Config
The default configruation provided with Possible Armoured Trucks.
The default configruation provided with Possible Armoured Trucks.
return { Debug = true, -- Set to true to enable debug mode Framework = "qb", -- Framework to use (qb, qbox or esx) loggingModule = { enabled = true, service = '', -- 'oxlib' or 'your_webhook_discord' }, -- Trucks that can spawn you can assign different loot tables to different trucks Trucks = { { model = "stockade", label = "Gruppe 6 Stockade", lootTable = "standard" -- Reference to loot table below, different trucks can have different loot tables } }, TruckSpawnTimeout = 20, -- Seconds to wait for truck to spawn (it will reattempt to assign net id every 100ms for this amount of seconds) -- Vehicle armor settings ArmorSettings = { bulletproofTires = true, -- Whether tires are bulletproof windowResistance = 100.0, -- Window resistance (0-100) autoRepair = false, -- Auto-repair damage during chase explosionProof = true, -- Resistant to explosions bulletProof = true, -- Resistant to bullets fireProof = true, -- Resistant to fire flipProtection = false, -- Prevents truck from staying flipped driverProtection = true -- Reduces damage to driver }, -- Ped models for the truck drivers DriverPeds = { "s_m_m_security_01", "s_m_m_armoured_01", "s_m_m_armoured_02", }, -- Spawn settings Spawn = { enabled = true, interval = {min = 1, max = 1}, -- Minutes between spawns (random in this range) maximumActive = 1, -- Maximum number of active trucks at once despawnTime = 30, -- Minutes until an uninteracted truck despawns minPlayerDistance = 1.0, -- Minimum distance from any player to spawn a truck locations = { {coords = vector4(-711.61, -871.78, 23.42, 352.96), label = "Legion Square"}, } }, ShowPlantPrompt = true, -- Set to false to disable the "Plant bomb" text UI prompt in drop-off zones -- Drop off locations - these are locations where the truck can be dropped off at, its not specific all will be available for dropoff DropOffLocations = { { label = "Abandoned Warehouse", coords = vector3(-555.41, -1696.78, 19.19), radius = 10.0, blip = { enabled = false, sprite = 1, color = 5, scale = 0.8, } }, { label = "Abandoned Warehouse", coords = vector3(-555.41, -1696.78, 19.19), radius = 10.0, blip = { enabled = false, sprite = 1, color = 5, scale = 0.8, } }, }, -- Loot tables LootTables = { -- Standard loot for regular trucks standard = { stashId = "truck_", -- Prefix for stash ID, will be followed by random numbers minItems = 3, -- Minimum items to spawn in stash maxItems = 8, -- Maximum items to spawn in stash items = { {item = "goldbar", min = 1, max = 3, chance = 40}, -- 40% chance to spawn 1-3 gold bars {item = "diamond", min = 1, max = 2, chance = 20}, -- 20% chance to spawn 1-2 diamonds {item = "cash", min = 5000, max = 15000, chance = 90}, -- 90% chance to spawn $5k-$15k {item = "rolex", min = 2, max = 5, chance = 70}, -- 70% chance to spawn 2-5 rolexes {item = "weapon_pistol", min = 1, max = 1, chance = 20}, -- 20% chance to spawn a pistol {item = "blackmoney", min = 5000, max = 20000, chance = 60}, -- 60% chance to spawn $5k-$20k in black money } }, -- High value loot for armored trucks high_value = { stashId = "armored_", -- Different prefix for high-value trucks minItems = 4, -- Minimum items to spawn in stash maxItems = 10, -- Maximum items to spawn in stash items = { {item = "goldbar", min = 3, max = 6, chance = 70}, -- 70% chance to spawn 3-6 gold bars {item = "diamond", min = 2, max = 5, chance = 50}, -- 50% chance to spawn 2-5 diamonds {item = "cash", min = 10000, max = 30000, chance = 100}, -- 100% chance to spawn $10k-$30k {item = "rolex", min = 3, max = 8, chance = 80}, -- 80% chance to spawn 3-8 rolexes {item = "weapon_pistol", min = 1, max = 1, chance = 30}, -- 30% chance to spawn a pistol {item = "blackmoney", min = 15000, max = 40000, chance = 80}, -- 80% chance to spawn $15k-$40k in black money {item = "jewelry", min = 5, max = 10, chance = 60}, -- 60% chance to spawn 5-10 jewelry items } } }, Police = { requiredCops = 0, -- Minimum cops required for truck to spawn disableDispatchAfterHeist = true, -- Whether to disable police dispatch after heist is complete -- Regular police response settings regular = { enabled = true, -- Whether to spawn regular police cars carsPerWave = 2, -- Number of police cars to spawn in each wave maxVehicles = 6, -- Maximum number of police cars that can exist at once vehicles = { -- Vehicle models that can spawn for regular police (randomly selected) 'police', 'police2', 'police3', 'police4' }, -- Police behavior settings chaseBehavior = { aggressiveness = 0.7, -- 0.0 to 1.0 - How aggressive the police drive drivingAbility = 0.8, -- 0.0 to 1.0 - How well they drive pursuitDistance = 5.0, -- How close they try to get to the player ramChance = 0.3, -- 0.0 to 1.0 - Chance to attempt ramming drivebyChance = 0.4, -- 0.0 to 1.0 - Chance for passengers to do drive-bys accuracy = 30, -- 0-100 - How accurate their shooting is useCover = true, -- Whether they use cover during shootouts combatRange = 2, -- 0-3 - How close they get before shooting (0=far, 3=close) } }, -- Wave and timing settings waves = { enabled = true, -- Whether to spawn additional waves of police maxWaves = 3, -- Maximum number of additional waves to spawn interval = 60, -- Seconds between waves }, -- SWAT response settings swat = { enabled = true, -- Whether to spawn SWAT units afterWaves = 1, -- SWAT units will appear after this many waves carsPerWave = 1, -- Number of SWAT vehicles to spawn in each wave maxVehicles = 3, -- Maximum number of SWAT vehicles that can exist at once vehicles = { -- Vehicle models that can spawn for SWAT teams 'riot', 'policet' }, -- SWAT behavior settings chaseBehavior = { aggressiveness = 0.9, -- 0.0 to 1.0 - How aggressive the SWAT drive drivingAbility = 0.9, -- 0.0 to 1.0 - How well they drive pursuitDistance = 3.0, -- How close they try to get to the player ramChance = 0.6, -- 0.0 to 1.0 - Chance to attempt ramming drivebyChance = 0.7, -- 0.0 to 1.0 - Chance for passengers to do drive-bys accuracy = 60, -- 0-100 - How accurate their shooting is useCover = true, -- Whether they use cover during shootouts combatRange = 1, -- 0-3 - How close they get before shooting (0=far, 3=close) armor = 100, -- Amount of armor SWAT officers have weapons = { -- Weapons SWAT officers can use primary = 'WEAPON_CARBINERIFLE', secondary = 'WEAPON_PISTOL' } } }, -- Bike unit settings bikes = { enabled = true, -- Whether to include police motorcycles in response afterWaves = 0, -- Can appear from the start (0) or after X waves bikesPerWave = 2, -- Number of bikes to spawn in each wave maxBikes = 4, -- Maximum number of bikes active at once vehicles = { -- Vehicle models that can spawn for motorcycle units 'policeb' }, -- Bike behavior settings chaseBehavior = { aggressiveness = 0.8, -- 0.0 to 1.0 - How aggressive the bike cops drive drivingAbility = 0.9, -- 0.0 to 1.0 - How well they drive pursuitDistance = 2.0, -- How close they try to get to the player ramChance = 0.2, -- 0.0 to 1.0 - Chance to attempt ramming drivebyChance = 0.5, -- 0.0 to 1.0 - Chance for passengers to do drive-bys accuracy = 40, -- 0-100 - How accurate their shooting is useCover = false, -- Whether they use cover during shootouts