π οΈconfig.lua
Config = {}
-- ATTENTION: --
-- Go through each config file carefully
-- Please, if you have even the slightest of questions, ask in the Discord
-- https://discord.gg/Jwm8NVj22P
-- βββββββ ββββββββββββ ββββββββββββββββββ ββββββ βββ
-- ββββββββ βββββββββββββ ββββββββββββββββββββββββββββββ
-- βββ ββββββββββ ββββββ βββββββββ βββββββββββββββββββ
-- βββ βββββββββ ββββββββββββββββ βββββββββββββββββββ
-- ββββββββββββββββββββ βββββββββββββββββ ββββββ βββββββββββ
-- βββββββ βββββββββββ ββββββββββββββββ ββββββ βββββββββββ
Config.Debug = false -- A simple debug system
Config.CheckForBadConfigurations = true -- Set to true to check for bad configurations
Config.AutoInstallSQL = true -- Set to true to automatically check for and install database tables on resource start
Config.OverrideGangs = false -- Do you want to override the framework (QB/QBOX) gangs with the ones from the database? Useful if you have something like a Garage script that utilizes Gangs.
Config.Paintball = {
PugPaintball = false, -- Do you have Pug Paintball installed?
NassPaintball = false, -- Do you have Nass Paintball installed?
-- You can add other paintball scripts in client/client_open.lua
}
Config.PoliceJobs = {
police = true,
sheriff = true,
state = true
-- You can add more police jobs here if you want
}
Config.Framework = {
AlertCops = function() -- This is fired from the client when a player sells drugs.
local randomChance = math.random(1, 100)
local alertCopsChance = 100
if randomChance <= alertCopsChance then
exports['ps-dispatch']:SuspiciousActivity()
end
end,
AlertCopsSetup = function() -- This is fired from the client when a player sells to a SETUP ped
-- To add setup peds, please visit Config.DrugSellingPeds.policeCallModels
local randomChance = math.random(1, 100)
local alertCopsChance = 100
if randomChance <= alertCopsChance then
exports['ps-dispatch']:SuspiciousActivity()
end
end,
OpenClothingMenu = function() -- This is fired from the client when a player sells drugs.
-- Open Clothing Menu here
end
}
Config.GangTablet = {
requiredItem = false, -- Set to false to disable
model = 'cb-gangsystem-tablet',
bone = 18905,
pos = vec3(0.136000, 0.090000, 0.170000),
rot = vec3(-23.591997, -268.359406, -12.778997)
}
-- ββββ βββββββββββββββ βββββββ
-- βββββ ββββββββββββββββββββββββ
-- βββββββββββββββββββββββββ
-- βββββββββββββββββββββββββ
-- βββ βββ ββββββββββββββββββββββ
-- βββ ββββββββββββββ βββββββ
-- Each gang will receive a gift from the Mafia boss once every x hours. Any gang member can pick up the gift, but it can only be received once per gang.
Config.Gifts = true
Config.GiftItems = {
[1] = {
item = "sandwich",
amount = 1,
chance = 100,
},
}
Config.GangTimeout = {
allowMissions = false, -- Do you want to allow gangs to partake in missions while in timeout?
allowGifts = false, -- Do you want to allow gangs to receive gifts while in timeout?
}
Config.GangSystemAddOns = {
critScaleforms = true, -- Do you have CritScaleforms installed and started before CB-GangSystem?
gunRacks = false, -- Do you want to enable the Gun Racks add-on? (This is a separate resource, available for FREE on our GitHub)
}
Config.WeaponTinting = { -- This exclusively works with ox_inventory
enabled = true, -- Do you want to enable weapon tinting?
tintItem = "spraycan", -- The item name of the tint item
menuOptions = {
{label = "Black", value = 0},
{label = "Green", value = 1},
{label = "Gold", value = 2},
{label = "Pink", value = 3},
{label = "Army", value = 4},
{label = "LSPD", value = 5},
{label = "Orange", value = 6},
{label = "Platinum", value = 7},
}
}
Config.GetEstablished = {
enabled = true, -- You can enable/disable the Get Established feature
requiredItems = {
cash = 10000,
items = {
['diamond'] = 1,
}
}
}
Config.RecentActivity = {
enabled = true, -- Do you want to enable the Recent Activity feature?
publicCheckIn = true, -- If this is false, check in and check out will be private on the Activity page (it won't only show to that player's gang members)
}
Config.VendettaSystem = {
Locals = {
enabled = true, -- Do you want to enable the NPC Killed feature?
cooldown = 60, -- In seconds, how long is the cooldown before the local can be killed again?
loseLoyaltyKilled = 10, -- How much Loyalty, if any, should the player's gang lose when a local is killed?
loseLoyaltyControllerKilled = 10, -- How much Loyalty, if any, should the controlling gang lose when a local is killed?
