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tbm_multi_robbery
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Config = {
esxExtendedName = 'es_extended', -- How you have named your es_extended mod, if you have renamed it.
useQbCore = false, -- if you are using ESX, change this value to false. If you are using QBCore, set value to true
qbCore = {
blackMoneyName = 'markedbills', // The name of the black money item in your qb-core database
},
qbCoreExportName = 'qb-core', -- for security reasons you can customise the qb-core export name. Attention if you change it, be sure you have also change it in qbCore
esxEventNames = { -- used esx events can here renamed, if you use for example a anti cheat tool
setJob = 'esx:setJob',
playerLoaded = 'esx:playerLoaded',
sendMessage = 'esx:showNotification',
addGroupCommand = 'es:addGroupCommand',
},
useLegacyFuel = false, -- if you are using Legacy fuel mod, you have to set this value to true
useCDNFuel = false, -- if you are using CDN fuel mod, you have to set this value to true
viewRangeForMarkers = 100, -- Player must be in this range that all markers will be rendered
enableKeyWhenAnimation = false, -- if this is true, player can use all keys when he robs a position
enabledKeysWhenAnimation = { -- The animation happens when player starts to take loot from one robbery position https://docs.fivem.net/docs/game-references/controls/
--38, -- E
23, -- F
1, --mouse controls
2, --mouse controls
3, --mouse controls
4, --mouse controls
5, --mouse controls
6, --mouse controls
7, --mouse controls
},
cancelRobActionKey = 73, -- Player can stop loot one robbery location by pressing the configured key Default is key x https://docs.fivem.net/docs/game-references/controls/
countOfRobsAtSameTime = { -- how many robs at same time per rob category. You can add so many categories as you want.
-- ['nameOfTheCategory'] = Number -- cont of robs for this category at same time are possible
['small'] = 1,
['big'] = 1,
},
allRobsAtSameTime = 2, -- How many robs at same time for all rob categories can happen
globalTexts = { -- Text that the user see
toManyRobberies = "~r~A robbery is already in progress!", -- Message when the max count of active robberies at same time is reached
notEnoughCops = "~g~Too few ~r~cops ~g~ on duty!", -- Message when not enough cops on duty
},
policeJobName = 'police', -- name of your police job
vehicleDeliveryPointBlipStyle = { -- The style of the blip where the vehicle can delivered
display = 4,
sprite = 1,
scale = 1.0,
color = 5,
name = 'Delivery point',
},
vehicleRobbery = { -- Vehicle robber. Player get a car at point A and he must deliver to point B. A group of player can register for one rob.
{
pedNeedWeaponToStart = true, -- if true, player need a weapon to start the robbery
neededWeapon = { -- if pedNeedWeaponToStart is true, player need one of this weapons to start the robbery, if empty all weapons are allowed
"WEAPON_RPG",
"WEAPON_COMBATPISTOL",
"WEAPON_RAILGUN",
"WEAPON_MINIGUN",
"WEAPON_SMG",
"WEAPON_SMG_MK2",
},
category = 'small', -- category of rob. pay attention to "countOfRobsAtSameTime" config
startPositionCoordinate = vector3(759.01373291016, -3195.1799316406, 5.1683627128601), -- Where players can start the action
blip = { -- Blip for map
enable = true, -- enable Blip on map, if true, display, sprite, scale, color and name are required
display = 4, -- see displayId on https://docs.fivem.net/natives/?_0x9029B2F3DA924928
sprite = 665, -- blip symbol on map, see: https://docs.fivem.net/docs/game-references/blips/
scale = 1.2, -- scale of blip
color = 1, -- color of blip, see https://docs.fivem.net/docs/game-references/blips/
name = 'Vehicle theft', -- the name of the robbery
},
zone = { -- print a marker into game
enable = true, -- view zone in game
radius = 2.0, -- Radius that players must be to rob location
marker = 27, -- marker type see https://docs.fivem.net/docs/game-references/checkpoints/
rgba = { 255, 0, 0, 155 }, -- color of marker
subMarker = {
marker = 4, -- marker type see https://docs.fivem.net/docs/game-references/markers/
