,0xA89CB99E,0x7846A318,0xBD248B55,0x394F415C,0x05FC3C11,
0x63AB0442,0xB1CA77B1,0x84D6FAFD,0x0781FE4A,0x42BF8A85
}
--melee, pistols and some micro smg, and rpg and homing missile
--**they will get out of the vehicle if they have non-drive by weapons**
Config.RandomHostileZoneVehicleWeapons = {
0xDD5DF8D9,0xDFE37640,0x958A4A8F,0x92A27487,0x84BD7BFD,0xF9E6AA4B,0x440E4788,0x4E875F73,
0xF9DCBF2D,0xD8DF3C3C,0x99B507EA,0x19044EE0,0xCD274149,0x94117305,0x3813FC08,
0xBFE256D4,0x22D8FE39,0x99AEEB3B,0x88374054,0xCB96392F,0x13532244,0x13532244,0xD205520E,
0xB1CA77B1,0x63AB0442,0x0781FE4A,0x42BF8A85
}
--override for quads,bikes, bicycles and boats for compact rifle,grenade launcher and sweeper shotgun
Config.RandomHostileZoneBikeQuadBoatVehicleWeapons = {
0xDD5DF8D9,0xDFE37640,0x958A4A8F,0x92A27487,0x84BD7BFD,0xF9E6AA4B,0x440E4788,0x4E875F73,
0xF9DCBF2D,0xD8DF3C3C,0x99B507EA,0x19044EE0,0xCD274149,0x94117305,0x3813FC08,
0xBFE256D4,0x22D8FE39,0x99AEEB3B,0x88374054,0xCB96392F,0x13532244,0x13532244,0xD205520E,
0xB1CA77B1,0x63AB0442,0x0781FE4A,0x42BF8A85,0x624FE830,0x12E82D3D
}
--END HOSTILE AMBIENT PEDS
--START PARADROPS. (USED BY Events, see MISSION SETUP section Below)
Config.RandomParadropPeds = {"s_m_y_ammucity_01","s_m_y_xmech_02","U_M_Y_Tattoo_01","g_m_m_chicold_01","s_m_y_dealer_01","g_m_y_lost_01","g_m_y_lost_02","g_m_y_lost_03","s_m_y_xmech_02_mp","s_m_y_robber_01","g_f_y_lost_01","u_f_y_bikerchic","mp_g_m_pros_01"}
Config.RandomParadropWeapons = {0x1B06D571,0xBFE256D4,0x88374054,0xCB96392F,0x5EF9FEC4,0xE284C527,0x83BF0278,0xBFEFFF6D,0xD205520E,0x13532244,
0x2BE6766B, 0x2BE6766B, 0xEFE7E2DF,0x0A3D4D34,0xDB1AA450,0xBD248B55,0x1D073A89,0x555AF99A,0x7846A318,0xE284C527,0x9D61E50F,0x3AABBBAA,0xEF951FBB,
0x12E82D3D,0x42BF8A85,0x42BF8A85,0x42BF8A85,0xC734385A,0xBFEFFF6D,0x42BF8A85,
0xBFEFFF6D,0xBFEFFF6D,0x394F415C,0x394F415C,0x83BF0278,0x83BF0278,0xFAD1F1C9,0xFAD1F1C9,0xAF113F99,0xC0A3098D,0x969C3D67,0x7F229F94,0x84D6FAFD,
0x624FE830,0x9D07F764,0x7FD62962,0xDBBD7280,0x61012683,0x83BF0278,0x83BF0278,0x83BF0278,0xBFEFFF6D,0xBFEFFF6D,0x394F415C,0x394F415C,0xC0A3098D,
0x969C3D67,0x05FC3C11,0x05FC3C11,0x05FC3C11,0xB1CA77B1,0xB1CA77B1,0xB1CA77B1,0x63AB0442,0x63AB0442,0x63AB0442,0xB1CA77B1,0x0781FE4A,0x0781FE4A,
0x0C472FE2,0x0C472FE2,0xC1B3C3D1,0xC1B3C3D1,0xEFE7E2DF,0xEFE7E2DF
}
Config.RandomParadropAircraft = {
"avenger","titan","cargobob"--,"cargoplane",
}
--END PARADROPS
--**RANDOM MISSION GENERATOR SETTINGS**--
--IsRandom=true missions. 2 types:
--IsRandomSpawnAnywhere=true will spawn anywhere on the map, including water.