combatRange = 2, -- 0-3 - How close they get before shooting (0=far, 3=close) } }, -- Helicopter settings helicopter = { enabled = true, -- Whether to include police helicopter in response delay = 60, -- Seconds until helicopter is dispatched maxHelicopters = 1, -- Maximum number of helicopters active at once -- Helicopter behavior settings behavior = { pursuitDistance = 30.0, -- How far the helicopter tries to stay from player spotlightEnabled = true, -- Whether to use spotlight shootingEnabled = true, -- Whether the observer can shoot shootingAccuracy = 50, -- 0-100 - How accurate the observer's shooting is shootingInterval = 5000, -- Milliseconds between shooting attempts shootingRange = 100.0, -- Maximum distance for shooting weapons = { -- Weapons the observer can use primary = 'WEAPON_SNIPERRIFLE', secondary = 'WEAPON_CARBINERIFLE' } } }, -- Roadblock settings roadblocks = { enabled = true, -- Whether to set up roadblocks delay = 120, -- Seconds until first roadblock interval = 180, -- Seconds between roadblock attempts max = 2, -- Maximum number of active roadblocks at once -- New roadblock behavior settings behavior = { officerCount = 6, -- Number of officers at each roadblock officerAccuracy = 50, -- 0-100 - How accurate the officers are officerArmor = 50, -- Amount of armor officers have useCover = true, -- Whether officers use cover combatRange = 1, -- 0-3 - How close they get before shooting weapons = { -- Weapons officers can use primary = 'WEAPON_CARBINERIFLE', secondary = 'WEAPON_PISTOL' } } }, -- Officer ped models peds = { regular = { -- Regular police officer models 's_m_y_cop_01', 's_f_y_cop_01' }, swat = { -- SWAT officer models 's_m_y_swat_01', 's_m_m_snowcop_01' } }, clearAfterExplosion = true, -- Whether to clear police response after truck is blown open }, Lockpick = { difficulty = { skillCheck = 'easy', -- Options: 'easy', 'medium', 'hard' inputs = 3, -- Number of inputs required for the skillcheck (higher = harder) keys = {'e', 'e', 'e'}, -- Keys that will be randomly selected for the skill check }, animation = { dict = "veh@break_in@0h@p_m_one@", clip = "low_force_entry_ds" }, driverReaction = { attackChance = 50, -- Percentage chance the driver will attack (0-100) giveWeapon = true, -- Whether to give the driver a weapon when attacking weapon = "WEAPON_PISTOL" -- Weapon to give the driver }, item = { required = true, -- Whether to require an item to lockpick name = "lockpick", -- Item name if required remove = false, -- Whether to remove the item on use removeOnFail = true, -- Whether to remove the item on failed lockpick attempt } }, C4 = { prop = "prop_bomb_01", -- C4 prop model placeAnim = {dict = "anim@heists@ornate_bank@thermal_charge", anim = "thermal_charge"}, -- Animation for placing C4 duration = 10, -- Seconds it takes to place the C4 explosionTime = 30, -- Seconds after placement until explosion explosionEffect = "exp_grd_grenade", -- Explosion effect name }, -- Possible Territory integration configuration Territories = { enabled = true, -- Whether to enable territories integration rewards = { influence = 10, -- Default influence amount to reward for exploding a truck items = { -- Items to be added to territory stash when truck is exploded {name = "goldbar", amount = 2, chance = 80}, -- 80% chance to add {name = "cash", amount = 10000, chance = 100} -- Always added } } }, -- Possible Gang levels integration GangLevels = { enabled = true, -- Whether to enable gang levels integration rewards = { xp = 50, -- XP to award to gang for exploding a truck } }, Dispatch = "", -- ps-dispatch, core_dispatch, cd_dispatch, piotreq_gpt, lb-tablet}