πŸ› οΈconfig.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

--  β–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ•— β–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ•—β–ˆβ–ˆβ–ˆβ•—   β–ˆβ–ˆβ•—β–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ•—β–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ•—  β–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ•— β–ˆβ–ˆβ•—     
-- β–ˆβ–ˆβ•”β•β•β•β•β• β–ˆβ–ˆβ•”β•β•β•β•β•β–ˆβ–ˆβ–ˆβ–ˆβ•—  β–ˆβ–ˆβ•‘β–ˆβ–ˆβ•”β•β•β•β•β•β–ˆβ–ˆβ•”β•β•β–ˆβ–ˆβ•—β–ˆβ–ˆβ•”β•β•β–ˆβ–ˆβ•—β–ˆβ–ˆβ•‘     
-- β–ˆβ–ˆβ•‘  β–ˆβ–ˆβ–ˆβ•—β–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ•—  β–ˆβ–ˆβ•”β–ˆβ–ˆβ•— β–ˆβ–ˆβ•‘β–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ•—  β–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ•”β•β–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ•‘β–ˆβ–ˆβ•‘     
-- β–ˆβ–ˆβ•‘   β–ˆβ–ˆβ•‘β–ˆβ–ˆβ•”β•β•β•  β–ˆβ–ˆβ•‘β•šβ–ˆβ–ˆβ•—β–ˆβ–ˆβ•‘β–ˆβ–ˆβ•”β•β•β•  β–ˆβ–ˆβ•”β•β•β–ˆβ–ˆβ•—β–ˆβ–ˆβ•”β•β•β–ˆβ–ˆβ•‘β–ˆβ–ˆβ•‘     
-- β•šβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ•”β•β–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ•—β–ˆβ–ˆβ•‘ β•šβ–ˆβ–ˆβ–ˆβ–ˆβ•‘β–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ•—β–ˆβ–ˆβ•‘  β–ˆβ–ˆβ•‘β–ˆβ–ˆβ•‘  β–ˆβ–ˆβ•‘β–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ•—
--  β•šβ•β•β•β•β•β• β•šβ•β•β•β•β•β•β•β•šβ•β•  β•šβ•β•β•β•β•šβ•β•β•β•β•β•β•β•šβ•β•  β•šβ•β•β•šβ•β•  β•šβ•β•β•šβ•β•β•β•β•β•β•
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)
}

-- β–ˆβ–ˆβ–ˆβ•—   β–ˆβ–ˆβ–ˆβ•—β–ˆβ–ˆβ•—β–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ•— β–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ•—
-- β–ˆβ–ˆβ–ˆβ–ˆβ•— β–ˆβ–ˆβ–ˆβ–ˆβ•‘β–ˆβ–ˆβ•‘β–ˆβ–ˆβ•”β•β•β•β•β•β–ˆβ–ˆβ•”β•β•β•β•β•
-- β–ˆβ–ˆβ•”β–ˆβ–ˆβ–ˆβ–ˆβ•”β–ˆβ–ˆβ•‘β–ˆβ–ˆβ•‘β–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ•—β–ˆβ–ˆβ•‘     
-- β–ˆβ–ˆβ•‘β•šβ–ˆβ–ˆβ•”β•β–ˆβ–ˆβ•‘β–ˆβ–ˆβ•‘β•šβ•β•β•β•β–ˆβ–ˆβ•‘β–ˆβ–ˆβ•‘     
-- β–ˆβ–ˆβ•‘ β•šβ•β• β–ˆβ–ˆβ•‘β–ˆβ–ˆβ•‘β–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ•‘β•šβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ•—
-- β•šβ•β•     β•šβ•β•β•šβ•β•β•šβ•β•β•β•β•β•β• β•šβ•β•β•β•β•β•

-- 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
}

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