· 6 years ago · Jan 08, 2020, 03:50 AM
1
2FIVEM CRACKDOWN MISSIONS v3 BETA RESOURCE CONFIGURATION
3
4**USE MISSIONS.LUA IN THE RESOURCE, NOT THIS FILE, WHICH IS JUST A DESCRIPTION/EXAMPLE***
5
6--Edit Resource settings and edit/create Missions. All settings can be applied globally across all missions,
7--or per mission which overrides the global setting, unless said otherwise. Missions need to be ordered Mission1, Mission2, Mission3, etc... to work.
8--To increase difficulty for missions for more players consider increasing SetPedMinAccuracy/SetPedMaxAccuracy first from 60 to around 100 max
9
10Config = {}
11
12--DIFFERENT TYPES OF MISSIONS:
13Type="Objective", where you need to capture one main objective to complete the mission.
14Type="ObjectiveRescue", where you need to capture multiple objectives to complete the mission. See 'isObjective=true' in MISSION SETUP further down. Only for Regular mission, not 'IsRandom'
15Type="Assassinate", where you need to kill all the target NPCs to complete the mission.
16Type="HostageRescue", where you need to rescue all friendly NPCs to complete the mission. If a hostage dies the mission fails.
17Type="BossRush", where you need to kill all the target 'Boss' NPCs.
18
19
20--MISSIONS CAN ALSO BE/HAVE:
21Regular : where you can specify exact Peds, Props and Vehicles with their exact positions, and behaviors using attributes (see below)
22IsRandom=true --: Random mission generator missions, where you can specify random mission generator settings globally or per mission.
23--what distance to trigger the mission. Distance from Blip or from MissionTriggerStartPoint
24Config.MissionTriggerRadius = 15000.0
25—used with variable above
26MissionTriggerStartPoint={x=0.0,y=0.0,z=0.0}
27
28IndoorMissions=true --Add this to Regular indoor missions that happen in indoor locations like Doomsday Heist Bunker or Humane Labs to have Peds/Vehicles spawn dynamically, which fixes this problem:
29--https://forum.fivem.net/t/spawning-indoors-and-underground-have-invisible-peds-npcs/373532
30--You can override this, to have the vehicle/ped spawn at mission start by adding the attribute 'outside=true' to the Ped or Vehicle (**see Regular Mission Setup further down**)
31
32IndoorsMissionStrongSpawnCheck = true --Used with IndoorMissions=true. Does raytracing on players within 300m of spawn location, to make sure the NPC/Vehicle doesnt just appear out of nowhere in front of a player.
33--if any player is in the line of sight it will not spawn. Sometimes you will not want this on.
34
35VehicleGotoMissionTarget="trailersmall", —create an inert vehicle to make vehicle NPCs that have the VehicleGotoMissionTarget=true attribute to circle/chase
36VehicleGotoMissionTargetPed —index of npc ped for vehicles npcs that have the VehicleGotoMissionTarget=true attribute to circle/chase
37VehicleGotoMissionTargetVehicle —index of npc vehicle for vehicle npcs that have the VehicleGotoMissionTarget=true attribute to circle/chase
38—NOTE, you can set VehicleGotoMissionTargetPed or VehicleGotoMissionTargetPed attributes per vehicle definition as well. See below.
39
40
41
42HostageRescue=true --: If a hostage NPC dies during the mission, the mission fails. Used for any Mission Type.
43--IsDefend settings are meant to be used with Type="Assassinate" missions:
44IsDefend=true --: Players must defend a zone from being reached by enemy NPCs, else the mission fails.
45IsDefendTarget=true --: Players must defend an NPC target from being eliminated by the enemy NPCs, else the mission failes. Requires IsDefend=true.
46IsDefendTargetRescue = true --Can rescue the friendly NPC target by walking up to them for 1 second, like a regular hostage. This will complete the mission.
47Config.IsDefendTargetMaxHealth = 600 --extra health buff for friendly NPC target
48ObjectiveRescueShortRangeBlip = true, --only show objectiverescue objective blips on the map when the players are close by (within 100m)
49IsDefendTargetGotoGoal — NPC target goes to Blip goal, escort them, or transport them to the goal Blip
50IsDefendTargetDoPlaneMission —call planemission task instead of plane chase task for ai.
51
52IsDefendTargetRewardBlip, — when IsDefendTargetGotoGoal is true, create a marker with IsDefendTargetGoalDistance radius
53
54IsDefendTargetGoalDistance —radius of goal reward area
55
56IsDefendTargetChase —used to make enemy npcs chase NPC target:
57IsVehicleDefendTargetChase =—used to make enemy npcs vehicles chase NPC target/vehicle
58IsVehicleDefendTargetGotoBlipTargetOnly=true, —think this is deprecated, Makes only the npc target to defend go to the blip
59IsDefendTargetEnemySetBlockingOfNonTemporaryEvents=true, —used for when IsRandom=true to make enemies keep to task until IsDefendTargetAttackDistance or IsDefendTargetVehicleAttackDistance is reached
60IsDefendTargetSetBlockingOfNonTemporaryEvents=true, —used for when IsRandom=true make the target to defend npc stay still or keep to task
61
62--How close to the target will peds on feet finally attack? Useful when SetBlockingOfNonTemporaryEvents is set for a ped.
63Config.IsDefendTargetAttackDistance = 10.0
64
65Config.IsDefendTargetVehicleAttackDistance = 50.0
66
67IsDefendTargetOnlyPlayersDamagePeds —Override, since for IsDefendTarget missions, SetEntityOnlyDamagedByPlayer is set to false.
68
69IsDefendTargetPassenger —for escort mission, force target NPC to defend into passenger seat. default seatid 0
70IsDefendTargetPassengerSeatId —if IsDefendTargetPassenger= true, what seated if not 0?
71
72—SEE FURTHER DOWN AS WELL, MORE IsDefendTarget settings explained above.
73
74
75--NOTE: only around 98 characters will display for these messages below:
76Config.StartMessage --Large mission intro text that pops up and disappears.
77Config.FinishMessage --Large mission outro text that pops up and disappears on completion. Used with $ reward text and reason why.
78Config.MissionTitle --red text on lower r.h.s. of the screen.
79Config.MissionMessage --green text on below MissionTitle that reminds players what to do.
80Config.FailedMessage --= Mission Failed Message. It will be used with a reason why text, and any money lost.
81
82
83--These are set per mission (see Mission42 in mission.lua)
84--This allows a mission to automatically lead into another mission (In this case Mission32)
85--This can allow for a campaign or a series of mini-missions to finish to complete the overall mission:
86NextMission="Mission32"
87--What mission to go to if the mission fails?
88NextMissionIfFailed="Mission42",
89--progress to NextMission even if the mission has failed?:
90ProgressToNextMissionIfFail=false,
91
92
93-- OPT-OUT/OPT-IN SETTINGS. NOT PER MISSION, ONLY GLOBAL:
94
95--IF EITHER EnableOptIn OR EnableSafeHouseOptIn IS true, THE OTHER HAS TO BE false:
96--This allows players to simply press ‘Q’ and ‘[’ keys or RB + DPAD DOWN together to join an active mission:
97Config.EnableOptIn = false
98--requires the player to journey to the safehouse marker (they will see the safehouse blip on the map)
99--and press either ‘]’ key or DPAD UP in order to join the mission:
100Config.EnableSafeHouseOptIn = false
101--When set to true, when a mission is active and a player is not opted in, it displays text in the lower RHS
102--that there is an active mission with directions on how to join:
103Config.EnableOptInHUD = false
104--This forces all players to opt out of the mission system at mission end, forcing them to opt back in for the next mission.
105--Does not remove weapons, but removes buffs:
106Config.ForceOptOutAtMissionEnd = false
107
108--END OPT-OUT/OPT-IN SETTINGS
109
110--Set this to true to remove all weapons and upgrades (Crackdown mode buffs if enabled) at the mission end.
111--This should be used with one of the 2 OptIn bove settings set to true, else it will remove weapons from everyone.
112Config.RemoveWeaponsAndUpgradesAtMissionEnd = false
113
114--same thing, but at mission start
115--RemoveWeaponsAndUpgradesAtMissionStart = true,
116
117
118-show help notifications on how to play and controls at mission start?
119Config.DoHelpScreens = false
120
121
122--Spawn mission vehicles with a random livery
123--provides more variety in how vehicles look
124Config.MissionVehicleRandomizeLiveries=true
125
126
127--show bottom of the screen mission description text when mission starts?
128--now replaced by SMS texts.
129Config.ShowMissionIntroText=false
130
131
132
133--THESE MISSION SMS SETTINGS SHOULD BE SET PER MISSION:
134--LENGTH OF SMS_ContactPics, SMS_ContactNames, etc... NEED TO BE THE SAME LENGTH:
135--ONE WILL BE CHOSEN RANDOMLY.
136Config.SMS_ContactNames={"Military Contact","Agency Contact","Military Contact",
137"Agency Contact","Agency Contact"
138}
139
140--see: https://wiki.rage.mp/index.php?title=Notification_Pictures
141Config.SMS_ContactPics={"CHAR_MP_ARMY_CONTACT","CHAR_AGENT14","CHAR_BOATSITE2",
142"DIA_PRINCESS","CHAR_STEVE"
143}
144
145Config.SMS_ContactSubjects={"New Mission","New Mission","New Mission","New Mission","New Mission",}
146
147Config.SMS_ContactMessages={"Need Help with a mission","Need Help with a mission",
148"Need Help with a mission","Need Help with a mission","Need Help with a mission"}
149
150
151Config.SMS_ContactPassedSubjects={"Great Job!","Great Job!","Great Job!","Great Job!","Great Job!",}
152
153Config.SMS_ContactPassedMessages={"Good working with you","Good working with you",
154"Good working with you","Good working with you","Good working with you"}
155
156Config.SMS_ContactFailedSubjects={"What happened?","What happened?","What happened?","What happened?","What happened?",}
157
158Config.SMS_ContactFailedMessages={"This is terrible news!","This is terrible news!",
159"This is terrible news!","This is terrible news!","This is terrible news!"}
160
161Config.SMS_PlaySound = true
162
163
164--MORE SMS MISSION SEND OPTIONS, SET PER MISSION, THESE will OVERRIDE ABOVE VALUES:
165SMS_Subject="Capture the goods",
166--99 char limit per message, so can use up to 3 SMS texts:
167SMS_Message=""
168SMS_Message2=""
169SMS_Message3=""
170
171--WHAT TO SEND FROM MISSION CONTACT AFTER MISSION FAIL:
172SMS_FailedSubject="HAHA",
173SMS_FailedMessage="You should have stayed away, this is much bigger than you",
174--WHAT TO SEND FROM MISSION CONTACT AFTER PASSING MISSION:
175SMS_PassedSubject="It Exists!",
176SMS_PassedMessage="The legends were true afterall! Enjoy your reimbursement"
177
178--DONT SEND ANY FAIL/PASS SMS? SO can leave above blank if true:
179SMS_NoFailedMessage=true,
180SMS_NoPassedMessage=true,
181
182
183--Make mission title the sms subject, ignoring SMS_ContactSubjects array?
184Config.SMS_MissionTitle = true
185--Make mission message the sms message, ignoring SMS_ContactMessages array?
186Config.SMS_MissionMessage = true
187
188
189--accuracy range of peds, default is 60, max is 100
190Config.SetPedMinAccuracy = 60
191Config.SetPedMaxAccuracy = 60
192
193Config.StartMissionsOnSpawn=true --Start a mission as soon as the first player joins? Use with 'ExtraTimeToWaitToStartNextMission' in server.lua
194
195--set to true, to turn off only damaged by player
196--Makes HostageRescue missions a little harder
197Config.DelicateHostages = false
198
199
200--Draw markers on the top of Enemy Targets:
201Config.DrawTargetMarker = true
202
203--Draw markers on the top of Friendly Targets:
204Config.DrawRescueMarker = true
205
206--Draw markers on the top of Friendly IsDefend Target:
207Config.DrawIsDefendTargetMarker = true
208
209--Draw markers on the top of ObjectiveRescue Objectives:
210Config.DrawObjectiveRescueMarker = true
211
212--Draw markers on the top of Objective mission Objectve:
213Config.DrawObjectiveMarker = true
214
215--Draw extra 'Defend Zone' text for ISDefend mission zone:
216Config.DrawIsDefendMarker = true
217
218
219--Time till mission is over:
220Config.MissionLengthMinutes = 60
221
222--Do not timeout mission?:
223Config.MissionNoTimeout = false
224
225
226--set false for linear progression, true for any random mission chosen (GLOBAL only)
227Config.RandomMissions = true
228
229
230--Time after the end of the mission, before starting the next mission
231Config.MissionSpaceTime = 30000 --milliseconds between missions
232
233
234--set player default max health (Global Only)
235Config.DefaultPlayerMaxHealthAmount = 200
236
237--***MONEY REWARDS***
238
239--For killing an enemy target in Assassinate, or any NPC with target=true in any regular mission:
240Config.TargetKillReward = 250 --cash
241
242--For killing an enemy NPC in any mission that is not target:
243Config.KillReward = 250 --cash
244
245--Extra money given for killing enemy NPCs/NPC targets that are in vehicles:
246Config.KillVehiclePedBonus = 150 --cash
247
248--Extra money given for killing enemy NPC 'Bosses' (they have full auto chainguns and different models)
249Config.KillBossPedBonus = 150 --cash
250
251--For capturing the objective:
252Config.FinishedObjectiveReward = 5000 --cash
253
254--Self explanatory:
255Config.HostageKillPenalty = 500 --cash
256
257--Move up to a hostage and wait a second, and they will be rescued:
258Config.HostageRescueReward = 500 --cash
259
260---Move up to a friendly NPC target and wait a second, and they will be rescued:
261Config.IsDefendTargetRescueReward = 5000 --cash
262
263--Self explanatory:
264Config.IsDefendTargetKillPenalty = 5000 --cash
265
266--Reward for capturing an ObjectiveRescue objective:
267Config.ObjectRescueReward = 3000 --cash
268
269
270—Reward for helping IsDefendTarget NPC to the goal.
271Config.GoalReachedReward = 2000
272
273
274--List of vehicles with their seatids
275--**You can use seatids to auto-fill passengers as well, not just turrets**
276--**All vehicle seats for all vehicles get auto-populated for NPCs by default**
277--**Use this to override that, to set only certain seatids**
278Config.VehicleTurretSeatIds = {
279 apc = {0},
280 barrage = {1,2},
281 halftrack = {1},
282 dune3 = {0},
283 insurgent = {7},
284 insurgent3 = {7},
285 technical = {1},
286 technical2 = {1},
287 technical3 = {1},
288 limo2 = {3},
289 menacer = {3},
290 boxville5 = {3},
291 toro2={0,1,2,3}
292}
293
294
295--**Nerfs are deprecated EXCEPT FOR NerfValkyrieHelicopterCannon**, all fire patterns are done per vehicle in doVehicleMods function now in client.lua:
296Config.NerfValkyrieHelicopterCannon = true
297--make the cannon on the APC shoot much slower like a slow tank
298Config.NerfAPCCannon = true
299--make the cannon on the khanjali and rhino tanks shooter more like a slow tank
300Config.NerfTankCannon = false
301--make all other turrets in any other vehicle nerfed? (burst shots vs 30-50 rounds at a time)
302Config.NerfTurrets = false
303
304--Fast firing NPC peds, make them all shoot full auto (if they can). Can potentially make it MUCH more difficult
305Config.FastFiringPeds = false
306
307--Configure Boss health. Chance to appear in IsRandom missions with RandomMissionBossChance
308--in regular missions, use isBoss=true
309Config.BossHealth = 1000
310
311--***ON GROUND PICKUP SPAWN SETTINGS***
312
313--In regular missions you can specify 'mission pickups' that spawn on the ground at mission start
314--and 'reward pickups' that spawn on the ground at mission completion
315
316--cleanup any remaining mission and reward pickups when a new mission starts?
317Config.CleanupPickups = true
318
319--extra pickups that dead enemy NPC spawns at mission completion:
320Config.EnemiesCanSpawnPickups = false
321
322--Percent Chance to spawn an extra pickup:
323Config.EnemySpawnedPickupsChance = 10
324
325--Types of extra pickups:
326Config.EnemySpawnedPickups = {
327 "PICKUP_HEALTH_SNACK",
328 "PICKUP_HEALTH_STANDARD",
329}
330
331--Enable/Disable native NPC weapon drops:
332Config.SetPedDropsWeaponsWhenDead = true
333
334
335--***DIRECT 'PICKUP' SETTINGS***--
336--Alternatively, mission and reward 'pickups' can be given directly to players.
337--These need to be weapons or gadgets or components and use weapon/weapon component hashes instead
338
339--Give Players weapons at mission start?:
340Config.SpawnMissionPickupsOnPlayer = false
341
342--Give Players weapon components at mission start?:
343Config.SpawnMissionComponentsOnPlayer = false
344
345--What weapons to give the player at mission start:
346Config.SpawnMissionPickups = {"WEAPON_CARBINERIFLE","WEAPON_COMBATPISTOL","WEAPON_KNIFE","GADGET_NIGHTVISION"}
347
348--What components to give the player at mission start:
349-NOTE: Need a space between attachment/component and weapon it goes on
350Config.SpawnMissionComponents = {"COMPONENT_AT_PI_SUPP WEAPON_COMBATPISTOL"}
351
352
353--Same for reward pickups for mission completion:
354Config.SpawnRewardPickupsOnPlayer = false
355Config.SpawnRewardComponentsOnPlayer = false
356Config.SpawnRewardPickups = {
357"WEAPON_CARBINERIFLE","WEAPON_COMBATPISTOL","WEAPON_KNIFE","GADGET_NIGHTVISION","WEAPON_GRENADE","WEAPON_PROXMINE","WEAPON_STICKYBOMB","WEAPON_PIPEBOMB","WEAPON_FLARE",
358"weapon_hominglauncher","weapon_marksmanrifle_mk2","weapon_assaultshotgun",
359"WEAPON_RPG","WEAPON_COMBATPISTOL","WEAPON_KNIFE","GADGET_PARACHUTE","weapon_grenadelauncher","weapon_specialcarbine_mk2","weapon_molotov","weapon_combatmg","weapon_assaultsmg",
360"weapon_heavyshotgun","weapon_heavysniper_mk2","weapon_minigun"
361
362}
363Config.SpawnRewardComponents = {"COMPONENT_AT_PI_FLSH WEAPON_COMBATPISTOL","COMPONENT_AT_PI_SUPP WEAPON_COMBATPISTOL"}
364
365
366--**REGEN SETTINGS**--
367
368--Beyond regular GTA V 1/2 health regen:
369
370--give player full health and armor when they get any type of $ reward for a mission?
371Config.RegenHealthAndArmourOnReward = true
372
373--Turn on Regen like Halo for Health (and armour if they have any)?
374--Regen will stop if player loses health, or is active, so they need to rest
375Config.RegenHealthAndArmour = true
376
377
378--***SAFEHOUSE SETTINGS***
379
380--Safe houses are on by default and are places where player visit
381--to get mission health, armor, upgrades and vehicles at an optional cost
382--Players can 'claim' a mission vehicle where only they can drive, but other players
383--can be passengers.
384
385--turn safehouses off/on
386Config.UseSafeHouse = true
387
388--turn safehouse crate drops on/off (uses Config.SafeHouseTimeTillNextUse as well to stop spamming)
389Config.UseSafeHouseCrateDrop = true
390
391--turn on bandito remote detonate bomb deploys?
392Config.UseSafeHouseBanditoDrop = true
393
394--$ cost to use:
395Config.SafeHouseCost = 2000
396
397--$cost to use crate drop (players hit LB & RB on gamepad or Q & E key):
398Config.SafeHouseCostCrate = 1000
399
400--$ cost to 'claim' a vehicle
401Config.SafeHouseCostVehicle = 2000
402
403--Max amount of vehicles a player can claim per mission:
404Config.SafeHouseVehiclesMaxClaim = 2
405
406--immediate give of upgrade and weapons when the player enters the safehouse
407SafeHouseGiveImmediately = true,
408
409--no countdown with safehouse.
410SafeHouseGiveNoCountDown = true,
411
412--Time in milliseconds till the safe house can next be used by the player?:
413Config.SafeHouseTimeTillNextUse = 180000 --3 minutes default
414
415--reset safehouse access when player respawns?
416--(really need to use ESX& database to stop
417--players disconnecting and reconnecting
418--to record.)
419Config.ResetSafeHouseOnRespawn = false
420--do we also reset player next use for the safe house for the next mission?
421Config.ResetSafeHouseOnNewMission = false
422
423
424
425--pawns player to the current mission safehouse when they spawn/respawn
426Config.TeleportToSafeHouseOnSpawn = true
427
428--teleport player to safe house on mission start?:
429Config.TeleportToSafeHouseOnMissionStart = true
430
431--Will teleport all mission players OUT of vehicles
432--to the safehouse marker (useful as well if no BlipSL set):
433Config.TeleportToSafeHouseOnMissionStartNoVehicle = true
434
435--Time after mission start to teleport, default is 5000 (5 seconds to read the mission text)
436Config.TeleportToSafeHouseOnMissionStartDelay = 5000
437
438--minimum distance from safehouse in order to teleport Player to safehouse
439Config.TeleportToSafeHouseMinDistance = 50
440
441--minimum distance from vehicle safe house zone (BlipSL) in order to teleport Player + Vehicle to safehouse
442Config.TeleportToSafeHouseMinVehicleDistance = 200
443
444
445--when going to safe house for mission equipment armor and
446--health, will also give super jump
447-- and fast sprint, fast swim and 2000 health by default (global only)
448Config.SafeHouseCrackDownMode = true
449
450--Amount of health to give (global only):
451Config.SafeHouseCrackDownModeHealthAmount = 2000
452
453--doctor peds at safe house:
454Config.SafeHousePedDoctors = {"s_m_m_doctor_01","a_f_y_business_02","u_f_y_princess"}
455
456--mission leader peds at safe house:
457Config.SafeHousePedLeaders = {"s_m_y_blackops_02","s_m_y_blackops_01","s_m_y_blackops_03"}
458
459--safe house prop:
460Config.SafeHouseProps = {"v_ilev_liconftable_sml"}--{"ex_prop_crate_expl_bc"}
461
462--weapons the leader can have:
463Config.SafeHousePedWeapons = {0x83BF0278,0x05FC3C11}
464
465
466--Amount of safe house vehicles, aircraft and boats to spawn:
467--NOTE, When safe houses are turned on. For regular missions, place vehicles without 'id2' attribute in Vehicles= {} to also create safe house vehicles for players
468--**They need to be placed *after* any vehicles with 'id2' attribute which are NPC vehicles** See MISSION SETUP below.