posZ = 4.66, -- z position of the subMarker
},
},
ped = { -- place a ped into game
enabled = false, -- Enable the ped. pedModel, pedHash and pedOrientation is needed if you enable this options
model = "a_f_y_juggalo_01", -- see https://docs.fivem.net/docs/game-references/ped-models/
hash = 0xDB134533, -- see https://docs.fivem.net/docs/game-references/ped-models/
orientation = 96.0, -- the orientation of the ped
},
coolDownWhenSuccessfulInSeconds = 2700, -- this cool down starts when the rob was complete done
coolDownWhenAbortInSeconds = 1200, -- this cool down starts if the rob was started but was interrupted for some reasons
maxDurationTimeInSeconds = 900, -- How long a rob can take time in seconds. If the time is reached the rob stops and the abort cool down starts
coolDownCountAsActiveRob = 1200, -- How long a rob will count as active after a cool down has started
timeBeforeVehicleCanDeliveredInSeconds = 20, --After the player starts the rob an countdown starts. If the countdown is over the player gets the deliver location for the vehicle
requiredCountOfCops = 0, -- How many cops must be online for starting this rob
updateIntervalVehicleBlipForPoliceBeforeDeliverLocationIsKnownInSeconds = 10, -- Police get every configured seconds an position update of the vehicle
updateIntervalVehicleBlipForPoliceAfterDeliverLocationIsKnownInSecondsInSeconds = 3, -- Police get every configured seconds an position update of the vehicle
maxTimeInSecondsThatPlayerCanLeaveVehicle = 15, -- max time that no robber can be in the near of the vehicle
maxDistanceInMetersToVehicle = 5, -- how far the players can max be that the countdown "maxTimeInSecondsThatPlayerCanLeaveVehicle" starts
texts = {
startMessage = 'Press ~g~E ~w~for the theft.', -- the start message
robRuns = '~r~The robbery is already underway!', -- this message gets a player if a rob already runs
coolDownRuns = 'You still have to wait ~r~%s seconds ~w~.', -- This message get a player if a cool down runs
robNotActive = 'Raid is not active.', -- This message gets a player if he try to use a rob that is not active (most cases only for hackers)
robStarted = '~r~Alarm : ~b~Vehicle theft', -- This message will get the cops if a rob is started
robIsDone = '~g~Vehicle theft completed.', -- This message will get the cops if a rob is done
robWasUnsuccessful = '~b~vehicle theft ~r~aborted!', -- This message will get the cops if a rob was abort
robWasUnsuccessfulForYou = '~r~Vehicle theft was aborted!', -- This message will get the player if a rob was abort
youCanDeliverVehicle = '~g~ delivery point was marked.', -- if count down "timeBeforeVehicleCanDeliveredInSeconds" is over this message will be displayed to player
noRobberIsInNearOfVehicle = '~r~Go to the vehicle!', -- if player is to far from vehicle, he will get this message
robberIsInNearOfVehicle = '~g~Near enough to the vehicle.', -- if player is back to vehicle, he will get this message
locationToDeliverWillSearched = '~r~Delivery point is determined...', -- This message get the player when the rob starts
youMissTheRequiredWeapons = '~r~You have not the required weapon to start !', -- This message get the player if he has not the required weapon to start the rob
},
endPositions = { -- if count down "timeBeforeVehicleCanDeliveredInSeconds" is over, one of this locations will taken as deliver point
vector3(781.57574462891,-3221.61328125,5.9008178710938),
vector3(808.81451416016,-3200.1120605469,5.9008193016052),
},
endPositionRange = 3.0, -- How close the vehicle must be to the deliver point, vehicle will then successfully deliver
endPositionStyle = { -- style of the endposition
zone = { -- print a marker into game
enable = true, -- view zone in game
radius = 4.0, -- Radius that players must be to rob location
marker = 27, -- marker type see https://docs.fivem.net/docs/game-references/checkpoints/
rgba = { 255, 0, 0, 155 }, -- color of marker
subMarker = {
marker = 4, -- marker type see https://docs.fivem.net/docs/game-references/markers/
posZ = 4.66, -- z position of the subMarker
},
},
