β΄οΈGlobal States
Global States are created or modified on the server and read by the client! We use Global States for most of our Gang Data in Gang System V2
GangData
local gangData = GlobalState["GangData"]Structure
GlobalState["GangData"] = {
[gangID] = {
id = number, -- Unique ID of the gang
name = string, -- Full name of the gang (e.g., "Grim Reapers")
tag = string, -- Short tag used to identify the gang (e.g., "TES")
type = string, -- Type of gang (e.g., "mob", "crew", "community")
home_turf = string, -- Turf zone code that the gang owns (e.g., "MORN")
last_blueprint = number, -- Unix timestamp (seconds) of last blueprint event
last_home_turf = number, -- Unix timestamp (seconds) of last home turf claim
last_gift = number, -- Unix timestamp (seconds) of last gift received
last_bm_shop = number, -- Unix timestamp (seconds) of last black market shop use
color = number, -- Color ID for UI elements (e.g., map, HUD)
prevalence = number, -- Influence value used in turf control logic
dirty_cash = number, -- Amount of unlaundered money the gang has
clean_cash = number, -- Amount of laundered money the gang has
penalty = number, -- Penalty status (used for timeouts or bans from actions)
last_active = number, -- Last activity time in milliseconds (epoch)
created_at = number -- Gang creation time in milliseconds (epoch)
},
...
}Example
GangPermissions
Structure
Example
GangMembers
Description
Structure
Example
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