469Config.SafeHouseVehicleCount = 5
470Config.SafeHouseAircraftCount = 2
471Config.SafeHouseBoatCount = 3
472
473--Weapon Hashes that player gets at the safe house:
474Config.SpawnSafeHousePickups = {"WEAPON_CARBINERIFLE","WEAPON_COMBATPISTOL","WEAPON_KNIFE","GADGET_NIGHTVISION","WEAPON_GRENADE","WEAPON_PROXMINE","WEAPON_STICKYBOMB","WEAPON_PIPEBOMB","WEAPON_FLARE",
475"weapon_hominglauncher","weapon_sniperrifle","weapon_bullpupshotgun",
476}
477
478--Weapon Component Hashes the player gets (NOTE: use a space between weapon and it's component):
479Config.SpawnSafeHouseComponents = {"COMPONENT_AT_PI_SUPP WEAPON_COMBATPISTOL"} --space between attachment/component and weapon it goes on
480
481--potential available vehicles at the safe house:
482Config.SafeHouseVehicles = { "apc",
483 "barrage",
484 "halftrack",
485 "dune3",
486 "insurgent",
487 "insurgent3",
488 "technical",
489 "technical2",
490 "technical3",
491 "limo2",
492 "menacer",
493 "rhino",
494 "khanjali",
495 "trailersmall2",
496 "tampa3"
497}
498
499--potential available safe house aircraft:
500Config.SafeHouseAircraft = {
501"hydra",
502"lazer",
503"strikeforce"
504}
505
506
507--potential available safe house boats:
508Config.SafeHouseBoat = {
509"dinghy4",
510"seashark",
511"toro2",
512"jetmax"
513}
514
515--For IsRandom=true Random Mission Generator missions...
516--When a random mission is spawned, use a safe house location from the
517--SafeHouseLocations table? The closest (>500m away) safe house to the
518--mission will be chosen.
519Config.UseSafeHouseLocations = true
520
521
522--Safe houses need BlipS for safe house map blip, MarkerS for the safe house enterable
523--BlipSL for where the vehicles/aircraft spawn (optional), BlipSB for boat spawns (optional)
524Config.SafeHouseLocations = {
525
526 --Los Santos Airport
527 {
528 BlipS = { --safehouse blip
529 Title = "Mission Safehouse",
530 Position = { x = -1694.94, y = -3152.18, z = 23.32}, --{ x = 1944.96, y = 3150.6, z = 46.77},
531 Icon = 417,
532 Display = 4,
533 Size = 1.2,
534 Color = 2,
535 Alpha =80,
536 },
537 MarkerS = { --safehouse marker
538 Type = 1,
539 Position = { x = -1694.94, y = -3152.18, z = 24.32}, --{ x = 1944.96, y = 3150.6, z = 46.77},
540 Size = {x = 6.0, y = 6.0, z = 2.0},
541 Color = {r = 117, g = 218, b = 255},
542 DrawDistance = 200.0,
543 },
544 BlipSL = { --safehouse Vehicle blip
545 Title = "Mission Vehicle Safehouse",
546 Position = { x = -1469.37, y = -2967.27, z = 13.3}, --{ x = 1944.96, y = 3150.6, z = 46.77},
547 Icon = 421,
548 Display = 4,
549 Size = 1.2,
550 Color = 3,
551 Alpha =80,
552 },
553 BlipSB = { --safehouse boat blip
554 Title = "Mission Boat Safehouse",
555 Position = {x = 413.98, y = -3411.47, z = 0.23}, --{ x = 1944.96, y = 3150.6, z = 46.77},
556 Icon = 404,
557 Display = 4,
558 Size = 1.2,
559 Color = 3,
560 Alpha =80,
561 },
562 },
563
564 --Desert Airstrip
565 {
566 BlipS = { --safehouse blip
567 Title = "Mission Safehouse",
568 Position = { x = 1731.94, y = 3308.24, z = 41.22}, --{ x = 1944.96, y = 3150.6, z = 46.77},
569 Icon = 417,
570 Display = 4,
571 Size = 1.2,
572 Color = 2,
573 Alpha =80,
574 },
575 MarkerS = { --safehouse marker
576 Type = 1,
577 Position = { x = 1731.94, y = 3308.24, z = 41.22}, --{ x = 1944.96, y = 3150.6, z = 46.77},
578 Size = {x = 6.0, y = 6.0, z = 2.0},
579 Color = {r = 117, g = 218, b = 255},
580 DrawDistance = 200.0,
581 },
582 BlipSL = { --safehouse Vehicle blip
583 Title = "Mission Vehicle Safehouse",
584 Position = { x = 1480.63, y = 3167.93, z = 40.99}, --{ x = 1944.96, y = 3150.6, z = 46.77},
585 Icon = 421,
586 Display = 4,
587 Size = 1.2,
588 Color = 3,
589 Alpha =80,
590 },
591 BlipSB = { --safehouse boat blip
592 Title = "Mission Boat Safehouse",
593 Position = {x = 1481.84, y = 3873.37, z = 30.04}, --{ x = 1944.96, y = 3150.6, z = 46.77},
594 Icon = 404,
595 Display = 4,
596 Size = 1.2,
597 Color = 3,
598 Alpha =80,
599 },
600 },
601
602 --Military Base
603
604 {
605 BlipS = { --safehouse blip
606 Title = "Mission Safehouse",
607 Position = {x = -2108.16, y = 3275.45, z = 38.73}, --{ x = 1944.96, y = 3150.6, z = 46.77},
608 Icon = 417,
609 Display = 4,
610 Size = 1.2,
611 Color = 2,
612 Alpha =80,
613 },
614 MarkerS = { --safehouse marker
615 Type = 1,
616 Position = { x = -2108.16, y = 3275.45, z = 38.73}, --{ x = 1944.96, y = 3150.6, z = 46.77},
617 Size = {x = 6.0, y = 6.0, z = 2.0},
618 Color = {r = 117, g = 218, b = 255},
619 DrawDistance = 200.0,
620 },
621 BlipSL = { --safehouse Vehicle blip
622 Title = "Mission Vehicle Safehouse",
623 Position = { x = -2451.21, y = 3134.29, z = 32.82, heading = 156.25}, --{ x = 1944.96, y = 3150.6, z = 46.77},
624 Icon = 421,
625 Display = 4,
626 Size = 1.2,
627 Color = 3,
628 Alpha =80,
629 },
630 BlipSB = { --safehouse boat blip
631 Title = "Mission Boat Safehouse",
632 Position = {x = -3238.09, y = 3380.0, z = 0.18}, --{ x = 1944.96, y = 3150.6, z = 46.77},
633 Icon = 404,
634 Display = 4,
635 Size = 1.2,
636 Color = 3,
637 Alpha =80,
638 },
639 },
640
641
642}
643
644
645--START HOSTILE AMBIENT PEDS
646
647--VALUES: 0: no hostiles, 1: hostiles have less infighting (most dangerous)
648--2: a little more infighthing between hostiles.
649--3: riot mode, virtually all peds hate each other as well.
650Config.HostileAmbientPeds = 0
651
652--mostly melee weapons and pistols, with a few heavier weapons, also rpg + homing launcher
653Config.RandomHostileZoneWeapons = {0xDD5DF8D9,0xDFE37640,0x958A4A8F,0x92A27487,0x84BD7BFD,0xF9E6AA4B,0x440E4788,0x4E875F73,
6540xF9DCBF2D,0xD8DF3C3C,0x99B507EA,0x19044EE0,0xCD274149,0x94117305,0x3813FC08,
6550xBFE256D4,0x22D8FE39,0x99AEEB3B,0x88374054,0xD205520E,0xCB96392F,0xEF951FBB,0xA89CB99E,0x7846A318,0xBD248B55,0x394F415C,0x05FC3C11,
6560x63AB0442,0xB1CA77B1,0x84D6FAFD,0x0781FE4A,0x42BF8A85
657 }
658 --melee, pistols and some micro smg, and rpg and homing missile
659 --**they will get out of the vehicle if they have non-drive by weapons**
660Config.RandomHostileZoneVehicleWeapons = {
6610xDD5DF8D9,0xDFE37640,0x958A4A8F,0x92A27487,0x84BD7BFD,0xF9E6AA4B,0x440E4788,0x4E875F73,
6620xF9DCBF2D,0xD8DF3C3C,0x99B507EA,0x19044EE0,0xCD274149,0x94117305,0x3813FC08,
6630xBFE256D4,0x22D8FE39,0x99AEEB3B,0x88374054,0xCB96392F,0x13532244,0x13532244,0xD205520E,
6640xB1CA77B1,0x63AB0442,0x0781FE4A,0x42BF8A85
665}
666
667
668--override for quads,bikes, bicycles and boats for compact rifle,grenade launcher and sweeper shotgun
669Config.RandomHostileZoneBikeQuadBoatVehicleWeapons = {
6700xDD5DF8D9,0xDFE37640,0x958A4A8F,0x92A27487,0x84BD7BFD,0xF9E6AA4B,0x440E4788,0x4E875F73,
6710xF9DCBF2D,0xD8DF3C3C,0x99B507EA,0x19044EE0,0xCD274149,0x94117305,0x3813FC08,
6720xBFE256D4,0x22D8FE39,0x99AEEB3B,0x88374054,0xCB96392F,0x13532244,0x13532244,0xD205520E,
6730xB1CA77B1,0x63AB0442,0x0781FE4A,0x42BF8A85,0x624FE830,0x12E82D3D
674}
675
676--END HOSTILE AMBIENT PEDS
677
678
679--START PARADROPS. (USED BY Events, see MISSION SETUP section Below)
680
681Config.RandomParadropPeds = {"s_m_y_ammucity_01","s_m_y_xmech_02","U_M_Y_Tattoo_01","g_m_m_chicold_01","s_m_y_dealer_01","g_m_y_lost_01","g_m_y_lost_02","g_m_y_lost_03","s_m_y_xmech_02_mp","s_m_y_robber_01","g_f_y_lost_01","u_f_y_bikerchic","mp_g_m_pros_01"}
682
683Config.RandomParadropWeapons = {0x1B06D571,0xBFE256D4,0x88374054,0xCB96392F,0x5EF9FEC4,0xE284C527,0x83BF0278,0xBFEFFF6D,0xD205520E,0x13532244,
6840x2BE6766B, 0x2BE6766B, 0xEFE7E2DF,0x0A3D4D34,0xDB1AA450,0xBD248B55,0x1D073A89,0x555AF99A,0x7846A318,0xE284C527,0x9D61E50F,0x3AABBBAA,0xEF951FBB,
685 0x12E82D3D,0x42BF8A85,0x42BF8A85,0x42BF8A85,0xC734385A,0xBFEFFF6D,0x42BF8A85,
686 0xBFEFFF6D,0xBFEFFF6D,0x394F415C,0x394F415C,0x83BF0278,0x83BF0278,0xFAD1F1C9,0xFAD1F1C9,0xAF113F99,0xC0A3098D,0x969C3D67,0x7F229F94,0x84D6FAFD,
687 0x624FE830,0x9D07F764,0x7FD62962,0xDBBD7280,0x61012683,0x83BF0278,0x83BF0278,0x83BF0278,0xBFEFFF6D,0xBFEFFF6D,0x394F415C,0x394F415C,0xC0A3098D,
688 0x969C3D67,0x05FC3C11,0x05FC3C11,0x05FC3C11,0xB1CA77B1,0xB1CA77B1,0xB1CA77B1,0x63AB0442,0x63AB0442,0x63AB0442,0xB1CA77B1,0x0781FE4A,0x0781FE4A,
689 0x0C472FE2,0x0C472FE2,0xC1B3C3D1,0xC1B3C3D1,0xEFE7E2DF,0xEFE7E2DF
690
691 }
692
693 Config.RandomParadropAircraft = {
694 "avenger","titan","cargobob"--,"cargoplane",
695 }
696
697--END PARADROPS
698
699--**RANDOM MISSION GENERATOR SETTINGS**--
700--IsRandom=true missions. 2 types:
701--IsRandomSpawnAnywhere=true will spawn anywhere on the map, including water.
702--Else the generator will choose a location from RandomMissionPositions table
703--IsRandomSpawnAnywhere=true does not support IsDefend=true missions.
704
705
706RandomMissionGoalDestinationMinDistance —min distance to determine where a RandomMissionDestinations value is from the RandomMissionPositions value used for IsDefendTargetGotoGoal
707
708
709--spawn any where on the map:
710Config.IsRandomSpawnAnywhere=true
711
712--if so, what coordinate range to use on the map:
713Config.IsRandomSpawnAnywhereCoordRange = {xrange={-3500,4200},yrange={-3700,7700}}, --this is the whole rectangle around all land
714
715--forces only land spawns for IsRandomSpawnAnywhere=true missions
716--if false, and the mission spawns on water, NPCs in boats are spawned.
717Config.RandomMissionDoLandBattle = true
718
719
720--chance that an Event (see MISSION SETUP Below) will happen within 200m to 1500m away from the mission epicenter (Blip) for the random mission
721Config.IsRandomEventChance= 100
722
723
724--Generator settings:
725--Spawn Radius:
726Config.RandomMissionSpawnRadius = 25.0 --keep a float for enemy ped wandering to work
727--Max/Min NPCs to spawn:
728Config.RandomMissionMaxPedSpawns = 20
729Config.RandomMissionMinPedSpawns = 5
730
731--Max/Min NPC Vehicles to spawn:
732Config.RandomMissionMaxVehicleSpawns = 3
733Config.RandomMissionMinVehicleSpawns = 1
734
735--Chance of spawning a vehicle per try for more randomization:
736Config.RandomMissionChanceToSpawnVehiclePerTry = 75
737--Chance of spawning an aircraft:
738Config.RandomMissionAircraftChance = 25
739
740--% population of "Boss"'s from RandomMissionBossPeds will spawn.
741Config.RandomMissionBossChance = 5
742
743RandomIsDefendTargetWander —when IsRandom=true as well, does the target NPC to defend on foot, wander randomly if not fighting?
744
745RandomMissionDoBoats —spawn a boat if a random vehicle location is found on water?
746
747
748
749--Types of random missions to generate:
750Config.RandomMissionTypes = {"Assassinate","Objective","HostageRescue","BossRush"}
751
752--How to set the messages Based on Mission Type.
753--Can be defined **per RandomMissionPositions location as well** (See Mission12, Mission19 for examples):
754--StartMessageObj = "Capture the objective!"
755--FinishMessageObj = "Mission Completed!"
756--.MissionTitleObj = "Takeover"
757--MissionMessageObj = "Capture the objective!"
758
759--StartMessageAss = "Eliminate the targets!"
760--FinishMessageAss = "Mission Completed!"
761--MissionTitleAss = "Elimination"
762--MissionMessageAss = "Eliminate the targets"
763
764--This can be set per RandomMissionPositions location to cover any type of random mission, and can override both above:
765--StartMessage = "Eliminate the targets!"
766--FinishMessage = "Mission Completed!"
767--MissionTitle = "Elimination"
768--MissionMessage = "Eliminate the targets"
769
770
771
772--What Weapons NPCs can use:
773Config.RandomMissionWeapons = {0x1B06D571,0xBFE256D4,0x88374054,0xCB96392F,0x5EF9FEC4,0xE284C527,0x83BF0278,0xBFEFFF6D,0xD205520E,0x13532244,
7740x2BE6766B, 0x2BE6766B, 0xEFE7E2DF,0x0A3D4D34,0xDB1AA450,0xBD248B55,0x1D073A89,0x555AF99A,0x7846A318,0xE284C527,0x9D61E50F,0x3AABBBAA,0xEF951FBB,
775 0x12E82D3D,
776 0xBFEFFF6D,0xBFEFFF6D,0x394F415C,0x394F415C,0x83BF0278,0x83BF0278,0xFAD1F1C9,0xFAD1F1C9,0xAF113F99,0xC0A3098D,0x969C3D67,0x7F229F94,0x84D6FAFD,
777 0x624FE830,0x9D07F764,0x7FD62962,0xDBBD7280,0x61012683,0x83BF0278,0x83BF0278,0x83BF0278,0xBFEFFF6D,0xBFEFFF6D,0x394F415C,0x394F415C,0xC0A3098D,
778 0x969C3D67,0x05FC3C11,0x05FC3C11,0x05FC3C11,0xB1CA77B1,0xB1CA77B1,0xB1CA77B1,0x63AB0442,0x63AB0442,0x63AB0442,0xB1CA77B1
779
780 }
781
782--What weapons does the driver use. Needs to be a drive-by friendly single handed weapon like micro-smg. NOTE: When you add this, all passengers added via ConfigVehicleTurretSeatIds
783--will inherit the weapon as well.
784Config.RandomMissionVehicleWeapons = {0x13532244}
785
786--override for bike,quad,Boat only drivebyweapons
787Config.RandomMissionBikeQuadBoatWeapons = {0x13532244,0xBD248B55,0xDB1AA450,0x12E82D3D,0x624FE830,0x0781FE4A}
788
789--Randomize passenger drive by weapons?..rather than inherit passenger weapon (default) USED BY REGULAR MISSIONS TOO, WHEN PASSENGER SEATS ARE AUTO-FILLED
790Config.RandomizePassengerWeapons = true
791
792
793--What Enemy NPC models to use:
794Config.RandomMissionPeds = {"s_m_y_ammucity_01","s_m_y_xmech_02","U_M_Y_Tattoo_01","g_m_m_chicold_01"}
795
796--juggernauts will spawn with railgun others minigun:
797Config.RandomMissionBossPeds = {"ig_clay","mp_m_exarmy_01","ig_josef","ig_ramp_mex","ig_terry","mp_m_bogdangoon","mp_m_weapexp_01","csb_jackhowitzer","u_m_y_juggernaut_01","u_m_y_juggernaut_01","ig_cletus","u_m_y_juggernaut_01"}
798
799--What hostage friendly models to use:
800Config.RandomMissionFriendlies = {"a_f_m_tourist_01","a_m_y_vinewood_03","a_m_m_tourist_01","a_m_y_genstreet_01","a_f_o_genstreet_01","a_m_y_genstreet_02","a_f_y_genhot_01"}
801
802--What enemy NPC vehicles to use:
803Config.RandomMissionVehicles = { "apc",
804 "barrage",
805 "halftrack",
806 "dune3",
807 "insurgent",
808 "insurgent3",
809 "technical",
810 "technical2",
811 "technical3",
812 "limo2",
813 "menacer",
814 "rhino",
815 "khanjali",
816 "trailersmall2",
817 "tampa3"
818}
819
820--What enemy NPC aircraft to use:
821Config.RandomMissionAircraft = {
822"hydra",
823"lazer",
824"strikeforce"
825}
826
827
828—what aircraft to spawn around random mission objective to protect it.
829-Config.RandomMissionGuardAircraftSpawns = {"strikeforce"}
830
831--used for IsRandomSpawnAnywhere missions, for when the random position is on water.
832Config.RandomMissionBoat = {
833"dinghy4",
834"seashark",
835"toro2",
836"jetmax",
837"technical2",
838"blazer5",
839"apc",
840}
841
842--used for IsRandomSpawnAnywhere=true missions, for when the random position is on water.
843--What NPC boats to use:
844Config.RandomMissionBoat = {
845"dinghy4",
846"seashark",
847"toro2",
848"jetmax"
849}
850
851--Used for Type="Objective" random missions
852--Spawns a prop at the objective point.
853--If HostageRescue=true, will spawn a hostage instead.
854Config.RandomMissionProps = {
855 "ba_prop_battle_crate_m_hazard",
856 "imp_prop_impexp_boxcoke_01",
857 "ex_prop_crate_expl_sc",
858 "sm_prop_smug_crate_l_narc",
859 "ex_prop_crate_money_sc",
860 "ex_prop_crate_jewels_racks_sc",
861 "prop_large_gold",
862 "xm_prop_crates_sam_01a",
863 "prop_drop_crate_01_set",
864 "prop_box_ammo03a_set2",
865 "prop_biotech_store",
866 "prop_air_cargo_04c",
867 "prop_air_cargo_04a",
868 "hei_prop_carrier_bombs_1",
869 "ex_prop_crate_narc_sc",
870 "prop_weed_pallet",
871 "prop_cash_crate_01",
872 "prop_box_ammo03a_set",
873 "hei_prop_heist_weed_pallet_02",
874 "hei_prop_carrier_cargo_05b"
875
876
877 }
878
879
880--For regular (non IsRandomSpawnAnywhere=true) random missions, pick from this location list.
881--Can define MarkerS, Blip, Blip2, Marker, MarkerS, BlipS, BlipSL, BlipSB on each location as well.
882--for IsDefend, IsDefendTarget, and Safe houses per mission location if not using SafeHouseLocations table.
883--Also MissionTitle, MissionMessage,StartMessage, FinishMessage.
884--'force=true' can be added to make NPC spawn underground or below buildings for the location. Beware, only use for small
885--amount of peds to spawn, since GTA V seems to make them go invisible when many are spawned this way.
886--also 'force=true' can cause NPCs to spawn within a building and not be accessible, so the Mission Type will always become Type="Objective",
887--to allow it to be finished on time.
888—For IsDefendTarget missions, can also have:
889—DefendTargetInVehicle = true,
890—DefendTargetVehicleIsBoat=true,
891—DefendTargetVehicleIsAircraft=true,
892-DefendTargetVehicleMoveSpeedRatio = 0.5, --have vehicle move at 1/2 top speed etc...
