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ModOptions.xml entries

Lucas Vinícius edited this page Jun 24, 2020 · 25 revisions

This page attempts to list some of the options from ModOptions and explain a bit about what their effect is.

Wanted Levels in Gang-Controlled Zones

These entries take the "maxTurfValue" entry (sets max turf level) in consideration; if the max level is 1, all zones should start "maxed" already.

  • minWantedFactorWhenInGangTurf affects the "wanted factor", which should affect how fast you get wanted levels when committing crimes. By default, this is 0, making it almost impossible to get wanted levels in a "maxed" turf. If you set this to 1, this feature won't have any effect on wanted levels.

  • maxWantedLevelInMaxedGangTurf, as its name says, sets the maximum amount of wanted stars you can get while in a max-level turf. Setting it to 0 results in a "never wanted" effect in maxed zones; setting it to 5 will make the zones' levels have no effect.

War-related

  • baseNumKillsBeforeWarVictory should be the minimum number of reinforcements (the number shown on the top of the screen) in a war. A gang with no territory and no gang strength upgrades should be able to employ an amount close to this when doing a light attack.

  • extraKillsPerTurfValue adds its value to the number of reinforcements for every level of the war zone.

  • maxExtraKillsForNumTurfsControlled affects how many bonus reinforcements the number of zones owned by a gang will provide. The more zones a gang has, the closer the bonus gets to this value (it should only get to this value if the gang has almost all zones)

  • extraKillsPerGeneralGangStrength adds its value to the number of reinforcements for every "General Gang Strength Upgrade" the gang has purchased.

All four "kills" entries above affect both the attackers and defenders - for the attackers, the "Turf value" is actually the attack strength: massive, light etc.

  • thinkingCarLimit limits the spawning of gang cars while they are heading for their destination (spawned by the ambient spawner or by wars; backup cars called by the player are always spawned). For example, if this is set to 1, there will be a maximum of one car "thinking" about where to go in a war. A car only counts towards this limit if it still has a vehicle blip attached to it (some gang cars can still drive around without it, but they're no longer directly controlled by the mod)

  • emptyZoneDuringWar, when true, attempts to stop civilian peds and cars from spawning during wars.

  • postWarBackupsAmount defines how many "backup calls" are automatically made by the winners when a war ends. You may get either parachuting members or vehicles.

Members

  • ticksBetweenGangMemberAIUpdates controls how often gang members "think" (bigger value = less often). Increasing this value may have a positive impact on performance, but may make them "dumber".

  • ambientSpawningEnabled enables/disables the spawning of members outside wars. If disabled, members won't spawn outside wars unless "requested" via backup calls.

  • spawnedMemberLimit defines the maximum number of members from all gangs coexisting at any time.

  • gangMemberAggressiveness controls how members from all gangs will behave when outside wars:

    • when defensive, they will only start fights if they feel "threatened" (if someone fires a gun nearby or bumps into them, for example)
    • when aggressive, they will start fights whenever they see members from another gang
    • when very aggressive, they behave just like the aggressive, but also fighting police whenever they are sighted.

Gangs

  • maxCoexistingGangs sets how many gangs can exist at the same time. It doesn't remove gangs if the number is set to a value smaller than the number of gangs already spawned (you can remove a gang by editing the GangData.xml file).

AI Gangs

  • ticksBetweenGangAIUpdates controls how often enemy gangs "think" (one Gang AI tick) about what they should do next, be it upgrading their zones or members or taking over another zone (bigger value = less often). Increasing this value makes the AI evolve more slowly and attack less often, but it doesn't affect the speed at which they receive money from their zones (that is controlled by msTimeBetweenTurfRewards).

  • minMsTimeBetweenAttacksOnPlayerTurf exists to prevent gangs from attacking the player's zones repeatedly. After an attack on the player, all AI Gangs will have to wait for at least this amount of time (measured in miliseconds) before attacking the player again.

Gang Money

  • rewardMultiplierPerZone, when not 0, makes the total reward from owning territories increase in a non-linear way; for example, if you own two territories and rewardMultiplierPerZone is 0.2 (that's 20%), the reward for each zone will be around 140% of the base value. The formula, without considering turf value, is:

([turf reward (min:baseRewardPerZoneOwned, max:maxRewardPerZoneOwned)] * (100% + ([rewardMultiplierPerZone] * [number of zones owned by the gang])))

  • baseRewardPerZoneOwned is the reward given by a minimum level zone, while maxRewardPerZoneOwned is the reward of a max-level zone.

  • extraProfitForAIGangsFactor multiplies the reward money from wars for the AI gangs: for example, if the AI wins a war and extraProfitForAIGangsFactor is 1.5, it gets the reward the player's gang would receive, but multiplied by 1.5. Setting this to a value smaller than 1 should make them receive less than the player from wars. This entry currently does not affect the rewards from territories.

  • msTimeBetweenTurfRewards defines how often (in miliseconds) all gangs should get the money from the zones they own. This affects all gangs.

Other

  • loggerEnabled has no ingame effect: it enables/disables the creation of GangAndTurfMod.log files. They can be useful when checking if things are running fine.

Weapons

Buyable weapons are covered in this page: https://github.com/lucasvinbr/GTA5GangMod/wiki/Removing-Weapons-from-Gangs

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