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Level-Specific Configurations

These tables contain settings for each job level, impacting various aspects of the mission.

Config[1] = {
    InitialDriveSpeed = 15.0,
    InitialDriveStyle = 536871556,
    AggressiveDriveSpeed = 30.0,
    AggressiveDriveStyle = 536871476, 
    RandomEventChance=0.2 , 
    MechanicalFailureChance=0.5,
    HeartAttackChance=0.3,
    RandomEventDistance= math.random(),
    VIPModel = Config.VIPModel1,
    VIPCarModel = Config.VIPCarModel1,
    VIPDriver = Config.VIPDriver1,
    vipHealth=800, 
    opposeChance=1,
    PoliceChance=0.2,
    Rewards = Config.CriminalRewards[1], 
    NotifyChance=0.8,
    EnemyAccuracy=90,
    EnemyHealth=200,
    EnemyGun="WEAPON_PISTOL",
    DriverGun="WEAPON_PISTOL",
    distanceUpperLimit=0.9,
    distanceLowerLimit=0.6,
    leaderexpdriversafe=1,
    leaderexpvehiclesafe=1,
    expall=2,
}
-- Similar structure for Config[2] and Config[3]

Driving Behavior:

  • InitialDriveSpeed: The default speed at which the VIP's driver will drive.

  • InitialDriveStyle: The driving style code (refer to FiveM Native Reference for codes) dictating the driver's behavior (e.g., cautious, normal, sporty).

  • AggressiveDriveSpeed: The speed at which the driver will drive when under attack.

  • AggressiveDriveStyle: The driving style code the driver adopts when under attack.

Random Events:

  • RandomEventChance: The probability of a random event occurring during the mission (between 0 and 1, where 0 is no chance and 1 is guaranteed).

  • MechanicalFailureChance: The probability of a mechanical failure event happening if a random event is triggered.

  • HeartAttackChance: The probability of a heart attack event happening if a random event is triggered. Note: The sum of MechanicalFailureChance and HeartAttackChance should be less than or equal to 1.

  • RandomEventDistance: Determines how far into the journey (as a percentage of total distance) a random event can be triggered. A value of math.random() allows for variation within each mission.

VIP Configuration:

  • VIPModel: An array of possible ped models for the VIP. The script randomly selects one model from this list for each mission.

  • VIPCarModel: An array of possible vehicle models for the VIP's car. The script randomly selects one model from this list.

  • VIPDriver: An array of possible ped models for the VIP's driver.

  • vipHealth: The initial health of the VIP.

Gameplay Parameters:

  • opposeChance: The probability of this job being offered to criminals who have the opposition tablet.

  • PoliceChance: The probability of the police being alerted when the VIP is under attack.

  • Rewards: References the rewards criminals receive for successfully completing this level job (see Config.CriminalRewards).

  • NotifyChance: The probability of players with the opposition tablet being notified about this job.

  • EnemyAccuracy: The accuracy of enemy NPCs attacking the VIP convoy. (0-100, where 100 is perfect accuracy).

  • EnemyHealth: The health of enemy NPCs.

  • EnemyGun: The weapon enemies will be equipped with (refer to FiveM Native Reference for weapon hashes).

  • DriverGun: The weapon the VIP's driver will be equipped with.

Distance Settings:

  • distanceUpperLimit: Upper limit for the distance traveled (as a percentage of total distance) before a random event can be triggered. Used in conjunction with distanceLowerLimit to create a range.

  • distanceLowerLimit: Lower limit for the distance traveled before a random event can be triggered.

Experience Points:

  • leaderexpdriversafe: Experience points awarded to the team leader if the driver survives the mission.

  • leaderexpvehiclesafe: Experience points awarded to the team leader if the VIP's vehicle is in good condition (engine health above 100).

  • expall: Experience points awarded to all team members upon successful mission completion.

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Last updated 9 months ago

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