893
894—See mission 26
895Config.RandomMissionPositions = {
896
897
898
899{ x = -973.87, y = -273.67, z = 38.26, MissionTitle="Arcade"}, --cul de sac near studios
900
901{ x = -1102.97, y = -424.98, z = 44.37, MissionTitle="News Studio" }, --news channel/studio building roof
902{ x = -1223.9, y = -493.83, z = 31.51, MissionTitle="Back Alley" }, --news channel/studio in cul de sac
903
904{ x = 2840.52, y = -1449.96, z = 11.95, MissionTitle="The Island"}, --island
905
906{ x = 1074.41, y = 3072.94, z = 40.82, MissionTitle="Desert Airstrip"}, --desert airstrip
907
908{x = -149.29, y = -960.51, z = 269.13, MissionTitle="High Rise"}, --construction tower
909
910{ x = -1393.62, y = -2562.09, z = 13.95, MissionTitle="Airport" }, --airport
911
912{ x = 137.07, y = -3204.05, z = 5.86, MissionTitle="Docks" }, --walkers docks
913{ x = -1828.32, y = -1218.22, z = 13.03, MissionTitle="The Pier" }, --pier
914
915{ x = -547.74, y = -1477.3, z = 10.14, MissionTitle="Freeway Hideaway" }, --center greenery
916
917{ x = 1485.24, y = -2358.31, z = 72.44, MissionTitle="Oil Fields" }, --oilfields
918
919
920{ x = 58.43, y = -1133.28, z = 29.34, MissionTitle="Street Smart"}, --los santos road
921{ x = -808.9, y = -1302.95, z = 5.0, MissionTitle="Marina" }, --yacht club
922
923{ x = 31.0, y = -767.1, z = 44.24, MissionTitle="Business District" }, --center los santos
924
925{ x = 1874.74, y = 299.22, z = 162.82, MissionTitle="Resevoir" }, --resevoir
926
927{ x = 1373.59, y = -739.58, z = 67.23, MissionTitle="Suburban Sprawl"}, --cul de sac
928
929{ x = 1150.09, y = 124.3, z = 82.12, MissionTitle="Race Track"}, --race track
930
931--'force = true' stops ray trace checking for spawn points for peds and vehicles, so peds/vehicles can spawn underneath structures... near the spawn location
932--this also means that peds/vehicles can spawn hidden in buildings, so this forces the mission type to be "Objective"
933--{ x = -177.69, y = -165.11, z = 44.03, force=true }, --hotel north los santos
934
935{ x = -2237.38, y = 266.45, z = 174.62, MissionTitle="The Ritz" },
936 --ritz hotel
937
938{ x = -412.9, y = 1170.53, z = 325.84, MissionTitle="Observatory"}, --observatory
939
940{ x = 756.1, y = 1284.89, z = 360.3, MissionTitle="Vinewood" }, --vinewood sign
941
942{ x = -1907.85, y = 2037.05, z = 140.74, MissionTitle="Wine Country"}, --vineyard
943
944{ x = -1833.24, y = 2152.89, z = 115.7, MissionTitle="Vinery"}, --vineyard 2
945
946{ x = -2548.21, y = 2705.28, z = 2.84, MissionTitle="Secret Bunker" }, --outside base
947
948{ x = -2405.68, y = 4253.63, z = 9.82, MissionTitle="Point Break"}, --nw beach
949
950{ x = 57.0, y = 3717.01, z = 39.75, MissionTitle="Trailer Park"},--lost caravans
951{ x = 1816.42, y = 3794.64, z = 33.65, MissionTitle="Dust Bowl"}, --south salton
952{ x = 1313.35, y = 4327.67, z = 38.21, MissionTitle="Fish Monger" }, --north salton
953
954{ x = 3572.73, y = 3665.03, z = 33.89, MissionTitle="The Complex"}, --humane labs
955
956{ x = 3803.26, y = 4462.52, z = 4.75, MissionTitle="Getaway" }, --north east coast
957
958{ x = -1122.74, y = 4924.89, z = 218.67, MissionTitle="Compound" }, --cult
959
960{ x = -578.96, y = 5321.1, z = 70.21, MissionTitle="Sawmill" }, --sawmill
961
962{ x = -31.49, y = 6441.9, z = 31.43, MissionTitle="Community Chest" }, --parking lot uppoer NW
963
964{ x = 28.76, y = 6216.7, z = 31.54, MissionTitle="Railyard" }, --by railyard upper nw
965{ x = 1429.43, y = 6517.94, z = 18.91, MissionTitle="Scenic Route" }, --uppper coast
966
967}
968
969
970—used for IsDefendTargetGotoGoal. Can have SpawnAt attribute that defines coordinates for NPCs to spawn at. See Mission26
971
972Config.RandomMissionDestinations = {
973
974{ x = -973.87, y = -273.67, z = 38.26, MissionTitle="Arcade"}, --cul de sac near studios
975
976{ x = -1102.97, y = -424.98, z = 44.37, MissionTitle="News Studio" }, --news channel/studio building roof
977{ x = -1223.9, y = -493.83, z = 31.51, MissionTitle="Back Alley" }, --news channel/studio in cul de sac
978
979{ x = 2840.52, y = -1449.96, z = 11.95, MissionTitle="The Island"}, --island
980
981{ x = 1074.41, y = 3072.94, z = 40.82, MissionTitle="Desert Airstrip"}, --desert airstrip
982
983--{x = -149.29, y = -960.51, z = 269.13, MissionTitle="High Rise"}, --construction tower
984
985{ x = -1393.62, y = -2562.09, z = 13.95, MissionTitle="Airport" }, --airport
986
987{ x = 137.07, y = -3204.05, z = 5.86, MissionTitle="Docks" }, --walkers docks
988{ x = -1828.32, y = -1218.22, z = 13.03, MissionTitle="The Pier" }, --pier
989
990{ x = -547.74, y = -1477.3, z = 10.14, MissionTitle="Freeway Hideaway" }, --center greenery
991
992{ x = 1485.24, y = -2358.31, z = 72.44, MissionTitle="Oil Fields" }, --oilfields
993
994
995{ x = 58.43, y = -1133.28, z = 29.34, MissionTitle="Street Smart"}, --los santos road
996{ x = -808.9, y = -1302.95, z = 5.0, MissionTitle="Marina" }, --yacht club
997
998{ x = 31.0, y = -767.1, z = 44.24, MissionTitle="Business District" }, --center los santos
999
1000{ x = 1874.74, y = 299.22, z = 162.82, MissionTitle="Resevoir" }, --resevoir
1001
1002{ x = 1373.59, y = -739.58, z = 67.23, MissionTitle="Suburban Sprawl"}, --cul de sac
1003
1004{ x = 1150.09, y = 124.3, z = 82.12, MissionTitle="Race Track"}, --race track
1005
1006--'force = true' stops ray trace checking for spawn points for peds and vehicles, so peds/vehicles can spawn underneath structures... near the spawn location
1007--this also means that peds/vehicles can spawn hidden in buildings, so this forces the mission type to be "Objective"
1008{ x = -177.69, y = -165.11, z = 44.03, MissionTitle="Concierge Service", force=true}, --hotel north los santos
1009
1010--{ x = -2237.38, y = 266.45, z = 174.62, MissionTitle="The Ritz" },
1011 --ritz hotel
1012
1013{ x = -412.9, y = 1170.53, z = 325.84, MissionTitle="Observatory"}, --observatory
1014
1015{ x = 756.1, y = 1284.89, z = 360.3, MissionTitle="Vinewood" }, --vinewood sign
1016
1017{ x = -1907.85, y = 2037.05, z = 140.74, MissionTitle="Wine Country"}, --vineyard
1018
1019{ x = -1833.24, y = 2152.89, z = 115.7, MissionTitle="Vinery"}, --vineyard 2
1020
1021{ x = -2548.21, y = 2705.28, z = 2.84, MissionTitle="Secret Bunker" }, --outside base
1022
1023{ x = -2405.68, y = 4253.63, z = 9.82, MissionTitle="Point Break"}, --nw beach
1024
1025{ x = 57.0, y = 3717.01, z = 39.75, MissionTitle="Trailer Park"},--lost caravans
1026{ x = 1816.42, y = 3794.64, z = 33.65, MissionTitle="Dust Bowl"}, --south salton
1027{ x = 1313.35, y = 4327.67, z = 38.21, MissionTitle="Fish Monger" }, --north salton
1028
1029--{ x = 3572.73, y = 3665.03, z = 33.89, MissionTitle="The Complex"}, --humane labs
1030
1031{ x = 3803.26, y = 4462.52, z = 4.75, MissionTitle="Getaway" }, --north east coast
1032
1033{ x = -1122.74, y = 4924.89, z = 218.67, MissionTitle="Compound" }, --cult
1034
1035{ x = -578.96, y = 5321.1, z = 70.21, MissionTitle="Sawmill" }, --sawmill
1036
1037{ x = -31.49, y = 6441.9, z = 31.43, MissionTitle="Community Chest" }, --parking lot uppoer NW
1038
1039{ x = 28.76, y = 6216.7, z = 31.54, MissionTitle="Railyard" }, --by railyard upper nw
1040{ x = 1429.43, y = 6517.94, z = 18.91, MissionTitle="Scenic Route" }, --uppper coast
1041
1042
1043}
1044
1045
1046--Random Missions that use RandomMissionPositions locations can also use IsDefend=true and IsDefendTarget=true
1047--You need to define a 'Blip2' and optional 'Blip' for the location in RandomMissionPositions.
1048--Blip2 is where the friendly target NPC spawns for IsDefendTarget=true. Else, for just IsDefend=true,
1049--Blip2 will use the Marker defined to create a defend zone where NPCs which players must stop enemy NPCs from getting to.
1050--For Random missions with IsDefendTarget=true, you can define if the friendly Target NPC is in a vehicle or not via:
1051--DefendTargetInVehicle=true. See Mission18 for an example.
1052--(Also, DefendTargetInAircraft=true, DefendTargetInBoat=true per location, may or may not work)
1053
1054--***NOTE, IsDefend (and IsDefendTarget) missions work best as Type="Assassinate".
1055--You also need tell the random mission generator to just use "Assassinate", so you need to set
1056--RandomMissionTypes = {"Assassinate"}
1057--as well for the random missions of these type***
1058
1059--(See MISSION SETUP section below as well)
1060
1061--Random friendly target spawns:
1062Config.IsDefendTargetRandomPeds = {"ig_bankman","a_f_y_business_02","u_f_y_princess","ig_tomepsilon"}
1063
1064--Random friendly target weapons:
1065Config.IsDefendTargetRandomPedWeapons = {0xE284C527,0x83BF0278,0xBFEFFF6D}
1066
1067--Random friendly target vehicles:
1068Config.IsDefendTargetRandomVehicles = { "windsor",
1069"fbi2",
1070"chino",
1071"nightblade",
1072"cavalcade",
1073"riot",
1074
1075}
1076
1077--Random friendly target aircraft (may or may not work)
1078Config.IsDefendTargetRandomAircraft = {
1079"hydra",
1080"lazer",
1081"strikeforce"
1082}
1083
1084--Random friendly target boat (may or may not work)
1085Config.IsDefendTargetRandomBoat = {
1086"dinghy4",
1087"seashark",
1088"toro2",
1089"marquis",
1090"jetmax"
1091}
1092
1093--**START IsBountyHunt Random mission type of Assassinate missions Settings
1094--SEE Mission4,Mission5,Mission6 and Mission7 in missions.lua
1095--Essentially setting IsBountyHunt=true on a IsRandom=true,IsRandomSpawnAnywhere=true mission
1096--Allows a squad of peds to also spawn with the regular peds and vehicles, whose numbers are defined
1097--in the mission or global settings.
1098--NOTES: ***By default peds will try and spawn at the lowest flat surface rather than roofs, so typically only on roads
1099--The squads with IsBountyHunt=true will spawn at the first flat surface (GroundZ)... so roofs.
1100--I found it was hard to get peds to spawn properly always around Mt Chiliad and other similar areas, by the default method,
1101--and they would spawn under tha map frequently, showing up at the nearest road.
1102--So spawning with squads this way may be better suited for more natural areas. ***
1103
1104--IsBountyHunt=true guardian Peds, since when this is true, RandomMissionPeds should be set
1105--per mission for special peds that are the actual bounty/targets
1106Config.RandomMissionBountyPeds = {"s_m_y_ammucity_01","s_m_y_xmech_02","U_M_Y_Tattoo_01","g_m_m_chicold_01","s_m_y_dealer_01","g_m_y_lost_01","g_m_y_lost_02","g_m_y_lost_03","s_m_y_xmech_02_mp","s_m_y_robber_01","g_f_y_lost_01","u_f_y_bikerchic","mp_g_m_pros_01"}
1107
1108Config.RandomMissionBountyBossChance=15 -- % of squad that will be bosses,
1109 --set RandomMissionBossChance =0 for the mission to not make Bosses a bounty/target
1110Config.IsBountyHuntMaxSquadSize = 12 --squad will be a max of this size,
1111 --spawned with a bounty target
1112
1113Config.IsBountyHuntMinSquadSize = 1 --squad will be a min of this size,
1114 --spawned with a bounty target
1115
1116Config.IsBountySquadMinRadius = 25 --squad will spawn around a max radius of this size,
1117
1118
1119Config.IsBountySquadMaxRadius = 150 --squad will spawn around a max radius of this size,
1120
1121Config.IsBountyHuntDoBoats = false --spawn enemies in boats as well as on land?
1122
1123--this is a HACK to not have the same
1124 --identical 'boss' models like in a multi-seat vehicle
1125 --since the turrets subroutine I never felt
1126 --I fixed correctly to place random passengers
1127Config.RandomMissionIsBountyOverrideVehPeds = {"hc_hacker","hc_gunman","u_m_m_bankman","u_m_m_jewelsec_01","s_m_m_highsec_02","a_m_m_og_boss_01","u_m_m_jewelthief","s_m_m_movprem_01","g_m_m_korboss_01","g_m_m_armboss_01","g_m_m_chiboss_01","g_m_m_mexboss_01","g_m_m_mexboss_02","g_m_y_salvaboss_01","s_m_m_ammucountry","u_m_y_babyd","u_m_y_militarybum","a_m_y_musclbeac_02","s_m_y_pestcont_01","u_m_o_taphillbilly","a_f_y_femaleagent","g_m_importexport_01","g_f_importexport_01","mp_f_cardesign_01","mp_f_chbar_01","mp_f_cocaine_01","mp_f_execpa_01","mp_f_forgery_01","mp_f_meth_01","mp_f_weed_01","mp_m_cocaine_01","mp_m_counterfeit_01","mp_m_execpa_01","mp_m_forgery_0","mp_m_meth_01","mp_m_weapwork_01","mp_m_weed_01","a_m_y_breakdance_01","g_f_y_vagos_01","mp_m_g_vagfun_01","a_m_y_vindouche_01","a_m_m_tranvest_01","g_m_y_strpunk_01","g_m_y_strpunk_02","s_m_m_strpreach_01","a_m_y_gay_01","a_f_m_bodybuild_01",
1128 }
1129
1130
1131--**END IsBountyHunt mission random type of Assassinate missions Settings
1132
1133--**END RANDOM MISSION GENERATOR SETTINGS**--
1134
1135
1136--**MISSION SETUP**-
1137--Regular missions, that do not have IsRandom=true, can be used to setup very specific missions, with specific NPCs, vehicles and NPC behaviors,
1138--and locations. IsRandom=true will use the Random Mission Generator which can be configured per mission, so you can a variety of different
1139--types of random missions in rotation as well. Mission1 through Mission11 are regular missions. Mission12 is a regular IsRandom mission,
1140--Mission17 is a IsRandom,IsRandomSpawnAnywhere mission, Mission19 is a IsRandom,IsRandomSpawnAnywhere mission with larger spawns etc..
1141
1142--IsDefend, IsDefendTarget missions should be used with Type="Assassinate" missions. Mission10, Mission16 are IsDefend=true.
1143-- Mission13 to Mission15 and Mission20 are IsDefend, IsDefendTarget missions. IsDefend requires a Blip2 to define where the zone is to
1144--defend from enemy NPCs. It uses the size of the Marker to define the zone on the map. IsDefendTarget=true needs IsDefend=true, and overrides the zone,
1145-- and uses Blip2 to define where the friendly NPC target that needs to be rescued goes.
1146--IsDefend=true will override NPC behavior to make them drive/walk to the Blip2 zone. **NPCs need to be in vehicles for this to work properly from across the map**
1147--IsDefendTarget also has 2 more settings for missions, for NPC behavior, which overrides default NPC behaviors defined by attributes (see below) in most cases.
1148--It also overrides IsDefend behaviors.
1149--These are:
1150--IsDefendTargetChase = true, which makes enemy NPC ped and vehicles chase after the friendly Target NPC. NOTE: Only good for when Players are nearby (<300 to 500m), else they do nothing.
1151--IsDefendTargetGotoBlip = true, which makes NPCs move to 'Blip'. Target friendly NPC will also move to 'Blip' from 'Blip2'. Works long range for NPCs in vehicles.
1152—SEE FURTHER UP AS WELL, MORE IsDefendTarget settings explained above.
1153
1154--'Blip' defines the mission location blip
1155--'Marker' defines the capture zone for Type="Ojective" missions
1156--'Blip2' defines a secondary mission location blip, or if IsDefend where the defend zone is. Uses Marker to define the size of the zone (see Mission10/Mission16),
1157-- if IsDefendTarget=true, is where the friendly target NPC spawns.
1158--'BlipS','MarkerS', 'BlipSL','BLipSB' define safe house blips/zones for the mission. 'Blips' allows for any number of extra blip locations, See Mission7 of SHADOW STATE mission pack
1159
1160--'Props', for regular missions, which prop model, location, etc... to spawn at. 'id' needs to be 1, 2, 3, with no gaps for multiple props.
1161--Props have attributes:
1162-- 'isObjective=true' This makes the prop an objective for $ reward, and for ObjectiveRescue missions, will need to be captured for mission completion.
1163-- 'Freeze=true' Makes the prop frozen at the coordinates it is set at.
1164
1165--MissionPickups, for regular missions, where on the ground pickups spawn at mission start. Use Safe Houses or 'Direct pickups' instead where weapons are given to player at start
1166
1167--Pickups, for regular missions, where on the ground pickups spawn at mission completion. Use Safe Houses or 'Direct pickups' instead where weapons are given to player at mission completion
1168
1169
1170--'Peds', for regular missions, you define what model, weapon, location etc.. 'id' needs to be 1, 2, 3, with no gaps for multiple props.
1171--Peds have behavioral flags:
1172-- 'target=true' makes them an enemy target to be killed. At least one ped needs this for Assassinate missions.
1173-- 'isBoss=true', will make the NPC a 'boss', which means extra health etc.. and gives them a full auto minigun if no weapon is specified
1174-- 'friendly=true' makes a friendly 'hostage' ped that can be rescued.
1175-- 'dead=true' makes NPC a corpse for prop effect
1176-- 'outside=true' Use for when 'IndoorsMission=-true' is set, to make the Ped spawn at mission start, not dynamically
1177-- 'invincible=true' good for friendly prop npcs that would ruin plot if killed
1178-- 'movespeed=5.0' speed to move at for below attributes. If left out, will use 20.0 by default a fast speed
1179-- 'wanderinarea=true' makes NPC wander within 25 meter radius of their spawn position. Works when players are not far away.
1180-- 'wander=true' makes NPC wander to wherever... Works when players are not far away.
1181-- 'movetocoord={ x = 1453.72, y = -2282.69, z = 67.47}' Makes the NPC walk to the X,Y,Z location specified. Works when players are not far away.
1182-- 'conqueror=true' this is used for IsDefend=true missions to make the NPC neutral to everyone (but IsDefendTarget NPC) so they will go straight to 'Blip2'
1183-- 'notzed=true' When using the models: 's_m_m_movalien_01' and 'u_m_y_zombie_01' and 'ig_orleans' the resource will add special Ped attributes, to make a zombie
1184-- act like a zombie. Use notzed=true to override this for the models.
1185—- SetBlockingOfNonTemporaryEvents=true, make peds stick to task, oblivious to events around them
1186
1187--'Vehicles', for regular missions, you define what model, weapon, location etc.. 'id' needs to be 1, 2, 3, with no gaps for multiple vehicles. 'id2' defines the NPC driver.
1188-- 'id2' needs to be 1, 2, 3 with no gaps as well. 'Weapon' defines driver weapon, modelhash the Ped driver model.
1189-- NOTE: LEAVE OUT THE id2 ATTRIBUTE TO SPAWN A PLAYER VEHICLE with no NPC. With safe houses on, this will become a safe house vehicle.
1190--Vehicles have attributes as well:
1191-- 'outside=true' Use for when 'IndoorsMission=-true' is set, to make the Vehicle spawn at mission start, not dynamically
1192-- 'nomods=true', Do not call 'doVehicleMods' for the vehicle in client.lua, to buff the vehicle up (only certain vehicles doVehicleMods will work on anyways)
1193-- 'noFill=true', All vehicles added to a mission will have all seats auto-filled. This disables that, so only ExtraPeds (see below) can be used (Or use Config.VehicleTurretSeatIds)
1194-- 'target=true' makes vehicle driver an enemy target. Necessary to have at least one NPC, in Peds, or Vehicles to have this for Assassinate type missions.
1195-- 'invincible=true' good for friendly prop npcs that would ruin plot if killed
1196-- 'driverfiringpattern=' --hash to use for the driver firing pattern
1197-- 'turretfiringpattern=' --hash to use for the passnger/turret firing pattern
1198-- 'flee=true' makes the enemy vehicle driver less combative and more prone to flee, which can make better chase missions
1199-- 'driving=true' makes the driver drive to wherever. Works when players are a long way away as well.
1200-- 'movetocoord={ x = 1453.72, y = -2282.69, z = 67.47}' Makes the drive to the X,Y,Z location specified. Works when players are far away as well.
1201-- 'isAircraft=true' must use this on aircraft vehicles. This will help them spawn better in the air. z coordinate is then taken care of. Also set driving=true and movespeed=120.0 or aircaft.
1202-- 'ExtraPeds={{id=1,seatid=0},{id=2,seatid=1}}' Used to add NPCs with ids from the Peds table to be added to he seatids of the vehicle. Use VehicleTurretSeatIds function instead
1203-- if you have the same amount of passengers for the vehicle in every mission.
1204-- 'conqueror=true' this is used for IsDefend=true missions to make the NPC neutral to everyone (but IsDefendTarget NPC) so they will go straight to 'Blip2'
1205-- 'notzed=true' When using the models: 's_m_m_movalien_01' and 'u_m_y_zombie_01' and 'ig_orleans' the resource will add special Ped attributes, to make a zombie
1206-- act like a zombie. Use notzed=true to override this for the models.
1207—- SetBlockingOfNonTemporaryEvents=true, make peds stick to task, oblivious to events around them
1208
1209-- 'IsDefendTargetEntity' Used in IsDefend=true->IsDefendTarget=true regular missions, to define the target friendly NPC. Can be Ped only type NPC, like in Peds, or a Ped driver in Vehicle,
1210-- like in 'Vehicles' with an 'id2' attribute. See Mission14 below as an example. has attributes like movetocoord, driving, as well to define the npc behavior. Also SpawnAt attribute
1211—- to define coords to spawn at if not the Blip coords.
1212--'Events',This is basically a trigger than spawns something when a player is within a certain distance away.
1213-- Used in *both* Regular and IsRandom Mission. 5 Event types: Paradrop, Squad, Vehicle and Aircraft and Boat
1214-- For IsRandom missions, used with IsRandomEvent=true as well. This setting will generate a single Event of Type either Paradrop, Squad, Vehicle. within 200m to 1500m from the mission Blip
1215-- Like for Props, Vehicle, and Peds with IsRandom missions, you need a "stub" Events entry for this. You can also define custom Events beyond the default first Event for IsRandom as well, using both
1216-- IsRandomEvent=true event and regular events together if you wish.
1217-- Common attributes:
1218-- Message='' --any custom message to notify players with when event is spawned?
