Configuration

General

General

Config.General = {
    TimeBeforeReset = 15, -- minutes
    PoliceJobsName = {"police", "fib", "bcso"},
    PoliceCountToRob = 1,
    ChanceNpc = {
        Surrender = 70, -- %
        Run = 60, -- %
        Fight = 40, -- %
    },
}
  • "TimeBeforeReset" is the timer before you can rob again.

  • "PoliceJobsName" is each name of your police job's name.

  • "PoliceCountToRob" is the minimum police on duty for rob a store.

  • "ChanceNpc":

    • "Surrender" between 1-100 (it's the chance for the NPC to surrender, it's the default reaction or the NPC sits in a corner and waits.)

    • "Run" & "Fight" You need to put a total of 100% split between the two, so if "run" is at 60% then the other will be at 40%. ("Run" means leave the store, "fight" means the NPC will shoot the players).


Shopkeepers

Config.Shopkeepers = {
    ["grocery"] = "mp_m_shopkeep_01",
    ["barber"] = "s_f_m_fembarber",
    ["tattoo"] = "s_m_m_tattoo_01",
    ["clothes"] = "s_f_y_shop_low",
}

You can choose the npc model for each store. The available models are here: https://docs.fivem.net/docs/game-references/ped-models/

RobData

You can change everything about the time to rob.

you can add as many rewards as you like, but be careful! You win all the rewards (for example: if you add 4 items for the rays, each time a player steals a ray he will win all 4 (it's up to you to adapt the min and max).

Safe

For the different ways of opening the safe, you can change the item for each type of opening


Stores

This is how a shop is configured:

[1] = {
        Coords = vec3(-280.6210, 6228.1587, 30.6958),
        Heading = 60.0908,
        Type = "barber",
        PositionNPC = {Coords = vec3(-282.0080, 6229.2358, 30.6956), Heading = 313.9211},
        needPropSafe = true,
        PropCoord = {Coords = vec3(-274.7741, 6226.3271, 30.6955), Head = 136.2503},
        Loots = {
            CashRegister = {
                {Coords = vec3(-277.7692, 6230.5801, 30.6955)},
            },
            StoreShelves = {
                {Coords = vec3(-280.4791, 6226.8931, 31.7055)},
                {Coords = vec3(-279.3894, 6225.8433, 31.7055)},
                {Coords = vec3(-278.5083, 6224.9131, 31.7055)},
            },
            Safe = {
                {Coords = vec3(-275.3477, 6225.5176, 31.6956)},
            },
        },
    },
  • Coords & Heading

The place where the PNj appears and its orientation

  • Type

Is the shop type (used for the PNj model and rewards)

  • PositionNPC

This is where the character must go if he surrenders (so after running he'll go to this position).

  • needPropSafe & PropCoord

If your mapping doesn't have a safe and you want to install one, simply set it to "true" and enter the coordinates of the safe.

  • Loots

In the "Loots" category you must respect the structure, however you can put as many "CashRegister" and "StoreShelves".

For example, for 3 cash registers:

CashRegister = {
                {Coords = vec3(-277.7692, 6230.5801, 30.6955)},
                {Coords = vec3(-277.7692, 6230.5801, 30.6955)},
                {Coords = vec3(-277.7692, 6230.5801, 30.6955)},
            },

The coordinates indicated will be the location where the player needs to be to interact, so simply go to the location and copy the coordinates.

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