ped = { -- creates a ped
enabled = false, -- Enable the ped. pedModel, pedHash and pedOrientation is needed if you enable this options
model = "a_f_y_juggalo_01", -- see https://docs.fivem.net/docs/game-references/ped-models/
hash = 0xDB134533, -- see https://docs.fivem.net/docs/game-references/ped-models/
orientation = 96.0, -- the orientation of the ped
},
},
vehicleHeading = 358.70, -- the heading of the vehicle when it spawns
vehicleSpawnPosition = vector3(771.59722900391, -3195.7397460938, 5.6554832458496), -- the spawn position of the vehicle
vehicles = { -- what kind of vehicle can spawn
'police2',
'police3',
},
objects = { -- objects that will placed on map. You can leave it empty, if not needed
{
name = "p_int_jewel_plant_02", -- the name of the object see for example: https://gta-objects.xyz/objects
coordinate = vector3(-99.024681091309, 1910.0178222656, 195.59498596191), -- the position of object
pitch = 0.0, -- The pitch of the object should be normally 0.0
roll = 0.0, -- The roll of the object should be normally 0.0
yaw = 60.0, -- rotation of the object
},
},
loot = { -- the loot that the player get when he deliver the vehicle
weapons = { -- optional, you can remove all entries
amount = 1, -- how many weapons
types = { -- if amount is 1, player get one random weapon. if amount is 2, player gets 2 random weapons... .
{
name = "weapon_smg",
ammo = 0
},
{
name = "weapon_assaultrifle",
ammo = 0
}
}
},
items = { -- optional, you can remove all entries
amount = 1, -- how many items
types = { -- if amount is 1, player get one random items. if amount is 2, player gets 2 random items... .
{
name = "water",
quantity = 2,
},
{
name = "gold_ingot",
quantity = 1,
}
}
},
money = { -- optional, you can remove all entries
amount = 1,
types = { -- if amount is 1, player get one random money/blackmoney. if amount is 2, player gets 2 random money/blackmoney... .
{
type = "blackmoney",
amount = 200000
},
{
type = "money",
amount = 200000
},
}
},
cars = { -- optional, you can remove all entries
types = {
"police3",
},
}
}
},
},
robberies = { -- A group of player can start the robber. They hav to go to different points and take the loot.
{
pedNeedWeaponToStart = true, -- if true, player need a weapon to start the robbery
neededWeapon = { -- if pedNeedWeaponToStart is true, player need one of this weapons to start the robbery. if empty all weapons are allowed
},
category = 'small', -- category of rob. pay attention to "countOfRobsAtSameTime" config
startPositionCoordinate = vector3(1730.0705566406, 6416.8208007813, 34.137265777588), -- position of the start location
blip = {
enable = true, -- enable Blip on map, if true, display, sprite, scale, color and name are required
display = 4, -- see displayId on https://docs.fivem.net/natives/?_0x9029B2F3DA924928
sprite = 110, -- blip symbol on map, see: https://docs.fivem.net/docs/game-references/blips/
scale = 1.0, -- scale of blip
color = 1, -- color of blip, see https://docs.fivem.net/docs/game-references/blips/
name = 'Ladenraub', -- the name of the robbery
},
zone = {
enable = true, -- view zone in game
radius = 2.0, -- Radius that players must be to rob location
marker = 27, -- marker type see https://docs.fivem.net/docs/game-references/checkpoints/
rgba = { 255, 0, 0, 155 }, -- color of marker
subMarker = {
marker = 4, -- marker type see https://docs.fivem.net/docs/game-references/markers/
posZ = 4.66, -- z position of the subMarker
},
},
ped = {
enabled = false, -- Enable the ped. pedModel, pedHash and pedOrientation is needed if you enable this options
model = "a_f_y_juggalo_01", -- see https://docs.fivem.net/docs/game-references/ped-models/
hash = 0xDB134533, -- see https://docs.fivem.net/docs/game-references/ped-models/
orientation = 96.0, -- the orientation of the ped
},
coolDownWhenSuccessfulInSeconds = 2700, -- this cool down starts when the rob was complete done
coolDownWhenAbortInSeconds = 1200, -- this cool down starts if the rob was started but was interrupted for some reasons
coolDownCountAsActiveRob = 1200, -- this cool down controls if a finished rob counts in as active