1219-- 'Position = {x=, y=, z= }' Where the event is placed, and where entities will spawn (unless it is a paradrop, it will spawn at the player position that triggered the event)
1220-- 'Size = {radius=1000.0},' radius defines how far away a player must be to trigger the Event
1221-- 'SpawnAt = {x=, y=, z= }' Allows the entities that spawned to spawn somehere else than the Event's Position, this also includes Paradrops. If not added, it will default to Position of the Event.
1222-- 'Target=true', makes the spawned peds become enemy targets, same as 'target=true' for Peds and vehicles (should make this attribute lower case as well)
1223-- 'driverfiringpattern=' --hash to use for the driver firing pattern (Type = Vehicle or Aircraft)
1224-- 'turretfiringpattern=' --hash to use for the passnger/turret firing pattern (Type = Vehicle or Aircraft)
1225-- 'nomods=true', Do not call 'doVehicleMods' for the vehicle in client.lua, to buff the vehicle up (only certain vehicles doVehicleMods will work on anyways) (Type = Vehicle or Aircraft)
1226-- 'FacePlayer=true' Face direction of the triggering player? Else random heading. (Type = Squad, Vehicle or Aircraft)
1227-- 'Weapon', 'modelHash', same as for 'Vehicles' What ped model and weapon is the ped, or driver? If false or not set, will use random mission weapon, ped and vehicle array.
1228-- Else for Paradrop, will use the paradrop ped, vehicle and weapon arrays. RandomMissionBossChance is also used to spawn % "Boss" peds
1229-- 'isBoss'. used to spawn a "Boss", which means buffed up peds
1230-- 'NumberPeds' Number of peds to spawn, if not set, 4 to 10 peds are spawn (Type = Squad and Paradrop)
1231-- 'SquadSpawnRadius', what radius to spawn the peds around the Event (Type = Squad)
1232-- 'CheckGroundZ=true', Recommended for any SquadSpawnRadius > 1m (Type = Squad)
1233-- 'SpawnHeight', what extra height above the event (typically water/ground) to spawn the aircraft (Type = Aircraft)
1234—- DoSetBlockingOfNonTemporaryEvents=true, —make npcs stick to task, oblivious to events around them
1235—- DoIsDefendBehavior=true, —make npcs take on is defend tasks
1236—- IsDefendTargetTriggersEvent = true,— IsDefendTarget NPC can trigger the event
1237
1238
1239--IsRandom=true missions are easier to set up, they are missions: Mission12, Mission17, Mission19, Mission18 and Mission20
1240
1241--Example Per Mission Configurations:
1242
1243Config.Missions = {
1244
1245 Mission1 = {
1246 --only around 98 characters will display for these messages
1247 StartMessage = "Mercenaries for hire have taken over a construction site~n~for ransom. Secure it!",
1248 FinishMessage = "Mission Completed!",
1249 MissionTitle = "Blackwater",
1250 MissionMessage = "Go to the construction site and secure it from the mercenaries",
1251 MissionSpaceTime = 10000,
1252 Type = "Objective",
1253 --FinishedObjectiveReward = 10000,
1254 --KillReward = 150,
1255 --SpawnMissionPickups = {"WEAPON_CARBINERIFLE","WEAPON_COMBATPISTOL","WEAPON_KNIFE","GADGET_NIGHTVISION"},
1256 --SpawnRewardPickups = {"WEAPON_RPG","WEAPON_COMBATPISTOL","WEAPON_KNIFE","GADGET_PARACHUTE"},
1257 --SpawnMissionComponents = {"COMPONENT_AT_PI_SUPP WEAPON_COMBATPISTOL"}, --space between attachment/component and weapon it goes on
1258 --SpawnRewardComponents = {"COMPONENT_AT_PI_FLSH WEAPON_COMBATPISTOL"}, --space between attachment/component and weapon it goes on
1259
1260
1261 Blip = {
1262 Title = "Objective",
1263 Position = { x = -146.84, y = -1080.72, z = 42.02 },
1264 Icon = 58,
1265 Display = 4,
1266 Size = 1.2,
1267 Color = 1,
1268 },
1269
1270 Marker = {
1271 Type = 1,
1272 Position = { x = -146.84, y = -1080.72, z = 41.02 },
1273 Size = {x = 5.0, y = 5.0, z = 2.0},
1274 Color = {r = 100, g = 100, b = 204},
1275 DrawDistance = 100.0,
1276 },
1277 BlipS = { --safehouse blip
1278 Title = "Mission Safehouse",
1279 Position = { x = -1694.94, y = -3152.18, z = 23.32}, --{ x = 1944.96, y = 3150.6, z = 46.77},
1280 Icon = 417,
1281 Display = 4,
1282 Size = 1.2,
1283 Color = 2,
1284 Alpha =80,
1285 },
1286 MarkerS = { --safehouse marker
1287 Type = 1,
1288 Position = { x = -1694.94, y = -3152.18, z = 23.32}, --{ x = 1944.96, y = 3150.6, z = 46.77},
1289 Size = {x = 6.0, y = 6.0, z = 2.0},
1290 Color = {r = 117, g = 218, b = 255},
1291 DrawDistance = 200.0,
1292 },
1293 BlipSL = { --safehouse Vehicle blip
1294 Title = "Mission Vehicle Safehouse",
1295 Position = { x = -1469.37, y = -2967.27, z = 13.3}, --{ x = 1944.96, y = 3150.6, z = 46.77},
1296 Icon = 421,
1297 Display = 4,
1298 Size = 1.2,
1299 Color = 3,
1300 Alpha =80,
1301 },
1302 BlipSB = { --safehouse boat blip
1303 Title = "Mission Boat Safehouse",
1304 Position = {x = 413.98, y = -3411.47, z = 0.23}, --{ x = 1944.96, y = 3150.6, z = 46.77},
1305 Icon = 404,
1306 Display = 4,
1307 Size = 1.2,
1308 Color = 3,
1309 Alpha =80,
1310 },
1311
1312 Events = {
1313
1314 {
1315 Type="Paradrop",
1316 Position = { x = -146.84, y = -1080.72, z = 42.02 },
1317 Size = {radius=100.0},
1318 SpawnHeight = 200.0,
1319 FacePlayer = true,
1320 NumberPeds=10,
1321 },
1322
1323 },
1324
1325 Peds = {
1326 -- ID: id of NPC | name: Name of Blip | BlipID: Icone of Blip | VoiceName: NPC Talk When near it | Ambiance: Ambiance of Shop | Weapon: Hash of Weapon | modelHash: Model | X: Position x | Y: Position Y | Z: Position Z | heading: Where Npc look
1327 {id = 1, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = -187.2, y = -1091.96, z = 27.16, heading = 27.16},
1328 {id = 2, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = -179.47, y = -1078.39, z = 30.14, heading = 82.01,wanderinarea=true},
1329 {id = 3, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = -173.8, y = -1062.78, z = 30.14, heading = 60.94,wanderinarea=true},
1330 {id = 4, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = -160.2, y = -1067.93, z = 30.14, heading = 3.31448912620544,},
1331 {id = 5, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = -165.83, y = -1083.26, z = 30.14, heading = 3.31448912620544},
1332 {id = 6, Weapon = 0xB1CA77B1, modelHash = "s_m_y_ammucity_01", x = -179.47, y = -1078.39, z = 36.13, heading = 82.01,},
1333 {id = 7, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = -173.8, y = -1062.78, z = 36.13, heading = 60.94,wanderinarea=true},
1334 {id = 8, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = -160.2, y = -1067.93, z = 36.13, heading = 3.31448912620544},
1335 {id = 9, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = -165.83, y = -1083.26, z = 36.13, heading = 3.31448912620544,wanderinarea=true},
1336 {id = 10, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = -179.47, y = -1078.39, z = 42.13, heading = 82.01,wanderinarea=true},
1337 {id = 11, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = -173.8, y = -1062.78, z = 42.13, heading = 60.94,},
1338 {id = 12, Weapon = 0x63AB0442, modelHash = "s_m_y_ammucity_01", x = -160.2, y = -1067.93, z = 42.13, heading = 3.31448912620544},
1339 {id = 13, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = -165.83, y = -1083.26, z = 42.13, heading = 3.31448912620544},
1340
1341 },
1342
1343 Vehicles = {
1344 -- ID: id of NPC | name: Name of Blip | BlipID: Icone of Blip | VoiceName: NPC Talk When near it | Ambiance: Ambiance of Shop | Weapon: Hash of Weapon | modelHash: Model | X: Position x | Y: Position Y | Z: Position Z | heading: Where Npc look
1345 {id = 1, id2 = 1, Vehicle = "rhino", modelHash = "s_m_y_ammucity_01", x = -203.92, y = -1096.21, z = 21.16, heading = 143.9},
1346 {id = 2, id2 = 2, Vehicle = "trailersmall2", modelHash = "s_m_y_ammucity_01", x = -187.1, y = -1100.09, z = 42.14, heading = 68.51},
1347 {id = 3, id2 = 3, Vehicle = "trailersmall2", modelHash = "s_m_y_ammucity_01", x = -140.47, y = -1091.98, z = 42.14, heading = 250.11},
1348 {id = 4, id2 = 4, Vehicle = "hydra", modelHash = "s_m_y_ammucity_01",x = -161.65, y = -1077.89, z = 42.14+20, heading = 70.54,driving=true,pilot=true,isAircraft=true},
1349 {id = 5, id2 = 5, Vehicle = "trailersmall2", modelHash = "s_m_y_ammucity_01", x = -175.84, y = -1060.36, z = 42.14, heading = 20.14},
1350
1351 --{id = 6, Vehicle = "insurgent",x = 2929.89, y = 4715.79, z = 50.24, heading = -27.45},
1352 -- {id = 7, Vehicle = "blazer4", x = 2907.93, y = 4703.54, z = 49.38, heading = 287.97},
1353
1354 }
1355 },
1356 Mission2 = {
1357
1358 StartMessage = "The Church of Chantixology are holding~n~TV nature specialist Des Proud captive~n~Go rescue him!",
1359 FinishMessage = "Des Proud is free!",
1360 MissionTitle = "OT VIII",
1361 MissionMessage = "Rescue TV celebrity Des Proud. He is being held captive at a Church of Chantixology mansion",
1362 Type = "HostageRescue",
1363 --TargetKillReward = 1500,
1364 --KillReward = 150,
1365
1366 Blip = {
1367 Title = "Objective",
1368 Position = { x = -138.08, y = 869.04, z = 232.69},
1369 Icon = 58,
1370 Display = 4,
1371 Size = 1.2,
1372 Color = 1,
1373 },
1374
1375 Marker = {
1376 Type = 1,
1377 Position = { x = -138.08, y = 869.04, z = 231.69}, -- x = -138.08, y = 869.04, z = 231.69 --{ x = -2953.18, y = 9.74, z = 7.5 }, x = -2948.57, y = 2.08, z = 7.45
1378 Size = {x = 5.0, y = 5.0, z = 2.0},
1379 Color = {r = 100, g = 100, b = 204},
1380 DrawDistance = 100.0,
1381 },
1382 BlipS = { --safehouse blip
1383 Title = "Mission Safehouse",
1384 Position = { x = 1731.94, y = 3308.24, z = 41.22}, --{ x = 1944.96, y = 3150.6, z = 46.77},
1385 Icon = 417,
1386 Display = 4,
1387 Size = 1.2,
1388 Color = 2,
1389 Alpha =80,
1390 },
1391 MarkerS = { --safehouse marker
1392 Type = 1,
1393 Position = { x = 1731.94, y = 3308.24, z = 40.22}, --{ x = 1944.96, y = 3150.6, z = 46.77},
1394 Size = {x = 6.0, y = 6.0, z = 2.0},
1395 Color = {r = 117, g = 218, b = 255},
1396 DrawDistance = 200.0,
1397 },
1398 BlipSL = { --safehouse Vehicle blip
1399 Title = "Mission Vehicle Safehouse",
1400 Position = { x = 1480.63, y = 3167.93, z = 40.99}, --{ x = 1944.96, y = 3150.6, z = 46.77},
1401 Icon = 421,
1402 Display = 4,
1403 Size = 1.2,
1404 Color = 3,
1405 Alpha =80,
1406 },
1407 BlipSB = { --safehouse boat blip
1408 Title = "Mission Boat Safehouse",
1409 Position = {x = 1481.84, y = 3873.37, z = 30.04}, --{ x = 1944.96, y = 3150.6, z = 46.77},
1410 Icon = 404,
1411 Display = 4,
1412 Size = 1.2,
1413 Color = 3,
1414 Alpha =80,
1415 },
1416
1417 Events = {
1418
1419 {
1420 Type="Squad",
1421 Position = { x = -137.68, y = 883.01, z = 233.76, heading = 297.23},
1422 Size = {radius=300.0},
1423 SpawnHeight = 200.0,
1424 FacePlayer = true,
1425 NumberPeds=25,
1426 SquadSpawnRadius=50.0,
1427 modelHash="mp_m_boatstaff_01",
1428 CheckGroundZ=true,
1429 },
1430
1431 },
1432
1433 --***Must Set 'realId' too, which must is always the same as 'id' for props to not float***
1434 Props = {
1435
1436 },
1437
1438 Pickups = {
1439 --{ id=1, Name = "PICKUP_WEAPON_ASSAULTRIFLE", Amount = 1.0, Position = { x = -2953.06, y = 10.81, z = 7.96, heading = 232.22 }},
1440 },
1441 MissionPickups = {
1442 --{ id=1, Name = "PICKUP_WEAPON_COMBATMG", Amount = 1.0, Position = { x = -2944.06, y = 10.81, z = 7.96, heading = 232.22 }},
1443
1444
1445 },
1446
1447
1448
1449 Peds = {
1450
1451 {id = 1, modelHash = "ig_orleans", x = -131.59, y = 867.9, z = 232.69, heading = 118.57,friendly=true,invincible=true},
1452 {id = 2, modelHash = "ig_hunter",x = -134.69, y = 870.42, z = 232.69, heading = 120.14,friendly=true,invincible=true},
1453
1454 {id = 3, Weapon= 0xE284C527, modelHash = "mp_m_boatstaff_01",x = -139.44, y = 869.89, z = 232.7, heading = 234.04,wanderinarea=true},
1455
1456 {id = 4,Weapon= 0x83BF0278, modelHash = "mp_m_boatstaff_01",x = -131.01, y = 858.56, z = 232.7, heading = 83.48},
1457
1458 {id = 5, Weapon= 0x05FC3C11, modelHash = "mp_m_boatstaff_01",x = -152.33, y = 885.71, z = 233.46, heading = 204.08 },
1459
1460 {id = 6, Weapon= 0x05FC3C11, modelHash = "mp_m_boatstaff_01",x = -169.3, y = 895.02, z = 233.47, heading = 75.65,wanderinarea=true},
1461
1462 {id = 7, Weapon= 0x63AB0442, modelHash = "mp_m_boatstaff_01",x = -133.26, y = 899.14, z = 235.66, heading = 272.01},
1463
1464 {id = 8, Weapon= 0xBFEFFF6D, modelHash = "mp_m_boatstaff_01",x = -128.11, y = 903.51, z = 235.76, heading = 247.05,wanderinarea=true},
1465
1466
1467 },
1468
1469 Vehicles = {
1470
1471 --**IMPORTANT: make sure the id of the ped starts from 1, each Peds id in above, increments by 1 and matches that entries index if it were in an array***
1472 --vehicles are not consistent, so use ExtraPeds at your own discretion.
1473 --Below takes a ped with id=1 from Peds above and will put it in seatid = -2
1474 {id = 1, id2 = 1, Vehicle = "trailersmall2", nomods=true, modelHash = "mp_m_boatstaff_01", x = -180.47, y = 854.62, z = 232.7, heading = 136.03},
1475 --{id = 1, id2 = 1, Vehicle = "khanjali", modelHash = "s_m_y_ammucity_01", x = -2970.94, y = 5.36, z = 6.6, heading = 244.62,driving=true,pilot=true},
1476 --{id = 1, id2 = 1, Vehicle = "hydra", modelHash = "s_m_y_ammucity_01", x = -2970.94, y = 5.36, z = 6.6, heading = 244.62,driving=true,pilot=true},
1477 --{id = 2, id2 = 2, Vehicle = "toro2", modelHash = "s_m_y_ammucity_01", x = -3014.83, y = -43.5, z = 0.13, heading = 151.19, driving=true,flee=true},
1478 }
1479 } ,
1480 Mission3 = {
1481
1482 StartMessage = "Mercenaries are assembling~n~to take over Fort Zancudo!~n~Eliminate them",
1483 FinishMessage = "Mission Accomplished!",
1484 Type = "Assassinate",
1485 MissionTitle = "Battle for Fort Zancudo",
1486 MissionMessage = "Stop the mercenaries from taking over Fort Zancudo",
1487 --TargetKillReward = 1500,
1488 --KillReward = 150,
1489
1490 Blip = {
1491 Title = "Mission Start",
1492 Position = { x = -2074.59, y = 1475.03, z = 275.15 },
1493 Icon = 58,
1494 Display = 4,
1495 Size = 1.2,
1496 Color = 1,
1497 },
1498
1499 Marker = {
1500 Type = 1,
1501 Position = { x = -2074.59, y = 1475.03, z = 274.15 },
1502 Size = {x = 5.0, y = 5.0, z = 2.0},
1503 Color = {r = 100, g = 100, b = 204},
1504 DrawDistance = 100.0,
1505 },
1506 BlipS = { --safehouse blip
1507 Title = "Mission Safehouse",
1508 Position = {x = -2108.16, y = 3275.45, z = 38.73}, --{ x = 1944.96, y = 3150.6, z = 46.77},
1509 Icon = 417,
1510 Display = 4,
1511 Size = 1.2,
1512 Color = 2,
1513 Alpha =80,
1514 },
1515 MarkerS = { --safehouse marker
1516 Type = 1,
1517 Position = { x = -2108.16, y = 3275.45, z = 37.73}, --{ x = 1944.96, y = 3150.6, z = 46.77},
1518 Size = {x = 6.0, y = 6.0, z = 2.0},
1519 Color = {r = 117, g = 218, b = 255},
1520 DrawDistance = 200.0,
1521 },
1522 BlipSL = { --safehouse Vehicle blip
1523 Title = "Mission Vehicle Safehouse",
1524 Position = { x = -2451.21, y = 3134.29, z = 32.82, heading = 156.25}, --{ x = 1944.96, y = 3150.6, z = 46.77},
1525 Icon = 421,
1526 Display = 4,
1527 Size = 1.2,
1528 Color = 3,
1529 Alpha =80,
1530 },
1531 BlipSB = { --safehouse boat blip
1532 Title = "Mission Boat Safehouse",
1533 Position = {x = -3238.09, y = 3380.0, z = 0.18}, --{ x = 1944.96, y = 3150.6, z = 46.77},
1534 Icon = 404,
1535 Display = 4,
1536 Size = 1.2,
1537 Color = 3,
1538 Alpha =80,
1539 },
1540
1541 Events = {
1542
1543 {
1544 Type="Squad",
1545 Position = { x = -2074.59, y = 1475.03, z = 275.15},
1546 Size = {radius=1000.0},
1547 --SpawnHeight = 200.0,
1548 -- FacePlayer = true,
1549 NumberPeds=25,
1550 SquadSpawnRadius=50.0,
1551 modelHash="s_m_y_ammucity_01",
1552 CheckGroundZ=true,
1553 },
1554
1555
1556 {
1557 Type="Aircraft",
1558 Position = { x = -2096.12, y = 1483.89, z = 279.16, heading = 97.67},
1559 Size = {radius=1000.0},
1560 SpawnHeight = 50.0,
1561 -- FacePlayer = true,
1562 -- NumberPeds=25,
1563 --SquadSpawnRadius=50.0,
1564 modelHash="s_m_y_ammucity_01",
1565 Vehicle="hydra"
1566 --CheckGroundZ=true,
1567 },
1568
1569 {
1570 Type="Aircraft",
1571 Position = { x = -1971.82, y = 1460.12, z = 268.38, heading = 252.11},
1572 Size = {radius=1000.0},
1573 SpawnHeight = 50.0,
1574 -- FacePlayer = true,
1575 -- NumberPeds=25,
1576 --SquadSpawnRadius=50.0,
1577 modelHash="s_m_y_ammucity_01",
1578 Vehicle="valkyrie"
1579 --CheckGroundZ=true,
1580 },
1581
1582 },
1583
1584 Peds = {
1585
1586 {id = 1, Weapon = 0x687652CE, modelHash = "s_m_y_ammucity_01", x = -1980.96, y = 1469.05, z = 268.92, heading = 265.89, target=true,wanderinarea=true},
1587 {id = 2, Weapon = 0x687652CE, modelHash = "s_m_y_ammucity_01", x = -2022.59, y = 1478.8, z = 272.15, heading = 104.57, target=true,wanderinarea=true},
1588 {id = 3, Weapon = 0x687652CE, modelHash = "s_m_y_ammucity_01", x = -2014.97, y = 1451.01, z = 271.92, heading = 206.34, target=true,wanderinarea=true},
1589
1590
1591 },
1592
1593 Vehicles = {
1594 -- ID: id of NPC | name: Name of Blip | BlipID: Icone of Blip | VoiceName: NPC Talk When near it | Ambiance: Ambiance of Shop | Weapon: Hash of Weapon | modelHash: Model | X: Position x | Y: Position Y | Z: Position Z | heading: Where Npc look
1595
1596 --id2 is the primary ped for the vehicles, which gets set to seatid=-1, which is typically the default for a vehicle for the driver.
1597 --ExtraPeds will take Peds from the Peds array above and put them in a seatid in this vehicle to partner with the primary ped, as a passenger.
1598 --**IMPORTANT: make sure the id of the ped starts from 1, each Peds id in above, increments by 1 and matches that entries index if it were in an array***
1599 --vehicles are not consistent, so use ExtraPeds at your own discretion.
