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πŸ› οΈMission Configuration

Configuring new Gang Missions for CB-GangSystem has never been easier!

Configuration Variable
Description

prevalenceLevel

This represents the minimum prevalence level (stars) for the missions to be granted to the player. If the player's gang doesn't meet the requirements, the missions will not be added to the pool of available missions.

ped

  • coords - The coordinates of the mission PED

  • model - The model of the mission PED

  • staffCoord - The coordinates that Staff Members will teleport to.

  • scenario - The scenario of the PED

target

  • icon - The icon of the target

  • label - The label of the target

messages

start

  • subject - The message label that will be displayed when the mission is started

  • message - The message description that will be displayed when the mission is started

finish

  • subject - The message label that will be displayed when the mission is finished

  • message - The message description that will be displayed when the mission is finished

whoAreYou (OPTIONAL)

  • subject - The message label that will be displayed when the player targets the mission PED

  • message - The message description that will be displayed when the player targets the mission PED

requirement

[Array Index]

  • item - The item that is required to complete the mission

  • amount - The amount that the player must have in order to complete the mission

shop

This entire array is OPTIONAL. You can remove it and missions will still function properly.

  • label - The target label

  • icon - The target icon

  • iconColor - The target icon color (This only works for ox_inventory)

  • allowPolice - Whether to allow police to use the shop

  • inventory

    • name - The name of the item that the player can purchase

    • price - The price the player must pay to purchase the item

    • currency (OPTIONAL) - The currency used for the item. Visit Overextended Documentation for more information on this.

reward_type

  • type

    • tier - Rewards will be based on configurable tiers with different items and different chances for each tier.

    • random - Rewards will be random and based on chance

    • special - This is for special missions only such as Weapon Scratching and Weapon Repair.

  • single - Whether the mission should reward only one item or multiple based on chance

  • acceptAnyItem - Whether to accept any item in the requirements list or require the player to have ALL items in the requirements list.

    • A good example of this being used is a Weed Mission. Let's say there are multiple strains of weed, we'd want the player to complete the mission if they turn in just one of the strains, instead of requiring them to collect all of them.

reward

Tiered Rewards:

[Array Index]

  • chance - The chance of the tier being selected

  • items - The individual items of the reward tier

    • type

      • item - The reward is an item

      • bank - The reward is money in the player's bank

      • cash - The reward is cash

    • name - The name of the item

    • amount - The amount of the item to give

    • chance - The chance of obtaining this specific item

weapon_scratch

Reward Type must be special for this to work!

You must use Ox Inventory for this to work!

This entire array is OPTIONAL. You can remove it and missions will still function properly.

  • disabledWeapons - You can add weapons to this array and prevent players from scratching those weapons. You can leave an empty array to allow players to scratch all weapons.

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