maxDurationTimeInSeconds = 600, -- How long a rob can take time
requiredCountOfCops = 1, -- How many cops must be online for starting this rob
maxRangeToAnyPositionOfThisRob = 5, -- How far a player can be from start position, if player is to far, rob stops for this player
texts = {
startMessage = 'Press ~g~E~w~ to start the raid.', -- the start message for the rob
breakRob = 'Press X to cancel.', -- this message gets a player if a rob already runs
robRuns = '~r~A robbery is already in progress.', -- This message get a player if a cool down runs
coolDownRuns = 'You still have to wait ~r~%s seconds~w~.', -- This message get a player if a cool down runs
breakLocation = 'Press ~g~E~w~ to steal the money.', -- the start message for a loot location
robNotActive = 'Raid is not active.', -- This message gets a player if he try to use a rob that is not active (most cases only for hackers)
anotherLocationIsInProgress = 'Another picture is being unscrewed.', -- another lot location is in progress (most cases only for hackers)
locationAlreadyEmpty = 'The loot is already gone.', -- Lot location was already robt (most cases only for hackers)
youAreNotARobber = '~r~You are not involved in this robbery.', -- Player is not involved in rob (most cases only for hackers)
robStarted = '~r~Alarm : ~b~Shop', -- This message will get the cops if a rob is started
robIsDone = '~r~The shop is now empty!', -- This message will get the cops if a rob is done
robWasUnsuccessful = '~b~Shop robbery ~r~ aborted!', -- This message will get the cops if a rob was abort
robWasUnsuccessfulForYou = '~r~Robbery is aborted for you!', -- This message will get the player if a rob was abort
stopRobLocation = 'Press ~r~X~w~ to cancel.', -- When a player lot
robHasStartedMessage = '~r~Rob has started ! Find the rob location.', -- When players has starts the robbery he got a confirmation message
youMissTheRequiredWeapons = '~r~You have not the required weapon to start !', -- This message get the player if he has not the required weapon to start the rob
},
objects = { -- objects that will placed on map. You can leave it empty, if not needed
{
name = "p_int_jewel_plant_02", -- the name of the object see for example: https://gta-objects.xyz/objects
coordinate = vector3(-99.024681091309, 1910.0178222656, 195.59498596191), -- the position of object
pitch = 0.0, -- The pitch of the object should be normally 0.0
roll = 0.0, -- The roll of the object should be normally 0.0
yaw = 60.0, -- rotation of the object
},
},
positionsToRob = { -- at this positions the player can start looting
{
coordinate = vector3(1734.8729248047, 6420.8637695313, 34.137265777588), -- position of the location
zone = {
radius = 1.0, -- Radius that players must be to rob location
marker = 27, -- marker type see https://docs.fivem.net/docs/game-references/checkpoints/
rgba = { 255, 0, 0, 155 }, -- color of marker
subMarker = {
marker = 4, -- marker type see https://docs.fivem.net/docs/game-references/markers/
posZ = 4.66, -- z position of the subMarker
},
enable = true, -- view zone in game
},
ped = {
enabled = false, -- Enable the ped. pedModel, pedHash and pedOrientation is needed if you enable this options
model = "a_f_y_juggalo_01", -- see https://docs.fivem.net/docs/game-references/ped-models/
hash = 0xDB134533, -- see https://docs.fivem.net/docs/game-references/ped-models/
orientation = 96.0, -- the orientation of the ped
},
animation = { -- Animation config
directory = "mini@repair", -- See animation types: https://github.com/KoningJesper/GTA-V-Animation-List/blob/master/Animation%201-999
name = "fixing_a_ped", -- The name from animation
repeatInMilliseconds = 6000, -- when should the animation repeated
},
duration = {
minTimeInSeconds = 20, -- the min duration to loot one location
maxTimeInSeconds = 30, -- the max duration to loot one location
},
loot = {
weapons = { -- optional, you can remove all entries
amount = 2, -- how many weapons
types = { -- if amount is 1, player get one random weapon. if amount is 2, player gets 2 random weapons... .
