Config

The default configruation provided with Possible Armoured Trucks.

The default configruation provided with Possible Armoured Trucks.

Lua
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}
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