},
Players = {
enabled = true, -- Do you want to enable the Player Killed feature?
loseLoyalty = 25, -- How much Loyalty, if any, should a gang lose in the turf when one of their members is killed by a rival gang member?
loseLoyaltyHomeTurf = 40, -- How much loyalty, if any, should a gang lose if a member is killed by a rival gang member in their HOME TURF?
losePrevalence = 5, -- How much prevalence, if any, should a gang lose if a member is killed by a rival gang member?
losePrevalenceCop = 25, -- How much prevalence, if any, should a gang lose if a member downs a cop?
}
}
Config.CapturePoints = {
enabled = true, -- Do you want to allow Gang Members to capture members of rival gangs?
locations = {
[1] = {
name = "Docks",
model = "mp_m_bogdangoon",
coords = vec4(568.09, -3127.09, 18.77, 188.59),
teleportCoords = vec4(568.64, -3125.5, 18.77, 176.03),
capturedSpawnCoords = vec4(-1993.31, -712.88, 0.7, 317.1),
scenario = "WORLD_HUMAN_DRUG_DEALER",
distance = 3.5,
},
[2] = {
name = "Tunnels",
model = "mp_m_bogdangoon",
coords = vec4(131.22, -572.0, 22.05, 337.61),
teleportCoords = vec4(132.15, -569.94, 22.05, 159.47),
capturedSpawnCoords = vec4(-1993.31, -712.88, 0.7, 317.1),
scenario = "WORLD_HUMAN_DRUG_DEALER",
distance = 3.5,
}
}
}
Config.Shootings = {
enabled = true, -- Do you want to penalize when players shoot in a zone?
onlyNonControlledTurfs = false, -- Only penalize the gang if they shoot in a non-controlled turf?
threadType = 1, -- 1 = Event Based, 2 = Tick Based -- TIP: 1 is probably the most optimal option
cooldown = 600, -- In seconds, how long is the cooldown before we remove more loyalty from the gang for shooting in a zone?
gangTurf = 15, -- How much loyalty should a gang lose when a member shoots in a Gang Turf
communityTurf = 25, -- How much loyalty should a gang lose when a member shoots in a Community Turf
BlacklistedWeapons = { -- Players that shoot these weapons will not lose loyalty in the turf they are shooting in
-- "weapon_pistol",
},
}
Config.Loyalty = {
-- Loyalty is the system that allows gangs to take control of turfs
Increase = {
Mission = 120, -- How much loyalty should a gang receive when a member completes a mission
Drugs = 5, -- How much loyalty should a gang receive for each drug when performing a Drug Sale
Spray = 10, -- How much loyalty should a gang receive when performing a Gang Spray (Requires RCore Spray)
Captured = 50, -- How much loyalty should a gang receive in their HOME TURF when capturing a rival gang member
CapturedLeader = 100, -- How much loyalty should a gang receive in their HOME TURF when the Leader of a gang is captured by a rival gang
},
Decrease = {
Captured = 50, -- How much loyalty should a gang lose in their HOME TURF when a member is captured by a rival gang
CapturedLeader = 100, -- How much loyalty should a gang lose in their HOME TURF when the Leader of a gang is captured by a rival gang
WentToJail = 50, -- How much loyalty should a gang lose in their HOME TURF when a member is arrested (Works with r_prison: https://rscripts.store/product/6589246)
}
}
Config.Prevalence = {
-- Prevalence is the system that tracks the overall "cleanliness" of a gang
-- By decreasing prevalence for bad actions, and increasing prevalence for good actions, you can decipher how well the gang is interacting with the overall Gang System
-- Shitter gangs tend to be low-star, so keep an eye out
MinPrevalence = -200,
MaxPrevalence = 200,
DecayTime = 180, -- In minutes
DecayAmount = 10,
Stars = {
one = -150, -- At or below -100 results in One Star
two = -75,
three = 0,
four = 75,
five = 150, -- At or above 175 results in Five Stars
},
Increase = {
Mission = 5, -- Increase when a player completes a Gang Mission
Drugs = 1, -- Increase when a player sells drugs
Heist = {
-- Add the names of your heists here and how much prevalence they shoudl yield when successfully completed
-- From there, you will add our exports to the heist script to trigger the increase when the heist is successfully completed
["Heist Name"] = 10,
}
},
Decrease = {
WentToJail = 5,
},
PrevalenceLockout = { -- Prevent gangs from doing certain things unless their prevalence is at or above said level. I wouldn't recommend changing this unless you know what you are doing.