{
name = "weapon_crowbar",
ammo = 0
},
{
name = "weapon_crowbar",
ammo = 0
}
}
},
items = { -- optional, you can remove all entries
amount = 1, -- how many items
types = { -- if amount is 1, player get one random items. if amount is 2, player gets 2 random items... .
{
name = "water",
quantity = 2,
},
{
name = "gold_ingot",
quantity = 1,
}
}
},
money = { -- optional, you can remove all entries
amount = 1,
types = { -- if amount is 1, player get one random money/blackmoney. if amount is 2, player gets 2 random money/blackmoney... .
{
type = "blackmoney",
amount = 200000
},
{
type = "money",
amount = 200000
},
}
},
cars = { -- optional, you can remove all entries
-- types = {
-- "police3",
-- },
-- spawnPosition = vector3(-1624.1815185547,-1074.3209228516,13.027159690857),
-- heading = 100.0
--}
}
},
},
{
coordinate = vector3(1736.7224121094,6419.5043945313,34.037216186523), -- position of the location
zone = {
radius = 1.0, -- Radius that players must be to rob location
marker = 27, -- marker type see https://docs.fivem.net/docs/game-references/checkpoints/
rgba = { 255, 0, 0, 155 }, -- color of marker
subMarker = {
marker = 4, -- marker type see https://docs.fivem.net/docs/game-references/markers/
posZ = 4.66, -- z position of the subMarker
},
enable = true, -- view zone in game
},
ped = {
enabled = false, -- Enable the ped. pedModel, pedHash and pedOrientation is needed if you enable this options
model = "a_f_y_juggalo_01", -- see https://docs.fivem.net/docs/game-references/ped-models/
hash = 0xDB134533, -- see https://docs.fivem.net/docs/game-references/ped-models/
orientation = 96.0, -- the orientation of the ped
},
animation = { -- Animation config
directory = "mini@repair", -- See animation types: https://github.com/KoningJesper/GTA-V-Animation-List/blob/master/Animation%201-999
name = "fixing_a_ped", -- The name from animation
repeatInMilliseconds = 6000, -- when should the animation repeated
},
duration = {
minTimeInSeconds = 20, -- the min duration to loot one location
maxTimeInSeconds = 30, -- the max duration to loot one location
},
loot = {
weapons = { -- optional, you can remove all entries
amount = 1, -- how many weapons
types = { -- if amount is 1, player get one random weapon. if amount is 2, player gets 2 random weapons... .
{
name = "weapon_crowbar",
ammo = 0
},
{
name = "weapon_crowbar",
ammo = 0
}
}
},
items = { -- optional, you can remove all entries
amount = 1, -- how many items
types = { -- if amount is 1, player get one random items. if amount is 2, player gets 2 random items... .
{
name = "water",
quantity = 2,
},
{
name = "gold_ingot",
quantity = 1,
}
}
},
money = { -- optional, you can remove all entries
amount = 1,
types = { -- if amount is 1, player get one random money/blackmoney. if amount is 2, player gets 2 random money/blackmoney... .
{
type = "blackmoney",
amount = 200000
},
{
type = "money",
amount = 200000
},
}
},
cars = { -- optional, you can remove all entries
--types = {
-- "police3",
--},
--spawnPosition = vector3(-1624.1815185547,-1074.3209228516,13.027159690857),
--heading = 100.0
}
}
},
},
},
},
}