1600 --Below takes a ped with id=1 from Peds above and will put it in seatid = -2
1601 {id = 1, id2 = 1, Vehicle = "trailersmall2", modelHash = "s_m_y_ammucity_01", x = -2060.33, y = 1522.0, z = 281.4, heading = 347.35, target=true},
1602 {id = 2, id2 = 2, Vehicle = "trailersmall2", modelHash = "s_m_y_ammucity_01", x = -2049.6, y = 1430.96, z = 275.81, heading = 212.78, target=true},
1603 {id = 3, id2 = 3, Vehicle = "trailersmall2", modelHash = "s_m_y_ammucity_01", x = -2127.29, y = 1470.08, z = 284.56, heading = 240.86, target=true},
1604
1605 {id = 4, id2 = 4, Vehicle = "khanjali", modelHash = "s_m_y_ammucity_01", x = -2103.88, y = 1494.37, z = 282.54, heading = 240.44, target=true,driving=true},
1606 {id = 5, id2 = 5, Vehicle = "rhino", modelHash = "s_m_y_ammucity_01", x = -2034.77, y = 1497.24, z = 276.13, heading = 147.64, target=true,driving=true},
1607
1608 -- {id = 6, id2 = 6, Vehicle = "valkyrie", modelHash = "s_m_y_ammucity_01", x = -1971.82, y = 1460.12, z = 268.38 + 50, heading = 252.11,driving=true,pilot=true, target=true,isAircraft=true},
1609 --{id = 7, id2 = 7, Vehicle = "hydra", modelHash = "s_m_y_ammucity_01", x = -2096.12, y = 1483.89, z = 279.16 + 50, heading = 97.67,driving=true,pilot=true, target=true,isAircraft=true},
1610 {id = 6, Vehicle = "barrage", modelHash = "s_m_y_ammucity_01", x = -2053.69, y = 1557.33, z = 274.87, heading = 70.73}, --leave out the id2, and the vehicle the player can use. It will disappear when the mission is over.
1611
1612
1613 }
1614 },
1615
1616 Mission4 = {
1617
1618 StartMessage = "Mercenaries for hire have captured another~n~construction site for ransom. Eliminate them!",
1619 FinishMessage = "Mission Completed!",
1620 MissionTitle = "Takedown",
1621 MissionMessage = "Eliminate the mercenaries who have held the construction site for ransom",
1622 Type = "Assassinate",
1623
1624 Blip = {
1625 Title = "Objective",
1626 Position = { x = 0.30, y = -399.48, z = 39.43 },
1627 Icon = 58,
1628 Display = 4,
1629 Size = 1.2,
1630 Color = 1,
1631 },
1632
1633 Marker = {
1634 Type = 1,
1635 Position = { x = 0.30, y = -399.48, z = 38.43 },
1636 Size = {x = 5.0, y = 5.0, z = 2.0},
1637 Color = {r = 100, g = 100, b = 204},
1638 DrawDistance = 100.0,
1639 },
1640 BlipS = { --safehouse blip
1641 Title = "Mission Safehouse",
1642 Position = { x = -1694.94, y = -3152.18, z = 23.32}, --{ x = 1944.96, y = 3150.6, z = 46.77},
1643 Icon = 417,
1644 Display = 4,
1645 Size = 1.2,
1646 Color = 2,
1647 Alpha =80,
1648 },
1649 MarkerS = { --safehouse marker
1650 Type = 1,
1651 Position = { x = -1694.94, y = -3152.18, z = 23.32}, --{ x = 1944.96, y = 3150.6, z = 46.77},
1652 Size = {x = 6.0, y = 6.0, z = 2.0},
1653 Color = {r = 117, g = 218, b = 255},
1654 DrawDistance = 200.0,
1655 },
1656 BlipSL = { --safehouse Vehicle blip
1657 Title = "Mission Vehicle Safehouse",
1658 Position = { x = -1469.37, y = -2967.27, z = 13.3}, --{ x = 1944.96, y = 3150.6, z = 46.77},
1659 Icon = 421,
1660 Display = 4,
1661 Size = 1.2,
1662 Color = 3,
1663 Alpha =80,
1664 },
1665 BlipSB = { --safehouse boat blip
1666 Title = "Mission Boat Safehouse",
1667 Position = {x = 413.98, y = -3411.47, z = 0.23}, --{ x = 1944.96, y = 3150.6, z = 46.77},
1668 Icon = 404,
1669 Display = 4,
1670 Size = 1.2,
1671 Color = 3,
1672 Alpha =80,
1673 },
1674
1675 Peds = {
1676 -- ID: id of NPC | name: Name of Blip | BlipID: Icone of Blip | VoiceName: NPC Talk When near it | Ambiance: Ambiance of Shop | Weapon: Hash of Weapon | modelHash: Model | X: Position x | Y: Position Y | Z: Position Z | heading: Where Npc look
1677 {id = 1, Weapon = 0x63AB0442, modelHash = "s_m_y_ammucity_01", x = 4.82, y = -393.00, z = 39.40, heading = 338.78, armor=100, target=true},
1678 {id = 2, Weapon = 0xB1CA77B1, modelHash = "s_m_y_ammucity_01", x = 3.56, y = -387.80, z = 39.43, heading = 289.46, heading = 82.01, armor=100,target=true},
1679 {id = 3, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = 7.51, y = -386.08, z = 39.33, heading = 308.95, armor=100, target=true},
1680 {id = 4, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = 8.51, y = -386.08, z = 39.33, heading = 308.95, armor=100, target=true},
1681 {id = 5, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = 9.51, y = -386.08, z = 39.33, heading = 308.95, armor=100, target=true},
1682 {id = 6, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = 10.51, y = -386.08, z = 39.33, heading = 308.95, armor=100, target=true},
1683 {id = 7, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = 11.51, y = -386.08, z = 39.33, heading = 308.95, armor=100, target=true},
1684 {id = 7, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = 11.51, y = -386.08, z = 39.33, heading = 308.95, armor=100, target=true},
1685 {id = 8, Weapon = 0x63AB0442, modelHash = "s_m_y_ammucity_01", x = 12.51, y = -386.08, z = 39.33, heading = 308.95, armor=100, target=true},
1686
1687 },
1688
1689 Vehicles = {
1690 -- ID: id of NPC | name: Name of Blip | BlipID: Icone of Blip | VoiceName: NPC Talk When near it | Ambiance: Ambiance of Shop | Weapon: Hash of Weapon | modelHash: Model | X: Position x | Y: Position Y | Z: Position Z | heading: Where Npc look
1691
1692 --id2 is the primary ped for the vehicles, which gets set to seatid=-1, which is typically the default for a vehicle for the driver.
1693 --ExtraPeds will take Peds from the Peds array above and put them in a seatid in this vehicle to partner with the primary ped, as a passenger.
1694 --**IMPORTANT: make sure the id of the ped starts from 1, each Peds id in above, increments by 1 and matches that entries index if it were in an array***
1695 --vehicles are not consistent, so use ExtraPeds at your own discretion.
1696 --Below takes a ped with id=1 from Peds above and will put it in seatid = -2
1697 {id = 1, id2 = 1, Vehicle = "insurgent3",Weapon=0x13532244, modelHash = "s_m_y_ammucity_01", x = 0.30, y = -399.48, z = 39.43, heading = 10.41, armor=100, movespeed=20.0, target=true, flee=true, driving=true, conqueror=true},
1698 }
1699 },
1700
1701 Mission5 = {
1702
1703 StartMessage = "A maniac on coke has stolen a supercar~n~and an exotic dancer and is running over people~n~Stop him!",
1704 FinishMessage = "Mission Completed!",
1705 MissionTitle = "Wonderland",
1706 MissionMessage = "Take out the maniac hit and run driver and rescue the stripper if possible",
1707 Type = "Assassinate",
1708
1709 Blip = {
1710 Title = "Mission Start",
1711 Position = {x = 275.7607, y = 1686.501, z = 237.8363},
1712 Icon = 58,
1713 Display = 4,
1714 Size = 1.2,
1715 Color = 1,
1716 },
1717
1718 Marker = {
1719 Type = 1,
1720 Position = { x = 275.7607, y = 1686.501, z = 236.8363 },
1721 Size = {x = 5.0, y = 5.0, z = 2.0},
1722 Color = {r = 100, g = 100, b = 204},
1723 DrawDistance = 100.0,
1724 },
1725 BlipS = { --safehouse blip
1726 Title = "Mission Safehouse",
1727 Position = { x = 1731.94, y = 3308.24, z = 41.22}, --{ x = 1944.96, y = 3150.6, z = 46.77},
1728 Icon = 417,
1729 Display = 4,
1730 Size = 1.2,
1731 Color = 2,
1732 Alpha =80,
1733 },
1734 MarkerS = { --safehouse marker
1735 Type = 1,
1736 Position = { x = 1731.94, y = 3308.24, z = 40.22}, --{ x = 1944.96, y = 3150.6, z = 46.77},
1737 Size = {x = 6.0, y = 6.0, z = 2.0},
1738 Color = {r = 117, g = 218, b = 255},
1739 DrawDistance = 200.0,
1740 },
1741 BlipSL = { --safehouse Vehicle blip
1742 Title = "Mission Vehicle Safehouse",
1743 Position = { x = 1480.63, y = 3167.93, z = 40.99}, --{ x = 1944.96, y = 3150.6, z = 46.77},
1744 Icon = 421,
1745 Display = 4,
1746 Size = 1.2,
1747 Color = 3,
1748 Alpha =80,
1749 },
1750 BlipSB = { --safehouse boat blip
1751 Title = "Mission Boat Safehouse",
1752 Position = {x = 1481.84, y = 3873.37, z = 30.04}, --{ x = 1944.96, y = 3150.6, z = 46.77},
1753 Icon = 404,
1754 Display = 4,
1755 Size = 1.2,
1756 Color = 3,
1757 Alpha =80,
1758 },
1759
1760 Peds = {
1761 -- ID: id of NPC | name: Name of Blip | BlipID: Icone of Blip | VoiceName: NPC Talk When near it | Ambiance: Ambiance of Shop | Weapon: Hash of Weapon | modelHash: Model | X: Position x | Y: Position Y | Z: Position Z | heading: Where Npc look
1762 {id = 1, modelHash = "S_F_Y_StripperLite", x = 275.7607, y = 1686.501, z = 237.8363, heading = 338.78, armor=100, friendly=true},
1763
1764 },
1765
1766 Vehicles = {
1767 -- ID: id of NPC | name: Name of Blip | BlipID: Icone of Blip | VoiceName: NPC Talk When near it | Ambiance: Ambiance of Shop | Weapon: Hash of Weapon | modelHash: Model | X: Position x | Y: Position Y | Z: Position Z | heading: Where Npc look
1768
1769 --id2 is the primary ped for the vehicles, which gets set to seatid=-1, which is typically the default for a vehicle for the driver.
1770 --ExtraPeds will take Peds from the Peds array above and put them in a seatid in this vehicle to partner with the primary ped, as a passenger.
1771 --**IMPORTANT: make sure the id of the ped starts from 1, each Peds id in above, increments by 1 and matches that entries index if it were in an array***
1772 --vehicles are not consistent, so use ExtraPeds at your own discretion.
1773 --Below takes a ped with id=1 from Peds above and will put it in seatid = -2
1774 {id = 1, id2 = 1, Weapon =0x2BE6766B, Vehicle = "kuruma2", noFill=true, modelHash = "IG_TylerDix",ExtraPeds={{id=1,seatid=0}}, x = 275.7607, y = 1686.501, z = 237.8363, heading = 162.26272, armor=100, target=true, driving=true, movespeed=120.0, flee=true,conqueror=true},
1775 }
1776 },
1777
1778 Mission6 = {
1779
1780 StartMessage = "Rescue the Governor!~n~Find his secret dossier before the radicals do!",
1781 FinishMessage = "Mission Completed!",
1782 MissionTitle = "Escape From Los Santos",
1783 MissionMessage = "The Governor's plane was brought down by radicals. Retrieve his secret dossier for ransom",
1784 Type = "ObjectiveRescue",
1785 --TargetKillReward = 1500,
1786 --KillReward = 150,
1787 HostageKillPenalty=5000,
1788 HostageRescueReward = 5000,
1789 ObjectiveRescueShortRangeBlip = true,
1790 Blip = {
1791 Title = "Objective",
1792 Position = {x = -184.57, y = -893.92, z = 29.34},
1793 Icon = 58,
1794 Display = 4,
1795 Size = 1.2,
1796 Color = 1,
1797 },
1798
1799 Marker = {
1800 Type = 1,
1801 Position = {x = -184.57, y = -893.92, z = 27.34},
1802 Size = {x = 7.0, y = 7.0, z = 4.5},
1803 Color = {r = 100, g = 100, b = 204},
1804 DrawDistance = 100.0,
1805 },
1806 BlipS = { --safehouse blip
1807 Title = "Mission Safehouse",
1808 Position = { x = -1694.94, y = -3152.18, z = 23.32}, --{ x = 1944.96, y = 3150.6, z = 46.77},
1809 Icon = 417,
1810 Display = 4,
1811 Size = 1.2,
1812 Color = 2,
1813 Alpha =80,
1814 },
1815 MarkerS = { --safehouse marker
1816 Type = 1,
1817 Position = { x = -1694.94, y = -3152.18, z = 23.32}, --{ x = 1944.96, y = 3150.6, z = 46.77},
1818 Size = {x = 6.0, y = 6.0, z = 2.0},
1819 Color = {r = 117, g = 218, b = 255},
1820 DrawDistance = 200.0,
1821 },
1822 BlipSL = { --safehouse Vehicle blip
1823 Title = "Mission Vehicle Safehouse",
1824 Position = { x = -1469.37, y = -2967.27, z = 13.3}, --{ x = 1944.96, y = 3150.6, z = 46.77},
1825 Icon = 421,
1826 Display = 4,
1827 Size = 1.2,
1828 Color = 3,
1829 Alpha =80,
1830 },
1831 BlipSB = { --safehouse boat blip
1832 Title = "Mission Boat Safehouse",
1833 Position = {x = 413.98, y = -3411.47, z = 0.23}, --{ x = 1944.96, y = 3150.6, z = 46.77},
1834 Icon = 404,
1835 Display = 4,
1836 Size = 1.2,
1837 Color = 3,
1838 Alpha =80,
1839 },
1840
1841 --***Must Set 'realId' too, which must is always the same as 'id' for props to not float***
1842 Props = {
1843 { id=1, Name = "apa_mp_apa_crashed_usaf_01a", Position = { x = -184.57, y = -893.92, z = 29.34, heading = 67.37 },dontsetheading=true},
1844 { id=2, Name = "prop_jet_bloodsplat_01", Position = { x = -184.96, y = -901.75, z = 29.34, heading = 361.48 },dontsetheading=true},
1845 { id=3, Name = "bkr_prop_biker_case_shut",isObjective=true, Position = { x = -187.42, y = -892.78, z = 29.34, heading = 257.95 },dontsetheading=true},
1846 { id=3, Name = "xm_prop_x17_corpse_01", Position = {x = -182.48, y = -891.75, z = 29.34, heading = -1.28 },dontsetheading=true},
1847 { id=4, Name = "xm_prop_x17_bag_01c",isObjective=true, Position = {x = -126.28, y = -872.33, z = 44.22, heading = 229.71}},
1848 { id=5, Name = "prop_amb_phone",isObjective=true, Position = {x = -232.15, y = -913.48, z = 32.31, heading = 337.21}},
1849 },
1850
1851 Pickups = {
1852 },
1853 MissionPickups = {
1854
1855 },
1856Events = {
1857
1858 {
1859 Type="Squad",
1860 Position = {x = -184.57, y = -893.92, z = 29.34},
1861 Size = {radius=500.0},
1862 --SpawnHeight = 200.0,
1863 -- FacePlayer = true,
1864 NumberPeds=20,
1865 SquadSpawnRadius=100.0,
1866 -- modelHash="s_m_y_ammucity_01",
1867 CheckGroundZ=true,
1868 },
1869
1870
1871 {
1872 Type="Vehicle",
1873 Position = { x = -193.63, y = -874.79, z = 29.26},
1874 Size = {radius=500.0},
1875 --SpawnHeight = 50.0,
1876 FacePlayer = true,
1877 -- NumberPeds=25,
1878 --SquadSpawnRadius=50.0,
1879 --modelHash="s_m_y_ammucity_01",
1880 -- Vehicle="hydra"
1881 --CheckGroundZ=true,
1882 },
1883
1884
1885 },
1886
1887
1888 Peds = {
1889 -- ID: id of NPC | name: Name of Blip | BlipID: Icone of Blip | VoiceName: NPC Talk When near it | Ambiance: Ambiance of Shop | Weapon: Hash of Weapon | modelHash: Model | X: Position x | Y: Position Y | Z: Position Z | heading: Where Npc look
1890 {id = 1, modelHash = "IG_Paper", x = -186.03, y = -891.08, z = 29.34, heading = 49.44, friendly=true},
1891 {id = 2, realId=2, Weapon = 0x05FC3C11, modelHash = "G_M_M_ChiCold_01", x = -228.69, y = -914.71, z = 32.31, heading = 295.14},
1892 {id = 3, realId=3, Weapon = 0xBFEFFF6D, modelHash = "s_m_y_xmech_02", x = -228.69, y = -914.71, z = 32.31, heading = 295.14},
1893 {id = 4, Weapon = 0x05FC3C11, modelHash = "G_M_M_ChiCold_01", x = -134.69, y = -873.15, z = 44.21, heading = 103.3},
1894 {id = 5, Weapon = 0xB1CA77B1, modelHash = "s_m_y_xmech_02",x = -137.42, y = -867.44, z = 44.21, heading = 97.35},
1895 {id = 6, Weapon = 0x83BF0278, modelHash = "U_M_Y_Tattoo_01", x = -149.76, y = -855.38, z = 45.03, heading = 4.42},
1896 {id = 7, Weapon = 0xEFE7E2DF, modelHash = "G_M_M_ChiCold_01", x = -141.88, y = -835.48, z = 44.14, heading = 59.95},
1897 {id = 8, Weapon = 0xBFEFFF6D, modelHash = "IG_Terry",x = -146.09, y = -857.15, z = 44.24, heading = 149.91},
1898 {id = 9, Weapon = 0xAF113F99, modelHash = "G_M_M_ChiCold_01", x = -126.59, y = -889.57, z = 44.2, heading = 180.91},
1899 {id = 10, Weapon = 0x63AB0442, modelHash = "U_M_Y_MilitaryBum", x = -106.92, y = -896.75, z = 45.58, heading = 212.85},
1900 {id = 11, Weapon = 0x83BF0278, modelHash = "U_M_Y_Tattoo_01", x = -91.24, y = -905.26, z = 44.34, heading = 179.98},
1901 {id = 12, Weapon = 0x83BF0278, modelHash = "s_m_y_xmech_02", x = -222.45, y = -925.26, z = 30.15, heading = 247.56},
1902 {id = 13, Weapon = 0x83BF0278, modelHash = "G_M_M_ChiCold_01", x = -165.96, y = -931.28, z = 32.99, heading = 134.78},
1903
1904 {id = 14, Weapon = 0x0C472FE2, modelHash = "CSB_Chin_goon", x = -91.79, y = -893.78, z = 44.22, heading = 331.01 },
1905 {id = 15, Weapon = 0x83BF0278, modelHash = "G_M_M_ChiCold_01", x = -129.99, y = -852.73, z = 44.22, heading = 307.19},
1906
1907 {id = 16, Weapon = 0x05FC3C11, modelHash = "U_M_Y_Tattoo_01", x = -192.68, y = -830.22, z = 30.83, heading = 309.78},
1908 {id = 17, Weapon = 0xAF113F99, modelHash = "CSB_Cletus", x = -202.63, y = -860.75, z = 30.27, heading = 231.88},
1909 {id = 18, Weapon = 0x05FC3C11, modelHash = "U_M_Y_MilitaryBum", x = -231.49, y = -851.53, z = 30.68, heading = 154.04},
1910 {id = 19, Weapon = 0x42BF8A85, modelHash = "CSB_Chin_goon", x = -162.67, y = -924.13, z = 29.29, heading = 41.64},
1911 {id = 20, Weapon = 0x687652CE, modelHash = "s_m_y_xmech_02", x = -135.33, y = -928.82, z = 29.24, heading = 280.32},
1912 {id = 21, Weapon = 0xB1CA77B1, modelHash = "U_M_Y_Tattoo_01", x = -101.75, y = -898.91, z = 29.26, heading = 169.85 },
1913 {id = 22, Weapon = 0x05FC3C11, modelHash = "U_M_Y_MilitaryBum", x = -122.46, y = -888.78, z = 29.33, heading = 111.7},
1914
1915 {id = 23, Weapon = 0x05FC3C11, modelHash = "IG_Wade", x = -176.88, y = -892.69, z = 29.34, heading = 253.02},
1916 {id = 24, Weapon = 0x5EF9FEC4, modelHash = "A_M_Y_SouCent_03", x = -188.44, y = -888.66, z = 29.35, heading = 80.19},
1917 {id = 25, Weapon = 0x05FC3C11, modelHash = "G_M_M_ChiCold_01", x = -188.3, y = -905.77, z = 29.36, heading = 162.03},
1918
1919 {id = 25, Weapon = 0x7FD62962, modelHash = "CSB_Cletus", x = -143.8, y = -862.58, z = 29.99, heading = 129.62},
1920 {id = 26, Weapon = 0x2BE6766B, modelHash = "A_M_Y_SouCent_03", x = -133.85, y = -878.61, z = 29.58, heading = 125.04},
1921
1922 {id = 27, Weapon = 0x2BE6766B, modelHash = "s_m_y_ammucity_01", x = -190.4, y = -891.32, z = 29.34, heading = 312.46, dead=true },
1923 {id = 28, Weapon = 0x2BE6766B, modelHash = "s_m_y_ammucity_01", x = -187.69, y = -885.32, z = 29.4, heading = 1.64,dead=true},
1924 {id = 29, Weapon = 0x2BE6766B, modelHash = "s_m_y_ammucity_01", x = -178.75, y = -901.38, z = 29.36, heading = 186.85,dead=true},
1925
1926
1927
1928 },
1929
1930
1931 Vehicles = {
1932 -- ID: id of NPC | name: Name of Blip | BlipID: Icone of Blip | VoiceName: NPC Talk When near it | Ambiance: Ambiance of Shop | Weapon: Hash of Weapon | modelHash: Model | X: Position x | Y: Position Y | Z: Position Z | heading: Where Npc look
1933 --**IMPORTANT: make sure the id of the ped starts from 1, each Peds id in above, increments by 1 and matches that entries index if it were in an array***
1934 --vehicles are not consistent, so use ExtraPeds at your own discretion.