--Else the generator will choose a location from RandomMissionPositions table
--IsRandomSpawnAnywhere=true does not support IsDefend=true missions.
RandomMissionGoalDestinationMinDistance —min distance to determine where a RandomMissionDestinations value is from the RandomMissionPositions value used for IsDefendTargetGotoGoal
--spawn any where on the map:
Config.IsRandomSpawnAnywhere=true
--if so, what coordinate range to use on the map:
Config.IsRandomSpawnAnywhereCoordRange = {xrange={-3500,4200},yrange={-3700,7700}}, --this is the whole rectangle around all land
--forces only land spawns for IsRandomSpawnAnywhere=true missions
--if false, and the mission spawns on water, NPCs in boats are spawned.
Config.RandomMissionDoLandBattle = true
--chance that an Event (see MISSION SETUP Below) will happen within 200m to 1500m away from the mission epicenter (Blip) for the random mission
Config.IsRandomEventChance= 100
--Generator settings:
--Spawn Radius:
Config.RandomMissionSpawnRadius = 25.0 --keep a float for enemy ped wandering to work
--Max/Min NPCs to spawn:
Config.RandomMissionMaxPedSpawns = 20
Config.RandomMissionMinPedSpawns = 5
--Max/Min NPC Vehicles to spawn:
Config.RandomMissionMaxVehicleSpawns = 3
Config.RandomMissionMinVehicleSpawns = 1
--Chance of spawning a vehicle per try for more randomization:
Config.RandomMissionChanceToSpawnVehiclePerTry = 75
--Chance of spawning an aircraft:
Config.RandomMissionAircraftChance = 25
--% population of "Boss"'s from RandomMissionBossPeds will spawn.
Config.RandomMissionBossChance = 5
RandomIsDefendTargetWander —when IsRandom=true as well, does the target NPC to defend on foot, wander randomly if not fighting?
RandomMissionDoBoats —spawn a boat if a random vehicle location is found on water?
--Types of random missions to generate:
Config.RandomMissionTypes = {"Assassinate","Objective","HostageRescue","BossRush"}
--How to set the messages Based on Mission Type.
--Can be defined **per RandomMissionPositions location as well** (See Mission12, Mission19 for examples):
--StartMessageObj = "Capture the objective!"
--FinishMessageObj = "Mission Completed!"
--.MissionTitleObj = "Takeover"
--MissionMessageObj = "Capture the objective!"
--StartMessageAss = "Eliminate the targets!"
--FinishMessageAss = "Mission Completed!"
--MissionTitleAss = "Elimination"
--MissionMessageAss = "Eliminate the targets"
--This can be set per RandomMissionPositions location to cover any type of random mission, and can override both above:
--StartMessage = "Eliminate the targets!"
--FinishMessage = "Mission Completed!"
--MissionTitle = "Elimination"
--MissionMessage = "Eliminate the targets"
--What Weapons NPCs can use:
Config.RandomMissionWeapons = {0x1B06D571,0xBFE256D4,0x88374054,0xCB96392F,0x5EF9FEC4,0xE284C527,0x83BF0278,0xBFEFFF6D,0xD205520E,0x13532244,
0x2BE6766B, 0x2BE6766B, 0xEFE7E2DF,0x0A3D4D34,0xDB1AA450,0xBD248B55,0x1D073A89,0x555AF99A,0x7846A318,0xE284C527,0x9D61E50F,0x3AABBBAA,0xEF951FBB,
0x12E82D3D,