-- ATTENTION: Level 1 is the MINIMUM. There is no Level 0
gift = 3, -- What level of prevalence should be required for a gang to be able to receive gifts
spray = 2, -- What level of prevalence should be required for a gang to be able to spray graffiti
blueprint = 4, -- What level of prevalence should be required for a gang to be able to receive Blueprints
mission = 1, -- What level of prevalence should be required for a gang to partake in missions
presence = 4, -- What level of prevalence should be required for a gang to earn loyalty just for being present in a turf
vendetta = 3, -- What level of prevalence should be required for a gang's vendetta kills to increase their loyalty. (Setting Level 2 or above can prevent shitter gangs from shitting)
-- YOU CAN ADD YOUR OWN PREVALENCE LOCKOUTS HERE IF YOU WANT
}
}
Config.Blueprints = {
-- We've created a Blueprint system that rewards Gang Members with items after a certain amount of time has passed
-- You can configure the items to be Blueprints, or whatever you want
-- The idea is to have a set of controllable FREE items that players can pick up as a reward for being active in the server (help with player retention)
enabled = true,
useBoxZones = false,
cooldown = 10, -- In hours, how long is the cooldown for the Blueprints feature
boxZones = {
{
coords = vec3(908.96752929688, -3203.298828125, -98.191146850586),
size = vec3(1.0, 1.0, 3.5),
rotation = -71.666,
distance = 2,
debug = false,
},
{
coords = vec3(-63.490257263184, -805.31750488281, 243.3358001709),
size = vec3(2.0, 0.6, 1.75),
rotation = -110.0,
distance = 2,
debug = false,
}
},
items = { -- Make sure the total chance adds up to 100
{ name = "bpcombatpdw", amount = 1, chance = 10 },
{ name = "bpcombatpistol", amount = 1, chance = 8 },
{ name = "bpmachinepistol", amount = 1, chance = 8 },
{ name = "bpmicrosmg", amount = 1, chance = 8 },
{ name = "bpminismg", amount = 1, chance = 8 },
{ name = "bppistol", amount = 1, chance = 10 },
{ name = "bppistol50", amount = 1, chance = 10 },
{ name = "bpsnspistol", amount = 1, chance = 10 },
{ name = "bpsmallscope_attachment", amount = 1, chance = 8 },
{ name = "bpclip_attachment", amount = 1, chance = 6 },
{ name = "bpdrum_attachment", amount = 1, chance = 4 },
{ name = "bpflashlight_attachment", amount = 1, chance = 8 },
{ name = "bpsuppressor_attachment", amount = 1, chance = 6 },
{ name = "bpgrip_attachment", amount = 1, chance = 8 },
}
}
Config.Alliances = {
-- The Alliance system allows gangs to ally with eachother
enabled = true,
earnLoyaltyAlliedTurf = false, -- If true, the gang will still earn loyalty while drug selling in Allied turfs
}
Config.Rivalries = {
-- Rivalries are areas where gangs can compete against eachother for drug sales
-- A portion of all drug sales in a rivalry zone will be escrowed until the rivalry is over. The winning gang will receive the escrowed amount
enabled = true,
cost = 500,
duration = 2, -- In hours, how long is the rivalry?
escrowPercentage = 30, -- What percentage of the drug proceeds will go towards the rivalry? (0 - 100)
useDirtyCash = true, -- If escrowSystem is 1 and this is TRUE, money will be deposited as dirty cash into the Gang Fund when a Rivalry is won
dirtyCashItem = "black_money", -- The item name of the dirty cash item
}
Config.GangFund = {
-- This cannot be turned off. However you can restrict the use of Gang Fund to Cash only
useDirtyCash = true, -- If true, players will be able to add and remove dirty cash from the Gang Fund
item = "black_money", -- The item name of the dirty cash item
}Last updated