1935 --Below takes a ped with id=1 from Peds above and will put it in seatid = -2
1936 --{id = 1, id2 = 1, Vehicle = "cavalcade", modelHash = "s_m_y_ammucity_01", x = -2970.94, y = 5.36, z = 6.6, heading = 244.62},
1937 -- {id = 2, id2 = 2, Vehicle = "toro2", modelHash = "s_m_y_ammucity_01", x = -3014.83, y = -43.5, z = 0.13, heading = 151.19, driving=true},
1938 }
1939 } ,
1940
1941 Mission7 = {
1942
1943 StartMessage = "A UFO crashed where that UFO cult worships~n~Check it out before the FIB does!",
1944 FinishMessage = "Mission Completed!",
1945 MissionTitle = "Bad Taste",
1946 MissionMessage = "Investigate the UFO crash site and take what you can before the FIB gets there",
1947 Type = "Objective",
1948 --TargetKillReward = 1500,
1949 --KillReward = 150,
1950 SpawnRewardPickups = {"weapon_railgun"},
1951
1952 Blip = {
1953 Title = "Objective",
1954 Position = {x = 1657.106, y = 428.6742, z = 245.6912},
1955 Icon = 58,
1956 Display = 4,
1957 Size = 1.2,
1958 Color = 1,
1959 },
1960
1961 Marker = {
1962 Type = 1,
1963 Position = {x = 1657.106, y = 428.6742, z = 244.6912},
1964 Size = {x = 7.0, y = 7.0, z = 10.5},
1965 Color = {r = 100, g = 100, b = 204},
1966 DrawDistance = 100.0,
1967 },
1968 BlipS = { --safehouse blip
1969 Title = "Mission Safehouse",
1970 Position = { x = 1731.94, y = 3308.24, z = 41.22}, --{ x = 1944.96, y = 3150.6, z = 46.77},
1971 Icon = 417,
1972 Display = 4,
1973 Size = 1.2,
1974 Color = 2,
1975 Alpha =80,
1976 },
1977 MarkerS = { --safehouse marker
1978 Type = 1,
1979 Position = { x = 1731.94, y = 3308.24, z = 40.22}, --{ x = 1944.96, y = 3150.6, z = 46.77},
1980 Size = {x = 6.0, y = 6.0, z = 2.0},
1981 Color = {r = 117, g = 218, b = 255},
1982 DrawDistance = 200.0,
1983 },
1984 BlipSL = { --safehouse Vehicle blip
1985 Title = "Mission Vehicle Safehouse",
1986 Position = { x = 1480.63, y = 3167.93, z = 40.99}, --{ x = 1944.96, y = 3150.6, z = 46.77},
1987 Icon = 421,
1988 Display = 4,
1989 Size = 1.2,
1990 Color = 3,
1991 Alpha =80,
1992 },
1993 BlipSB = { --safehouse boat blip
1994 Title = "Mission Boat Safehouse",
1995 Position = {x = 1481.84, y = 3873.37, z = 30.04}, --{ x = 1944.96, y = 3150.6, z = 46.77},
1996 Icon = 404,
1997 Display = 4,
1998 Size = 1.2,
1999 Color = 3,
2000 Alpha =80,
2001 },
2002 --***Must Set 'realId' too, which must is always the same as 'id' for props to not float***
2003 Props = {
2004 { id=1, realId=1, Name = "gr_prop_damship_01a", Position = {x = 1657.106, y = 428.6742, z = 245.6912, heading = 224.7846},dontsetheading=true},
2005
2006 --gibs
2007 { id=2, Name = "v_ilev_body_parts", Position = { x = 1630.22, y = 428.15, z = 251.69, heading = 353.62}},
2008 { id=3, Name = "xm_prop_x17_corpse_03", Position = {x = 1635.0, y = 438.27, z = 250.07, heading = 79.43}},
2009 { id=4, Name = "v_ilev_body_parts", Position = {x = 1664.32, y = 428.17, z = 244.51, heading = 248.94}},
2010 { id=5, Name = "xm_prop_x17_corpse_03", Position = {x = 1673.0, y = 402.67, z = 245.63, heading = 238.18 }},
2011 { id=6, Name = "v_ilev_body_parts", Position = {x = 1661.93, y = 437.68, z = 245.38, heading = 261.63 }},
2012 { id=7, Name = "v_ilev_body_parts", Position = { x = 1652.93, y = 443.85, z = 247.71, heading = 73.47}},
2013 { id=8, Name = "xm_prop_x17_corpse_03", Position = {x = 1656.9, y = 418.33, z = 246.06, heading = 170.5}},
2014 { id=9, Name = "prop_alien_egg_01", Position = { x = 1655.69, y = 427.67, z = 245.93, heading = 378.88}},
2015 { id=10, Name = "prop_alien_egg_01", Position = {x = 1657.02, y = 431.15, z = 245.82, heading = 225.31 }},
2016 { id=11, Name = "prop_alien_egg_01", Position = { x = 1659.31, y = 428.12, z = 245.31, heading = 54.46 }},
2017 },
2018
2019 Pickups = {
2020 },
2021 MissionPickups = {
2022
2023 },
2024
2025 Peds = {
2026
2027
2028
2029
2030
2031
2032 -- ID: id of NPC | name: Name of Blip | BlipID: Icone of Blip | VoiceName: NPC Talk When near it | Ambiance: Ambiance of Shop | Weapon: Hash of Weapon | modelHash: Model | X: Position x | Y: Position Y | Z: Position Z | heading: Where Npc look
2033 {id = 1, Weapon = 0x6D544C99, modelHash = "s_m_m_movalien_01", x = 1659.31, y = 428.12, z = 245.31, heading = 54.46 },
2034 {id = 2, Weapon = 0x6D544C99, modelHash = "s_m_m_movalien_01", x = 1645.85, y = 423.42, z = 248.08, heading = 114.23},
2035 {id = 3, Weapon = 0x6D544C99, modelHash = "s_m_m_movalien_01", x = 1655.56, y = 436.08, z = 246.49, heading = 377.0},
2036 {id = 4, Weapon = 0x6D544C99, modelHash = "s_m_m_movalien_01", x = 1666.97, y = 426.35, z = 244.23, heading = 258.76},
2037 {id = 5, Weapon = 0x6D544C99, modelHash = "s_m_m_movalien_01", x = 1707.88, y = 374.8, z = 235.5, heading = 163.28},
2038 {id = 6, Weapon = 0x6D544C99, modelHash = "s_m_m_movalien_01", x = 1636.67, y = 390.01, z = 254.54, heading = 231.38},
2039 {id = 7, Weapon = 0x6D544C99, modelHash = "s_m_m_movalien_01", x= 1632.32, y = 458.72, z = 250.38, heading = 36.5},
2040 {id = 8, Weapon = 0x6D544C99, modelHash = "s_m_m_movalien_01", x = 1664.22, y = 462.28, z = 247.59, heading = 317.14},
2041
2042 {id = 9, modelHash = "A_F_M_FatCult_01", x = 1649.88, y = 436.38, z = 247.5, heading = 265.43, dead=true},
2043 {id = 10, modelHash = "A_M_M_ACult_01", x = 1649.88, y = 436.38, z = 247.5, heading = 265.43, dead=true},
2044 {id = 11, modelHash = "A_M_Y_ACult_02", x = 1649.88, y = 436.38, z = 247.5, heading = 265.43, dead=true},
2045 {id = 12, modelHash = "A_M_Y_ACult_02", x = 1649.88, y = 436.38, z = 247.5, heading = 265.43, dead=true},
2046 {id = 13, modelHash = "A_M_M_ACult_01", x = 1649.88, y = 436.38, z = 247.5, heading = 265.43, dead=true},
2047
2048
2049
2050
2051 },
2052
2053 Vehicles = {
2054 -- ID: id of NPC | name: Name of Blip | BlipID: Icone of Blip | VoiceName: NPC Talk When near it | Ambiance: Ambiance of Shop | Weapon: Hash of Weapon | modelHash: Model | X: Position x | Y: Position Y | Z: Position Z | heading: Where Npc look
2055 --**IMPORTANT: make sure the id of the ped starts from 1, each Peds id in above, increments by 1 and matches that entries index if it were in an array***
2056 --vehicles are not consistent, so use ExtraPeds at your own discretion.
2057 --Below takes a ped with id=1 from Peds above and will put it in seatid = -2
2058 }
2059 } ,
2060
2061 Mission8 = {
2062
2063 StartMessage = "A corporate jet trafficking drugs was shot down~n~by a rival faction~n~Secure the narcotics!",
2064 FinishMessage = "Mission Completed!",
2065 MissionTitle = "Contra III: The Drug Wars",
2066 MissionMessage = "Secure the narcotics from the smuggler's jet that was shot down",
2067 Type = "Objective",
2068 --TargetKillReward = 1500,
2069 --KillReward = 150,
2070
2071 Blip = {
2072 Title = "Objective",
2073 Position = {x = 302.86, y = 4373.86, z = 51.61},
2074 Icon = 58,
2075 Display = 4,
2076 Size = 1.2,
2077 Color = 1,
2078 },
2079
2080 Marker = {
2081 Type = 1,
2082 Position = {x = 302.86, y = 4373.86, z = 50.61},
2083 Size = {x = 7.0, y = 7.0, z = 4.0},
2084 Color = {r = 100, g = 100, b = 204},
2085 DrawDistance = 100.0,
2086 },
2087 BlipS = { --safehouse blip
2088 Title = "Mission Safehouse",
2089 Position = { x = 1731.94, y = 3308.24, z = 41.22}, --{ x = 1944.96, y = 3150.6, z = 46.77},
2090 Icon = 417,
2091 Display = 4,
2092 Size = 1.2,
2093 Color = 2,
2094 Alpha =80,
2095 },
2096 MarkerS = { --safehouse marker
2097 Type = 1,
2098 Position = { x = 1731.94, y = 3308.24, z = 40.22}, --{ x = 1944.96, y = 3150.6, z = 46.77},
2099 Size = {x = 6.0, y = 6.0, z = 2.0},
2100 Color = {r = 117, g = 218, b = 255},
2101 DrawDistance = 200.0,
2102 },
2103 BlipSL = { --safehouse Vehicle blip
2104 Title = "Mission Vehicle Safehouse",
2105 Position = { x = 1480.63, y = 3167.93, z = 40.99}, --{ x = 1944.96, y = 3150.6, z = 46.77},
2106 Icon = 421,
2107 Display = 4,
2108 Size = 1.2,
2109 Color = 3,
2110 Alpha =80,
2111 },
2112 BlipSB = { --safehouse boat blip
2113 Title = "Mission Boat Safehouse",
2114 Position = {x = 1481.84, y = 3873.37, z = 30.04}, --{ x = 1944.96, y = 3150.6, z = 46.77},
2115 Icon = 404,
2116 Display = 4,
2117 Size = 1.2,
2118 Color = 3,
2119 Alpha =80,
2120 },
2121 --***Must Set 'realId' too, which must is always the same as 'id' for props to not float***
2122 Props = {
2123
2124 { id=1, Name = "prop_shamal_crash", Position = {x = 302.86, y = 4373.86, z = 51.61, heading = 68.35},dontsetheading=true},
2125 { id=2, Name = "prop_drug_package", Position = { x = 299.68, y = 4376.15, z = 51.39, heading = 84.56 }},
2126 { id=3, Name = "prop_drug_package", Position = { x = 300.2, y = 4374.17, z = 51.38, heading = 33.03 }},
2127 { id=4, Name = "prop_drug_package", Position = { x = 305.34, y = 4374.89, z = 52.0, heading = 209.16 }},
2128
2129 },
2130 Events = {
2131
2132 {
2133 Type="Paradrop",
2134 Position = { x = 302.86, y = 4373.86, z = 51.61 },
2135 Size = {radius=100.0},
2136 SpawnHeight = 200.0,
2137 --FacePlayer = true,
2138 NumberPeds=15,
2139 },
2140
2141 },
2142
2143
2144 Pickups = {
2145 },
2146 MissionPickups = {
2147
2148 },
2149
2150 Peds = {
2151
2152 -- ID: id of NPC | name: Name of Blip | BlipID: Icone of Blip | VoiceName: NPC Talk When near it | Ambiance: Ambiance of Shop | Weapon: Hash of Weapon | modelHash: Model | X: Position x | Y: Position Y | Z: Position Z | heading: Where Npc look
2153 {id = 1, Weapon = 0x687652CE, modelHash = "G_M_M_ChiCold_01", x = 308.16, y = 4385.77, z = 55.02, heading = 156.5,wanderinarea=true },
2154 {id = 2, Weapon = 0x83BF0278, modelHash = "A_M_M_EastSA_02", x = 308.16, y = 4385.77, z = 55.02, heading = 156.5 },
2155
2156 {id = 3, Weapon = 0x83BF0278, modelHash = "s_m_y_xmech_02", x = 285.49, y = 4351.96, z = 49.05, heading = 326.71 },
2157
2158 {id = 4, Weapon = 0x05FC3C11, modelHash = "A_M_M_EastSA_02", x = 307.16, y = 4385.77, z = 55.02, heading = 156.5,wanderinarea=true },
2159
2160 {id = 5, Weapon = 0x63AB0442, modelHash = "CSB_Chin_goon", x = 305.16, y = 4385.77, z = 55.02, heading = 56.5 },
2161
2162 {id = 6, Weapon = 0xB1CA77B1, modelHash = "A_M_Y_SouCent_03", x = 308.16, y = 4382.77, z = 55.02, heading = 156.5 },
2163
2164 },
2165
2166 Vehicles = {
2167
2168
2169 --**IMPORTANT: make sure the id of the ped starts from 1, each Peds id in above, increments by 1 and matches that entries index if it were in an array***
2170 --vehicles are not consistent, so use ExtraPeds at your own discretion.
2171 --Below takes a ped with id=1 from Peds above and will put it in seatid = -2
2172 {id = 1, id2 = 1, Weapon = 0x687652CE, Vehicle = "barrage", modelHash = "G_M_M_ChiCold_01", ExtraPeds={{id=2,seatid=0}}, x = 295.32, y = 4350.68, z = 49.71, heading = 366.66},
2173
2174 }
2175 } ,
2176
2177 Mission9 = {
2178
2179 StartMessage = "A mercenary helicoptor was shot down hauling ammo~n~Get the ammunition before the mercs do!",
2180 FinishMessage = "Mission Completed!",
2181 MissionTitle = "Anyone in Cherno?",
2182 MissionMessage = "Get the supplies from the crashed helicopter before the mercs secure it",
2183 Type = "Objective",
2184 --TargetKillReward = 1500,
2185 --KillReward = 150,
2186
2187 Blip = {
2188 Title = "Objective",
2189 Position = { x = -1161.0, y = 4569.94, z = 142.64},
2190 Icon = 58,
2191 Display = 4,
2192 Size = 1.2,
2193 Color = 1,
2194 },
2195
2196 Marker = {
2197 Type = 1,
2198 Position = { x = -1161.0, y = 4569.94, z = 141.64},
2199 Size = {x = 6.0, y = 6.0, z = 4.0},
2200 Color = {r = 100, g = 100, b = 204},
2201 DrawDistance = 100.0,
2202 },
2203 BlipS = { --safehouse blip
2204 Title = "Mission Safehouse",
2205 Position = {x = -2108.16, y = 3275.45, z = 38.73}, --{ x = 1944.96, y = 3150.6, z = 46.77},
2206 Icon = 417,
2207 Display = 4,
2208 Size = 1.2,
2209 Color = 2,
2210 Alpha =80,
2211 },
2212 MarkerS = { --safehouse marker
2213 Type = 1,
2214 Position = { x = -2108.16, y = 3275.45, z = 37.73}, --{ x = 1944.96, y = 3150.6, z = 46.77},
2215 Size = {x = 6.0, y = 6.0, z = 2.0},
2216 Color = {r = 117, g = 218, b = 255},
2217 DrawDistance = 200.0,
2218 },
2219 BlipSL = { --safehouse Vehicle blip
2220 Title = "Mission Vehicle Safehouse",
2221 Position = { x = -2451.21, y = 3134.29, z = 32.82, heading = 156.25}, --{ x = 1944.96, y = 3150.6, z = 46.77},
2222 Icon = 421,
2223 Display = 4,
2224 Size = 1.2,
2225 Color = 3,
2226 Alpha =80,
2227 },
2228 BlipSB = { --safehouse boat blip
2229 Title = "Mission Boat Safehouse",
2230 Position = {x = -3238.09, y = 3380.0, z = 0.18}, --{ x = 1944.96, y = 3150.6, z = 46.77},
2231 Icon = 404,
2232 Display = 4,
2233 Size = 1.2,
2234 Color = 3,
2235 Alpha =80,
2236 },
2237 --***Must Set 'realId' too, which must is always the same as 'id' for props to not float***
2238 Props = {
2239
2240 { id=1, Name = "sm_prop_smug_heli", Position = { x = -1161.0, y = 4569.94, z = 142.64, heading = 145.22 }},
2241 { id=2, Name = "hei_prop_heist_ammo_box", Position = { x = -1159.15, y = 4568.47, z = 142.55, heading = 150.05 }},
2242 { id=3, Name = "hei_prop_heist_ammo_box", Position = { x = -1162.83, y = 4571.43, z = 142.91, heading = 337.43 }},
2243 { id=4, Name = "hei_prop_heist_ammo_box", Position = { x = -1163.04, y = 4568.09, z = 142.67, heading = 254.89 }},
2244
2245
2246 },
2247
2248
2249 Events = {
2250
2251 {
2252 Type="Paradrop",
2253 Position = { x = -1161.0, y = 4569.94, z = 142.64 },
2254 Size = {radius=200.0},
2255 SpawnHeight = 200.0,
2256 --FacePlayer = true,
2257 NumberPeds=15,
2258 },
2259
2260 },
2261
2262
2263
2264
2265 Pickups = {
2266 },
2267 MissionPickups = {
2268
2269 },
2270
2271
2272
2273 Peds = {
2274
2275 {id = 1, Weapon = 0x05FC3C11, modelHash = "S_M_M_ChemSec_01", x = -1170.34, y = 4597.04, z = 177.27, heading = 280.45 },
2276 {id = 2, Weapon = 0x05FC3C11, modelHash = "S_M_M_ChemSec_01", x = -1209.82, y = 4585.97, z = 196.22, heading = 37.46},
2277 {id = 3, Weapon = 0x05FC3C11, modelHash = "S_M_M_ChemSec_01", x = -1181.61, y = 4611.21, z = 172.68, heading = 57.46 },
2278 {id = 4, Weapon = 0x687652CE, modelHash = "S_M_M_ChemSec_01", x = -1127.46, y = 4617.7, z = 153.66, heading = 161.84},
2279 {id = 5, Weapon = 0x63AB0442, modelHash = "S_M_M_ChemSec_01", x = -1122.56, y = 4585.95, z = 137.82, heading = 234.6},
2280 {id = 6, Weapon = 0xBFEFFF6D, modelHash = "S_M_M_ChemSec_01", x = -1159.03, y = 4555.89, z = 140.66, heading = 283.2},
2281 {id = 7, Weapon = 0xAF113F99, modelHash = "S_M_M_ChemSec_01", x = -1173.78, y = 4564.25, z = 140.33, heading = 273.92 },
2282 {id = 8, Weapon = 0x83BF0278, modelHash = "S_M_M_ChemSec_01", x = -1165.78, y = 4570.29, z = 142.66, heading = 254.67},
2283 {id = 9, Weapon = 0xBFEFFF6D, modelHash = "S_M_M_ChemSec_01", x = -1157.42, y = 4573.4, z = 142.85, heading = 204.36},
2284
2285
2286 },
2287
2288
2289
2290 Vehicles = {
2291 -- ID: id of NPC | name: Name of Blip | BlipID: Icone of Blip | VoiceName: NPC Talk When near it | Ambiance: Ambiance of Shop | Weapon: Hash of Weapon | modelHash: Model | X: Position x | Y: Position Y | Z: Position Z | heading: Where Npc look
2292 --**IMPORTANT: make sure the id of the ped starts from 1, each Peds id in above, increments by 1 and matches that entries index if it were in an array***
2293 --vehicles are not consistent, so use ExtraPeds at your own discretion.
2294 --Below takes a ped with id=1 from Peds above and will put it in seatid = -2
2295 {id = 1, id2 = 1, Vehicle = "valkyrie", modelHash = "S_M_M_ChemSec_01", x = -1166.42, y = 4641.5, z = 145.11, heading = 210.07,driving=true,pilot=true,isAircraft=true},
2296 -- {id = 2, id2 = 2, Vehicle = "toro2", modelHash = "s_m_y_ammucity_01", x = -3014.83, y = -43.5, z = 0.13, heading = 151.19, driving=true},
2297 }
2298 } ,
2299
2300 Mission10 = {
2301
2302 StartMessage = "Stop the bandits from taking over the oil fields!",
2303 FinishMessage = "Mission Completed!",
2304 MissionTitle = "Fury Road",
2305 MissionMessage = "Stop the bandits from taking over the oil fields",
2306 --Type = "Assassinate",
2307 Type = "Assassinate",
2308 --TargetKillReward = 150,
2309 --KillReward = 150,
2310 IsDefend = true,
2311
2312 Blip2 = {
2313 Title = "Mission End",
2314 Position = {x = 1453.72, y = -2282.69, z = 67.47}, --{ x = 1944.96, y = 3150.6, z = 46.77},
2315 Icon = 58,
2316 Display = 4,
2317 Size = 1.2,
2318 Color = 1,
2319 Alpha =80, --Used for AddBlipForRadius with IsDefend Missions
2320 },
2321 Blip = {
2322 Title = "Bandit Location",
2323 Position = { x = 1564.8, y = 3221.98, z = 40.4}, --{ x = 1944.96, y = 3150.6, z = 46.77},
2324 Icon = 58,
2325 Display = 4,
2326 Size = 1.2,
2327 Color = 1,
2328 Alpha =80, --Used for AddBlipForRadius with IsDefend Missions
2329 },
2330 BlipS = { --safehouse blip
2331 Title = "Mission Safehouse",
2332 Position = { x = -1694.94, y = -3152.18, z = 22.32}, --{ x = 1944.96, y = 3150.6, z = 46.77},
2333 Icon = 417,
2334 Display = 4,
2335 Size = 1.2,
2336 Color = 2,
2337 Alpha =80,
2338 },
2339 MarkerS = { --safehouse marker
2340 Type = 1,
2341 Position = { x = -1694.94, y = -3152.18, z = 23.32}, --{ x = 1944.96, y = 3150.6, z = 46.77},
2342 Size = {x = 6.0, y = 6.0, z = 2.0},
2343 Color = {r = 117, g = 218, b = 255},
2344 DrawDistance = 200.0,
2345 },
2346 BlipSL = { --safehouse Vehicle blip
2347 Title = "Mission Vehicle Safehouse",
2348 Position = { x = -1469.37, y = -2967.27, z = 13.3}, --{ x = 1944.96, y = 3150.6, z = 46.77},
2349 Icon = 421,
2350 Display = 4,
2351 Size = 1.2,
2352 Color = 3,
2353 Alpha =80,
2354 },
2355 BlipSB = { --safehouse boat blip
2356 Title = "Mission Boat Safehouse",
2357 Position = {x = 413.98, y = -3411.47, z = 0.23}, --{ x = 1944.96, y = 3150.6, z = 46.77},
2358 Icon = 404,
2359 Display = 4,
2360 Size = 1.2,
2361 Color = 3,
2362 Alpha =80,
2363 },
2364
2365 Marker = {
2366 Type = 1,
2367 Position = {x = 1453.72, y = -2282.69, z = 67.47}, --{ x = 1944.96, y = 3150.6, z = 46.77},
2368 Size = {x = 150.0, y = 150.0, z = 2.0},
2369 Color = {r = 100, g = 100, b = 204},
2370 DrawDistance = 200.0,
2371 },
2372 --***Must Set 'realId' too, which must is always the same as 'id' for props to not float***
2373 Props = {
2374
2375
2376 },
2377
2378
2379
2380 Pickups = {
2381 },
2382 MissionPickups = {
2383
2384 },
2385
2386
2387
2388 Peds = {
2389
2390 {id = 1, Weapon = 0x13532244, modelHash = "u_m_y_zombie_01", x = 1046.11, y = 3061.58, z = 41.93, heading = 372.55,notzed=true,target=true,},
2391 {id = 2, Weapon = 0x13532244, modelHash = "u_m_y_zombie_01", x = 1047.11, y = 3061.58, z = 41.93, heading = 372.55,notzed=true,target=true},
2392 {id = 3, Weapon = 0x13532244, modelHash = "u_m_y_zombie_01", x = 1048.11, y = 3061.58, z = 41.93, heading = 372.55 ,notzed=true,target=true},
2393 {id = 4, Weapon = 0x13532244, modelHash = "u_m_y_zombie_01", x = 1049.11, y = 3061.58, z = 41.93, heading = 372.55,notzed=true,target=true},
2394 {id = 5, Weapon = 0x13532244, modelHash = "u_m_y_zombie_01", x = 1050.11, y = 3061.58, z = 41.93, heading = 372.55,notzed=true,target=true},
2395 {id = 6, Weapon = 0x13532244, modelHash = "u_m_y_zombie_01", x = 1051.11, y = 3061.58, z = 41.93, heading = 372.55 ,notzed=true,target=true},
2396 {id = 7, Weapon = 0x13532244, modelHash = "u_m_y_zombie_01", x = 1052.11, y = 3061.58, z = 41.93, heading = 372.55 ,notzed=true,target=true},
2397 --{id = 8, Weapon = 0x13532244, modelHash = "u_m_y_zombie_01", x = 1053.11, y = 3061.58, z = 41.93, heading = 372.55 ,notzed=true,target=true,conqueror=true},
2398 --{id = 9, Weapon = 0x2BE6766B, modelHash = "u_m_y_zombie_01", x = 1054.11, y = 3061.58, z = 41.93, heading = 372.55 ,notzed=true,target=true,conqueror=true},
2399 --{id = 10, Weapon = 0x2BE6766B, modelHash = "u_m_y_zombie_01", x = 1055.11, y = 3061.58, z = 41.93, heading = 372.55 ,notzed=true,target=true,conqueror=true},
2400
2401
2402
2403
2404 },
2405
2406
2407
2408 Vehicles = {
2409 -- ID: id of NPC | name: Name of Blip | BlipID: Icone of Blip | VoiceName: NPC Talk When near it | Ambiance: Ambiance of Shop | Weapon: Hash of Weapon | modelHash: Model | X: Position x | Y: Position Y | Z: Position Z | heading: Where Npc look
2410 --**IMPORTANT: make sure the id of the ped starts from 1, each Peds id in above, increments by 1 and matches that entries index if it were in an array***
2411 --vehicles are not consistent, so use ExtraPeds at your own discretion.
2412 --Below takes a ped with id=1 from Peds above and will put it in seatid = -2
2413 {id = 1, id2 = 1, Weapon= 0x13532244, Vehicle = "phantom2", modelHash = "u_m_y_zombie_01",ExtraPeds={{id=1,seatid=0}}, x = 1693.43, y = 3252.58, z = 40.91, heading = 283.22,notzed=true,target=true,conqueror=true}, --movetocoord={ x = 1453.72, y = -2282.69, z = 67.47},
2414 {id = 2, id2 = 2, Weapon= 0x13532244, Vehicle = "limo2", modelHash = "u_m_y_zombie_01", x = 1716.09, y = 3263.64, z = 41.14, heading = 287.06,notzed=true,target=true,conqueror=true},
2415 {id = 3, id2 = 3, Weapon= 0x13532244, Vehicle = "barrage", modelHash = "u_m_y_zombie_01",x = 1675.94, y = 3235.49, z = 40.71, heading = 280.06, notzed=true,target=true,conqueror=true},
2416 {id = 4, id2 = 4, Weapon= 0x13532244, Vehicle = "gargoyle", modelHash = "u_m_y_zombie_01", x = 1633.08, y = 3235.96, z = 40.41, heading = 280.53, notzed=true,target=true,conqueror=true},
2417 {id = 5, id2 = 5, Weapon= 0x13532244, Vehicle = "dukes2", modelHash = "u_m_y_zombie_01", ExtraPeds={{id=2,seatid=0}}, x = 1601.39, y = 3219.89, z = 40.41, heading = 281.29, notzed=true,target=true,conqueror=true},
2418 {id = 6, id2 = 6, Weapon= 0x13532244, Vehicle = "tampa3", modelHash = "u_m_y_zombie_01", x = 1564.8, y = 3221.98, z = 40.44, heading = 279.78, notzed=true,target=true,conqueror=true},
2419 {id = 7, id2 = 7, Weapon= 0x13532244, Vehicle = "ratbike", modelHash = "u_m_y_zombie_01", x = 1530.94, y = 3195.49, z = 40.43, heading = 283.06, notzed=true,target=true,conqueror=true},
2420 {id = 8, id2 = 8, Weapon= 0x13532244, Vehicle = "sanctus", modelHash = "u_m_y_zombie_01", x = 1507.08, y = 3207.04, z = 40.45, heading = -80.67, notzed=true,target=true,conqueror=true},
2421{id = 9, id2 = 9, Weapon= 0x13532244, Vehicle = "dune4", modelHash = "u_m_y_zombie_01", ExtraPeds={{id=3,seatid=0}}, x = 1718.96, y = 3258.17, z = 41.13, heading = 284.77 , notzed=true,target=true,conqueror=true},
2422 {id = 10, id2 = 10, Weapon= 0x13532244, Vehicle = "dune3", modelHash = "u_m_y_zombie_01",ExtraPeds={{id=4,seatid=0}}, x = 1480.56, y = 3181.15, z = 40.44, heading = 279.9, notzed=true,target=true,conqueror=true},
2423 {id = 11, id2 = 11, Weapon= 0x13532244, Vehicle = "dune2", modelHash = "u_m_y_zombie_01", ExtraPeds={{id=5,seatid=0}},x = 1443.97, y = 3190.27, z = 40.45, heading = 281.69, notzed=true,target=true,conqueror=true},
2424 {id = 12, id2 = 12, Weapon= 0x13532244, Vehicle = "dune", modelHash = "u_m_y_zombie_01", ExtraPeds={{id=6,seatid=0}}, x = 1062.02, y = 3084.72, z = 41.17, heading = 286.88, heading = 278.93, notzed=true,target=true,conqueror=true},
2425 {id = 13, id2 = 13, Weapon= 0x13532244, Vehicle = "technical2", modelHash = "u_m_y_zombie_01", x = 1421.18, y = 3162.42, z = 40.47, heading = 280.8 , notzed=true,target=true,conqueror=true},
2426 {id = 14, id2 = 14, Weapon= 0x13532244, Vehicle = "technical2", modelHash = "u_m_y_zombie_01",ExtraPeds={{id=7,seatid=0}},x = 1376.34, y = 3172.96, z = 40.46, heading = 280.96, notzed=true,target=true,conqueror=true},
2427 {id = 15, id2 = 15, Weapon= 0x13532244, Vehicle = "boxville5", modelHash = "u_m_y_zombie_01",x = 1345.56, y = 3142.1, z = 40.47, heading = -78.9, notzed=true,target=true,conqueror=true},
2428
2429 -- {id = 2, id2 = 2, Vehicle = "toro2", modelHash = "s_m_y_ammucity_01", x = -3014.83, y = -43.5, z = 0.13, heading = 151.19, driving=true},
2430 }
2431 },
2432
2433
2434
2435 Mission11 = {
2436
2437 StartMessage = "The miners dug too greedily.~n~They awoke something in the darkness~n~Find the lost treasure!",
2438 FinishMessage = "Mission Completed!",
2439 MissionTitle = "Hollow Earth Theory",
2440 MissionMessage = "Find and retrieve the legendary lost treasure from the abandoned mine",
2441 Type = "Objective",
2442 --TargetKillReward = 150,
2443 --KillReward = 150,
2444 SpawnRewardPickups = {"weapon_rayminigun","weapon_raypistol","weapon_firework"},
2445
2446 Blip = {
2447 Title = "Objective",
2448 Position = { x = -595.88, y = 2088.7, z = 131.41},
2449 Icon = 58,
2450 Display = 4,
2451 Size = 1.2,
2452 Color = 1,
2453 },
2454
2455 Marker = {
2456 Type = 1,
2457 Position = { x = -423.38, y = 2064.82, z = 118.99},
2458 Size = {x = 6.0, y = 6.0, z = 2.0},
2459 Color = {r = 100, g = 100, b = 204},
2460 DrawDistance = 100.0,
2461 },
2462 BlipS = { --safehouse blip
2463 Title = "Mission Safehouse",
2464 Position = { x = 1731.94, y = 3308.24, z = 41.22}, --{ x = 1944.96, y = 3150.6, z = 46.77},
2465 Icon = 417,
2466 Display = 4,
2467 Size = 1.2,
2468 Color = 2,
2469 Alpha =80,
2470 },
2471 MarkerS = { --safehouse marker
2472 Type = 1,
2473 Position = { x = 1731.94, y = 3308.24, z = 40.22}, --{ x = 1944.96, y = 3150.6, z = 46.77},
2474 Size = {x = 6.0, y = 6.0, z = 2.0},
2475 Color = {r = 117, g = 218, b = 255},
2476 DrawDistance = 200.0,
2477 },
2478 BlipSL = { --safehouse Vehicle blip
2479 Title = "Mission Vehicle Safehouse",
2480 Position = { x = 1480.63, y = 3167.93, z = 40.99}, --{ x = 1944.96, y = 3150.6, z = 46.77},
2481 Icon = 421,
2482 Display = 4,
2483 Size = 1.2,
2484 Color = 3,
2485 Alpha =80,
2486 },
2487 BlipSB = { --safehouse boat blip
2488 Title = "Mission Boat Safehouse",
2489 Position = {x = 1481.84, y = 3873.37, z = 30.04}, --{ x = 1944.96, y = 3150.6, z = 46.77},
2490 Icon = 404,
2491 Display = 4,
2492 Size = 1.2,
2493 Color = 3,
2494 Alpha =80,
2495 },
2496 --***Must Set 'realId' too, which must is always the same as 'id' for props to not float***
2497 Props = {
2498 { id=1, realId=1, Name = "prop_idol_01_error", Position = {x = -423.91, y = 2064.71, z = 120.03, heading = 278.44}}, --prop_idol_case
2499
2500 },
2501
2502
2503
2504 Pickups = {
2505 },
2506 MissionPickups = {
2507
2508 },
2509
2510
2511
2512 Peds = {
2513
2514 {id = 1, Weapon = 0x476BF155, modelHash = "ig_orleans", x = -461.9, y = 2057.86, z = 121.63, heading = 203.57,armor=500},
2515 {id = 2, Weapon = 0xAF3696A1, modelHash = "ig_orleans", x = -463.17, y = 2056.08, z = 121.79, heading = 205.38,armor=500},
2516 {id = 3, Weapon = 0x476BF155, modelHash = "ig_orleans", x = -456.42, y = 2052.18, z = 122.36, heading = 154.51,armor=500 },
2517 {id = 4, Weapon = 0xAF3696A1, modelHash = "ig_orleans", x = -449.67, y = 2057.85, z = 122.07, heading = 120.81,armor=500},
2518 {id = 5, Weapon = 0x476BF155, modelHash = "ig_orleans", x = -436.34, y = 2062.19, z = 121.36, heading = 101.34 ,armor=500},
2519 {id = 6, Weapon = 0xAF3696A1, modelHash = "ig_orleans",x = -428.27, y = 2064.24, z = 120.64, heading = 106.58 ,armor=500},
2520 {id = 7, Weapon = 0x476BF155, modelHash = "ig_orleans", x = -428.8, y = 2063.0, z = 120.72, heading = 100.6,armor=500},
2521
2522
2523 },
2524
2525
2526
2527 Vehicles = {
2528
2529 -- {id = 2, id2 = 2, Vehicle = "toro2", modelHash = "s_m_y_ammucity_01", x = -3014.83, y = -43.5, z = 0.13, heading = 151.19, driving=true},
2530 }
2531 },
2532
2533
2534
2535 Mission12 = {
2536
2537 StartMessage = "Rescue the hostages",
2538 FinishMessage = "Mission Completed!",
2539 MissionTitle = "Rescue",
2540 MissionMessage = "Rescue the hostages!",
2541
2542 --Obj/Ass values are the messages used depending on which random Type is selected Objective or Assassinate
2543 --The real messages (values above), will be set to the below, based on which Type
2544 StartMessageObj = "Capture the objective!",
2545 FinishMessageObj = "Mission Completed!",
2546 MissionTitleObj = "Takeover",
2547 MissionMessageObj = "Capture the objective!",
2548
2549 StartMessageAss = "Eliminate the targets!",
2550 FinishMessageAss = "Mission Completed!",
2551 MissionTitleAss = "Elimination",
2552 MissionMessageAss = "Eliminate the targets",
2553 RandomMissionDoLandBattle=false, --needed for pier npcs to spawn!
2554 Type = "Objective",
2555 --RandomMissionTypes ={"Objective","HostageRescue"},
2556 IsRandomEvent=true,
2557 IsRandom = true,
2558 --RandomMissionTypes ={"Objective"},
2559 --Config.RandomMissionPositions = {
2560--{ x = 57.0, y = 3717.01, z = 39.75, MissionTitle="Trailer Park"},--lost caravans
2561--}
2562 --IsDefend = true,
2563 --IsDefendTarget = true,
2564 --IsDefendTargetChase = true,
2565 --IsDefendTargetGotoBlip=true,
2566 --IsRandomSpawnAnywhere = true,
2567 --what x and y coordinate range should these mission spawn in?
2568 --IsRandomSpawnAnywhereCoordRange = {xrange={-3500,4200},yrange={-3700,7700}},
2569 --RandomLocation = true, --for completely random location..
2570
2571 Blip = {
2572 Title = "Objective",
2573 Position = { x = -10000, y = 0, z = 0},
2574 Icon = 58,
2575 Display = 4,
2576 Size = 1.2,
2577 Color = 1,
2578 },
2579
2580
2581
2582 Marker = {
2583 Type = 1,
2584 Position = { x = -10000, y = 0, z = 0},
2585 Size = {x = 6.0, y = 6.0, z = 2.0},
2586 Color = {r = 100, g = 100, b = 204},
2587 DrawDistance = 100.0,
2588 },
2589 BlipS = { --safehouse blip
2590 Title = "Mission Safehouse",
2591 Position = { x = 137.06, y = -3093.18, z = 4.9}, --{ x = 1944.96, y = 3150.6, z = 46.77},
2592 Icon = 417,
2593 Display = 4,
2594 Size = 1.2,
2595 Color = 2,
2596 Alpha =80, --Used for AddBlipForRadius with IsDefend Missions
2597 },
2598 MarkerS = { --safehouse marker
2599 Type = 1,
2600 Position = { x = 137.06, y = -3093.18, z = 4.9}, --{ x = 1944.96, y = 3150.6, z = 46.77},
2601 Size = {x = 6.0, y = 6.0, z = 2.0},
2602 Color = {r = 117, g = 218, b = 255},
2603 DrawDistance = 200.0,
2604 },
2605 BlipSL = { --safehouse Vehicle blip
2606 Title = "Mission Vehicle Safehouse",
2607 Position = { x = -1228.1, y = -2267.77, z = 13.94}, --{ x = 1944.96, y = 3150.6, z = 46.77},
2608 Icon = 421,
2609 Display = 4,
2610 Size = 1.2,
2611 Color = 3,
2612 Alpha =80,
2613 },
2614 BlipSB = { --safehouse boat blip
2615 Title = "Mission Boat Safehouse",
2616 Position = {x = 413.98, y = -3411.47, z = 0.23}, --{ x = 1944.96, y = 3150.6, z = 46.77},
2617 Icon = 404,
2618 Display = 4,
2619 Size = 1.2,
2620 Color = 3,
2621 Alpha =80,
2622 },
2623
2624 Props = {
2625 --**need a stub entry set for the random prop**
2626 { id=1, Name="",Position = { x = 0, y = 0, z = 0, heading = 0 }},
2627
2628 },
2629
2630 Peds = {
2631 --**need a stub entry set for the random ped hostage for HostageRescue=true**
2632 {id = 1, Position = { x = 0, y = 0, z = 0, heading = 0 }},
2633 },
2634 Vehicles = {
2635 --**need a stub entry set for the random prop**
2636
2637
2638 },
2639 Events = {
2640 --**need a stub entry set for the random default event**
2641 --add custom events for mission with id=1 onwards
2642 {id = 1,
2643 Position = { x = 50000.0, y = 50000.0, z = 50000.0, heading = 0 },
2644 Size = {radius=1000.0},
2645 SpawnHeight = 200.0,
2646 FacePlayer = true,
2647 --NumberPeds=1,
2648 isBoss=false,
2649 Target=false,
2650 SquadSpawnRadius=25.0,
2651
2652
2653 },
2654 },
2655
2656 Pickups = {
2657
2658 },
2659 MissionPickups = {
2660
2661
2662 }
2663
2664
2665
2666 },
2667
2668
2669 Mission13 = {
2670
2671 StartMessage = "Rescue the witness from the police station!",
2672 FinishMessage = "Mission Completed!",
2673 MissionTitle = "Assault on Precinct 13",
2674 MissionMessage = "Stop the terrorists from eliminating the important witness",
2675 Type = "Assassinate",
2676 --TargetKillReward = 150,
2677 --KillReward = 150,
2678 IsDefend = true,
2679 IsDefendTarget = true,
2680 IsDefendTargetRescue = true,
2681 IsDefendTargetChase = true,
2682
2683
2684
2685 Blip2 = {
2686 Title = "Protect the witness",
2687 Position = { x = 459.26, y = -997.97, z = 24.91},
2688 Icon = 58,
2689 Display = 4,
2690 Size = 1.2,
2691 Color = 1,
2692 },
2693
2694 Marker = {
2695 Type = 1,
2696 Position = { x = -423.38, y = 2064.82, z = 118.99},
2697 Size = {x = 6.0, y = 6.0, z = 2.0},
2698 Color = {r = 100, g = 100, b = 204},
2699 DrawDistance = 100.0,
2700 },
2701 BlipS = { --safehouse blip
2702 Title = "Mission Safehouse",
2703 Position = { x = -1694.94, y = -3152.18, z = 22.32}, --{ x = 1944.96, y = 3150.6, z = 46.77},
2704 Icon = 417,
2705 Display = 4,
2706 Size = 1.2,
2707 Color = 2,
2708 Alpha =80,
2709 },
2710 MarkerS = { --safehouse marker
2711 Type = 1,
2712 Position = { x = -1694.94, y = -3152.18, z = 23.32}, --{ x = 1944.96, y = 3150.6, z = 46.77},
2713 Size = {x = 6.0, y = 6.0, z = 2.0},
2714 Color = {r = 117, g = 218, b = 255},
2715 DrawDistance = 200.0,
2716 },
2717 BlipSL = { --safehouse Vehicle blip
2718 Title = "Mission Vehicle Safehouse",
2719 Position = { x = -1469.37, y = -2967.27, z = 13.3}, --{ x = 1944.96, y = 3150.6, z = 46.77},
2720 Icon = 421,
2721 Display = 4,
2722 Size = 1.2,
2723 Color = 3,
2724 Alpha =80,
2725 },
2726 BlipSB = { --safehouse boat blip
2727 Title = "Mission Boat Safehouse",
2728 Position = {x = 413.98, y = -3411.47, z = 0.23}, --{ x = 1944.96, y = 3150.6, z = 46.77},
2729 Icon = 404,
2730 Display = 4,
2731 Size = 1.2,
2732 Color = 3,
2733 Alpha =80,
2734 },
2735 --***Must Set 'realId' too, which must is always the same as 'id' for props to not float***
2736 Props = {
2737 { id=1, realId=1, Name = "prop_idol_01_error", Position = {x = -423.91, y = 2064.71, z = 120.03, heading = 278.44}}, --prop_idol_case
2738
2739 },
2740
2741
2742
2743 Pickups = {
2744 },
2745 MissionPickups = {
2746
2747 },
2748 IsDefendTargetEntity = { --**Uses Blip2 location to spawn... except for heading**
2749 --Only define 1, Add 'id2' w. 'Vehicle' to add ped to vehicle.
2750 {id = 1, Weapon = 0x2BE6766B, modelHash = "u_f_y_princess", heading = 258.54},
2751 --{id = 1, id2 = 1, Weapon= 0x2BE6766B, Vehicle = "windsor", modelHash = "ig_bankman",heading = 283.22,}, --movetocoord={ x = 1564.8, y = 3221.98, z = 40.4}
2752
2753 },
2754
2755
2756
2757 Peds = {
2758
2759 {id = 1, Weapon = 0x1B06D571, modelHash = "g_m_y_lost_01", x = 392.22, y = -948.11, z = 29.4, heading = 235.57,armor=500,movespeed=1.0,target=true},
2760 {id = 2, Weapon = 0x99B507EA, modelHash = "g_m_y_lost_02", x = 452.02, y = -939.25, z = 28.52, heading = 174.14,armor=500,movespeed=1.0,target=true},
2761 {id = 3, Weapon = 0xCD274149, modelHash = "g_m_y_lost_03", x = 491.22, y = -962.64, z = 27.24, heading = 121.6,armor=500,movespeed=1.0,target=true },
2762 {id = 4, Weapon = 0x1B06D571, modelHash = "g_f_y_lost_01", x = 504.32, y = -1019.43, z = 28.01, heading = 90.92,armor=500,movespeed=1.0,target=true},
2763 {id = 5, Weapon = 0x99B507EA, modelHash = "g_m_y_lost_01", x = 479.23, y = -1067.98, z = 29.21, heading = 69.27,armor=500,movespeed=1.0,target=true},
2764 {id = 6, Weapon = 0xCD274149, modelHash = "g_m_y_lost_02",x = 407.46, y = -1068.29, z = 29.36, heading = 355.52 ,armor=500,movespeed=1.0,target=true},
2765 {id = 7, Weapon = 0x1B06D571, modelHash = "g_m_y_lost_03", x = 379.15, y = -1033.22, z = 29.31, heading = 313.98,armor=500,movespeed=1.0,target=true },
2766 --{id = 4, Weapon = 0x2BE6766B, modelHash = " g_f_y_lost_01", x = 451.2, y = -984.93, z = 43.69, heading = 274.59,armor=500,movespeed=1},
2767 --{id = 5, Weapon = 0x476BF155, modelHash = "ig_orleans", x = -436.34, y = 2062.19, z = 121.36, heading = 101.34 ,armor=500},
2768 --{id = 6, Weapon = 0xAF3696A1, modelHash = "ig_orleans",x = -428.27, y = 2064.24, z = 120.64, heading = 106.58 ,armor=500},
2769 --{id = 7, Weapon = 0x476BF155, modelHash = "ig_orleans", x = -428.8, y = 2063.0, z = 120.72, heading = 100.6,armor=500},
2770
2771
2772 },
2773
2774
2775 Vehicles = {
2776
2777 -- {id = 2, id2 = 2, Vehicle = "toro2", modelHash = "s_m_y_ammucity_01", x = -3014.83, y = -43.5, z = 0.13, heading = 151.19, driving=true},
2778 }
2779 },
2780
2781
2782 Mission14 = {
2783
2784 StartMessage = "Help the road warrior survive the bandits!",
2785 FinishMessage = "Mission Completed!",
2786 MissionTitle = "The Road Warrior",
2787 MissionMessage = "Help the road warrior survive the bandits!",
2788 --Type = "Assassinate",
2789 Type = "Assassinate",
2790 --TargetKillReward = 150,
2791 --KillReward = 150,
2792 IsDefend = true,
2793 IsDefendTarget = true,
2794 --IsDefendTargetChase = true, --**Peds and vehicles chase target. NOTE: for vehicles to chase, target needs to be in a vehicle**
2795 IsDefendTargetRescue = true, --**Rescuing the target wins the mission, like a hostage rescue
2796 --Makes NPCs go to Blip location, and Target go from Blip2 to Blip location, when IsDefendTargetChase=true, NPCs chase Target instead
2797 IsDefendTargetGotoBlip = true,
2798
2799 Blip2 = {
2800 Title = "Protect the road warrior",
2801 Position = {x = 1872.28, y = 3219.21, z = 45.4}, --{x = 1453.72, y = -2282.69, z = 67.47}, x = 1872.28, y = 3219.21, z = 45.4
2802 Icon = 58,
2803 Display = 4,
2804 Size = 1.2,
2805 Color = 1,
2806 Alpha =80, --Used for AddBlipForRadius with IsDefend Missions
2807 },
2808 Blip = {
2809 Title = "Mission End",
2810 Position = {x = 1416.86, y = 6591.29, z = 12.92}, --{ x = 1453.72, y = -2282.69, z = 67.47}, --{ x = 1944.96, y = 3150.6, z = 46.77},
2811 Icon = 38,
2812 Display = 4,
2813 Size = 1.2,
2814 Color = 1,
2815 Alpha =80, --Used for AddBlipForRadius with IsDefend Missions
2816 },
2817 Marker = {
2818 Type = 1,
2819 Position = {x = 1453.72, y = -2282.69, z = 67.47}, --{ x = 1944.96, y = 3150.6, z = 46.77},
2820 Size = {x = 150.0, y = 150.0, z = 2.0},
2821 Color = {r = 100, g = 100, b = 204},
2822 DrawDistance = 200.0,
2823 },
2824 BlipS = { --safehouse blip
2825 Title = "Mission Safehouse",
2826 Position = { x = 1731.94, y = 3308.24, z = 41.22}, --{ x = 1944.96, y = 3150.6, z = 46.77},
2827 Icon = 417,
2828 Display = 4,
2829 Size = 1.2,
2830 Color = 2,
2831 Alpha =80,
2832 },
2833 MarkerS = { --safehouse marker
2834 Type = 1,
2835 Position = { x = 1731.94, y = 3308.24, z = 40.22}, --{ x = 1944.96, y = 3150.6, z = 46.77},
2836 Size = {x = 6.0, y = 6.0, z = 2.0},
2837 Color = {r = 117, g = 218, b = 255},
2838 DrawDistance = 200.0,
2839 },
2840 BlipSL = { --safehouse Vehicle blip
2841 Title = "Mission Vehicle Safehouse",
2842 Position = { x = 1480.63, y = 3167.93, z = 40.99}, --{ x = 1944.96, y = 3150.6, z = 46.77},
2843 Icon = 421,
2844 Display = 4,
2845 Size = 1.2,
2846 Color = 3,
2847 Alpha =80,
2848 },
2849 BlipSB = { --safehouse boat blip
2850 Title = "Mission Boat Safehouse",
2851 Position = {x = 1481.84, y = 3873.37, z = 30.04}, --{ x = 1944.96, y = 3150.6, z = 46.77},
2852 Icon = 404,
2853 Display = 4,
2854 Size = 1.2,
2855 Color = 3,
2856 Alpha =80,
2857 },
2858 --***Must Set 'realId' too, which must is always the same as 'id' for props to not float***
2859 Props = {
2860
2861
2862 },
2863 IsDefendTargetEntity = { --**Uses Blip2 location to spawn... except for heading**
2864 --Only define 1, Add 'id2' w. 'Vehicle' to add ped to vehicle.
2865 --{id = 1, Weapon = 0x2BE6766B, modelHash = "u_f_y_princess", heading = 372.55},
2866 {id = 1, id2 = 1, Weapon= 0x2BE6766B, Vehicle = "kuruma2", modelHash = "ig_mp_agent14",heading = 283.22,armor=100}, --movetocoord={ x = 1564.8, y = 3221.98, z = 40.4}
2867
2868 },
2869
2870
2871 Pickups = {
2872 },
2873 MissionPickups = {
2874
2875 },
2876
2877
2878
2879 Peds = {
2880
2881 {id = 1, Weapon = 0x13532244, modelHash = "u_m_y_zombie_01", x = 1046.11, y = 3061.58, z = 41.93, heading = 372.55,notzed=true,target=true,},
2882 {id = 2, Weapon = 0x13532244, modelHash = "u_m_y_zombie_01", x = 1047.11, y = 3061.58, z = 41.93, heading = 372.55,notzed=true,target=true},
2883 {id = 3, Weapon = 0x13532244, modelHash = "u_m_y_zombie_01", x = 1048.11, y = 3061.58, z = 41.93, heading = 372.55 ,notzed=true,target=true},
2884 {id = 4, Weapon = 0x13532244, modelHash = "u_m_y_zombie_01", x = 1049.11, y = 3061.58, z = 41.93, heading = 372.55,notzed=true,target=true},
2885 {id = 5, Weapon = 0x13532244, modelHash = "u_m_y_zombie_01", x = 1050.11, y = 3061.58, z = 41.93, heading = 372.55,notzed=true,target=true},
2886 {id = 6, Weapon = 0x13532244, modelHash = "u_m_y_zombie_01", x = 1051.11, y = 3061.58, z = 41.93, heading = 372.55 ,notzed=true,target=true},
2887 {id = 7, Weapon = 0x13532244, modelHash = "u_m_y_zombie_01", x = 1052.11, y = 3061.58, z = 41.93, heading = 372.55 ,notzed=true,target=true},
2888
2889
2890
2891 },
2892
2893
2894
2895 Vehicles = {
2896 -- ID: id of NPC | name: Name of Blip | BlipID: Icone of Blip | VoiceName: NPC Talk When near it | Ambiance: Ambiance of Shop | Weapon: Hash of Weapon | modelHash: Model | X: Position x | Y: Position Y | Z: Position Z | heading: Where Npc look
2897 --**IMPORTANT: make sure the id of the ped starts from 1, each Peds id in above, increments by 1 and matches that entries index if it were in an array***
2898 --vehicles are not consistent, so use ExtraPeds at your own discretion.
2899 --Below takes a ped with id=1 from Peds above and will put it in seatid = -2
2900 {id = 1, id2 = 1, Weapon= 0x13532244, Vehicle = "phantom2", modelHash = "u_m_y_zombie_01",ExtraPeds={{id=1,seatid=0}}, x = 1693.43, y = 3252.58, z = 40.91, heading = 283.22,notzed=true,target=true,conqueror=true}, --movetocoord={ x = 1453.72, y = -2282.69, z = 67.47},
2901 {id = 2, id2 = 2, Weapon= 0x13532244, Vehicle = "limo2", modelHash = "u_m_y_zombie_01", x = 1716.09, y = 3263.64, z = 41.14, heading = 287.06,notzed=true,target=true,conqueror=true},
2902 {id = 3, id2 = 3, Weapon= 0x13532244, Vehicle = "barrage", modelHash = "u_m_y_zombie_01",x = 1675.94, y = 3235.49, z = 40.71, heading = 280.06, notzed=true,target=true,conqueror=true},
2903 {id = 4, id2 = 4, Weapon= 0x13532244, Vehicle = "gargoyle", modelHash = "u_m_y_zombie_01", x = 1633.08, y = 3235.96, z = 40.41, heading = 280.53, notzed=true,target=true,conqueror=true},
2904 {id = 5, id2 = 5, Weapon= 0x13532244, Vehicle = "dukes2", modelHash = "u_m_y_zombie_01", ExtraPeds={{id=2,seatid=0}}, x = 1601.39, y = 3219.89, z = 40.41, heading = 281.29, notzed=true,target=true,conqueror=true},
2905 {id = 6, id2 = 6, Weapon= 0x13532244, Vehicle = "tampa3", modelHash = "u_m_y_zombie_01", x = 1564.8, y = 3221.98, z = 40.44, heading = 279.78, notzed=true,target=true,conqueror=true},
2906 {id = 7, id2 = 7, Weapon= 0x13532244, Vehicle = "ratbike", modelHash = "u_m_y_zombie_01", x = 1530.94, y = 3195.49, z = 40.43, heading = 283.06, notzed=true,target=true,conqueror=true},
2907 {id = 8, id2 = 8, Weapon= 0x13532244, Vehicle = "sanctus", modelHash = "u_m_y_zombie_01", x = 1507.08, y = 3207.04, z = 40.45, heading = -80.67, notzed=true,target=true,conqueror=true},
2908{id = 9, id2 = 9, Weapon= 0x13532244, Vehicle = "dune4", modelHash = "u_m_y_zombie_01", ExtraPeds={{id=3,seatid=0}}, x = 1718.96, y = 3258.17, z = 41.13, heading = 284.77 , notzed=true,target=true,conqueror=true},
2909 {id = 10, id2 = 10, Weapon= 0x13532244, Vehicle = "dune3", modelHash = "u_m_y_zombie_01",ExtraPeds={{id=4,seatid=0}}, x = 1480.56, y = 3181.15, z = 40.44, heading = 279.9, notzed=true,target=true,conqueror=true},
2910 {id = 11, id2 = 11, Weapon= 0x13532244, Vehicle = "dune2", modelHash = "u_m_y_zombie_01", ExtraPeds={{id=5,seatid=0}},x = 1443.97, y = 3190.27, z = 40.45, heading = 281.69, notzed=true,target=true,conqueror=true},
2911 {id = 12, id2 = 12, Weapon= 0x13532244, Vehicle = "dune", modelHash = "u_m_y_zombie_01", ExtraPeds={{id=6,seatid=0}}, x = 1062.02, y = 3084.72, z = 41.17, heading = 286.88, heading = 278.93, notzed=true,target=true,conqueror=true},
2912 {id = 13, id2 = 13, Weapon= 0x13532244, Vehicle = "technical2", modelHash = "u_m_y_zombie_01", x = 1421.18, y = 3162.42, z = 40.47, heading = 280.8 , notzed=true,target=true,conqueror=true},
2913 {id = 14, id2 = 14, Weapon= 0x13532244, Vehicle = "technical2", modelHash = "u_m_y_zombie_01",ExtraPeds={{id=7,seatid=0}},x = 1376.34, y = 3172.96, z = 40.46, heading = 280.96, notzed=true,target=true,conqueror=true},
2914 {id = 15, id2 = 15, Weapon= 0x13532244, Vehicle = "boxville5", modelHash = "u_m_y_zombie_01",x = 1345.56, y = 3142.1, z = 40.47, heading = -78.9, notzed=true,target=true,conqueror=true},
2915
2916 -- {id = 2, id2 = 2, Vehicle = "toro2", modelHash = "s_m_y_ammucity_01", x = -3014.83, y = -43.5, z = 0.13, heading = 151.19, driving=true},
2917 }
2918 },
2919
2920
2921 Mission15 = {
2922
2923 StartMessage = "Protect the secret agent from the terrorists!",
2924 FinishMessage = "Mission Completed!",
2925 MissionTitle = "Fast and Furious",
2926 MissionMessage = "Stop the terrorists from eliminating the secret agent who stole their secrets",
2927 Type = "Assassinate",
2928 --TargetKillReward = 150,
2929 --KillReward = 150,
2930 IsDefend = true,
2931 IsDefendTarget = true,
2932 IsDefendTargetRescue = true,
2933 IsDefendTargetChase = true,
2934
2935--[[
2936 Blip = {
2937 Title = "Mission Start",
2938 Position = { x = 44.29, y = 6423.54, z = 31.3},
2939 Icon = 58,
2940 Display = 4,
2941 Size = 1.2,
2942 Color = 1,
2943 },]]--
2944 Blip2 = {
2945 Title = "Protect the target",
2946 Position = { x = 44.29, y = 6423.54, z = 31.3},
2947 Icon = 58,
2948 Display = 4,
2949 Size = 1.2,
2950 Color = 1,
2951 },
2952
2953 Marker = {
2954 Type = 1,
2955 Position = { x = -423.38, y = 2064.82, z = 118.99},
2956 Size = {x = 6.0, y = 6.0, z = 2.0},
2957 Color = {r = 100, g = 100, b = 204},
2958 DrawDistance = 100.0,
2959 },
2960 BlipS = { --safehouse blip
2961 Title = "Mission Safehouse",
2962 Position = {x = -2108.16, y = 3275.45, z = 37.73}, --{ x = 1944.96, y = 3150.6, z = 46.77},
2963 Icon = 417,
2964 Display = 4,
2965 Size = 1.2,
2966 Color = 2,
2967 Alpha =80,
2968 },
2969 MarkerS = { --safehouse marker
2970 Type = 1,
2971 Position = { x = -2108.16, y = 3275.45, z = 37.73}, --{ x = 1944.96, y = 3150.6, z = 46.77},
2972 Size = {x = 6.0, y = 6.0, z = 2.0},
2973 Color = {r = 117, g = 218, b = 255},
2974 DrawDistance = 200.0,
2975 },
2976 BlipSL = { --safehouse Vehicle blip
2977 Title = "Mission Vehicle Safehouse",
2978 Position = { x = -2451.21, y = 3134.29, z = 32.82, heading = 156.25}, --{ x = 1944.96, y = 3150.6, z = 46.77},
2979 Icon = 421,
2980 Display = 4,
2981 Size = 1.2,
2982 Color = 3,
2983 Alpha =80,
2984 },
2985 BlipSB = { --safehouse boat blip
2986 Title = "Mission Boat Safehouse",
2987 Position = {x = -3238.09, y = 3380.0, z = 0.18}, --{ x = 1944.96, y = 3150.6, z = 46.77},
2988 Icon = 404,
2989 Display = 4,
2990 Size = 1.2,
2991 Color = 3,
2992 Alpha =80,
2993 },
2994 --***Must Set 'realId' too, which must is always the same as 'id' for props to not float***
2995 Props = {
2996 --{ id=1, realId=1, Name = "prop_idol_01_error", Position = {x = -423.91, y = 2064.71, z = 120.03, heading = 278.44}}, --prop_idol_case
2997
2998 },
2999
3000
3001
3002 Pickups = {
3003 },
3004 MissionPickups = {
3005
3006 },
3007 IsDefendTargetEntity = { --**Uses Blip2 location to spawn... except for heading**
3008 --Only define 1, Add 'id2' w. 'Vehicle' to add ped to vehicle.
3009 --{id = 1, Weapon = 0x2BE6766B, modelHash = "ig_mp_agent14", heading = 258.54},
3010 {id = 1, id2 = 1, Weapon= 0x2BE6766B, Vehicle = "kuruma2", modelHash = "ig_mp_agent14",heading = 132.01,armor=100,driving=true}, --movetocoord={ x = 1564.8, y = 3221.98, z = 40.4}
3011
3012 },
3013
3014
3015
3016 Peds = {
3017 --{id = 1, Weapon = 0x13532244, Vehicle = "tampa3", modelHash = "g_m_y_lost_03", x = 67.76, y = 6444.12, z = 31.3, heading = 133.24,},
3018 --{id = 2, Weapon = 0x13532244, Vehicle = "tampa3", modelHash = "g_m_y_lost_02",x = 78.04, y = 6419.11, z = 31.29, heading = 44.07, },
3019 --{id = 3, Weapon = 0x13532244, Vehicle = "tampa3", modelHash = "g_m_y_lost_01",x = 50.66, y = 6458.93, z = 31.41, heading = 183.7, },
3020
3021
3022 --[[
3023 {id = 1, Weapon = 0x2BE6766B, modelHash = "g_m_y_lost_01", x = 392.22, y = -948.11, z = 29.4, heading = 235.57,armor=500,movespeed=1},
3024 {id = 2, Weapon = 0x2BE6766B, modelHash = "g_m_y_lost_02", x = 452.02, y = -939.25, z = 28.52, heading = 174.14,armor=500,movespeed=1},
3025 {id = 3, Weapon = 0x2BE6766B, modelHash = "g_m_y_lost_03", x = 491.22, y = -962.64, z = 27.24, heading = 121.6,armor=500,movespeed=1 },
3026 {id = 4, Weapon = 0x2BE6766B, modelHash = "g_f_y_lost_01", x = 504.32, y = -1019.43, z = 28.01, heading = 90.92,armor=500,movespeed=1},
3027 {id = 5, Weapon = 0x2BE6766B, modelHash = "g_m_y_lost_01", x = 479.23, y = -1067.98, z = 29.21, heading = 69.27,armor=500,movespeed=1},
3028 {id = 6, Weapon = 0x2BE6766B, modelHash = "g_m_y_lost_02",x = 407.46, y = -1068.29, z = 29.36, heading = 355.52 ,armor=500,movespeed=1},
3029 {id = 7, Weapon = 0x2BE6766B, modelHash = "g_m_y_lost_03", x = 379.15, y = -1033.22, z = 29.31, heading = 313.98,armor=500,movespeed=1 },
3030 ]]--
3031 --{id = 4, Weapon = 0x2BE6766B, modelHash = " g_f_y_lost_01", x = 451.2, y = -984.93, z = 43.69, heading = 274.59,armor=500,movespeed=1},
3032 --{id = 5, Weapon = 0x476BF155, modelHash = "ig_orleans", x = -436.34, y = 2062.19, z = 121.36, heading = 101.34 ,armor=500},
3033 --{id = 6, Weapon = 0xAF3696A1, modelHash = "ig_orleans",x = -428.27, y = 2064.24, z = 120.64, heading = 106.58 ,armor=500},
3034 --{id = 7, Weapon = 0x476BF155, modelHash = "ig_orleans", x = -428.8, y = 2063.0, z = 120.72, heading = 100.6,armor=500},
3035
3036
3037 },
3038
3039
3040
3041 Vehicles = {
3042
3043 {id = 1, id2 = 1, Weapon = 0x13532244, Vehicle = "tampa3", nomods=true, modelHash = "g_m_y_lost_03", x = 67.76, y = 6444.12, z = 31.3, heading = 133.24, movespeed=120.0, conqueror=true,driving=true,target=true},
3044 {id = 2, id2 = 2, Weapon = 0x13532244, Vehicle = "tampa3", nomods=true, modelHash = "g_m_y_lost_02",x = 78.04, y = 6419.11, z = 31.29, heading = 44.07, movespeed=120.0, conqueror=true,driving=true,target=true},
3045 {id = 3, id2 = 3, Weapon = 0x13532244, Vehicle = "tampa3", nomods=true, modelHash = "g_m_y_lost_01",x = 50.66, y = 6458.93, z = 31.41, heading = 183.7, movespeed=120.0, conqueror=true,driving=true,target=true},
3046 }
3047 },
3048
3049
3050 Mission16 = {
3051
3052 StartMessage = "Stop the mercenaries from taking over Los Santos!",
3053 FinishMessage = "Mission Completed!",
3054 MissionTitle = "Battle for Los Santos",
3055 MissionMessage = "Stop the mercenaries from taking over Los Santos!",
3056 --Type = "Assassinate",
3057 Type = "Assassinate",
3058 --TargetKillReward = 150,
3059 --KillReward = 150,
3060 IsDefend = true,
3061 Blip2 = {
3062 Title = "Mission End",
3063 Position = { x = -29.44, y = -950.3, z = 29.41}, --{ x = 1944.96, y = 3150.6, z = 46.77},
3064 Icon = 58,
3065 Display = 4,
3066 Size = 1.2,
3067 Color = 1,
3068 Alpha =80, --Used for AddBlipForRadius with IsDefend Missions
3069 },
3070 Blip = {
3071 Title = "Defend",
3072 Position = { x = -29.44, y = -950.3, z = 29.41}, --{ x = 1944.96, y = 3150.6, z = 46.77},
3073 Icon = 58,
3074 Display = 4,
3075 Size = 1.2,
3076 Color = 1,
3077 Alpha =80, --Used for AddBlipForRadius with IsDefend Missions
3078 },
3079
3080
3081 Marker = {
3082 Type = 1,
3083 Position = { x = -29.44, y = -950.3, z = 29.41}, --{ x = 1944.96, y = 3150.6, z = 46.77},
3084 Size = {x = 150.0, y = 150.0, z = 2.0},
3085 Color = {r = 100, g = 100, b = 204},
3086 DrawDistance = 200.0,
3087 },
3088 BlipS = { --safehouse blip
3089 Title = "Mission Safehouse",
3090 Position = { x = -1694.94, y = -3152.18, z = 23.32}, --{ x = 1944.96, y = 3150.6, z = 46.77},
3091 Icon = 417,
3092 Display = 4,
3093 Size = 1.2,
3094 Color = 2,
3095 Alpha =80,
3096 },
3097 MarkerS = { --safehouse marker
3098 Type = 1,
3099 Position = { x = -1694.94, y = -3152.18, z = 23.32}, --{ x = 1944.96, y = 3150.6, z = 46.77},
3100 Size = {x = 6.0, y = 6.0, z = 2.0},
3101 Color = {r = 117, g = 218, b = 255},
3102 DrawDistance = 200.0,
3103 },
3104 BlipSL = { --safehouse Vehicle blip
3105 Title = "Mission Vehicle Safehouse",
3106 Position = { x = -1469.37, y = -2967.27, z = 13.3}, --{ x = 1944.96, y = 3150.6, z = 46.77},
3107 Icon = 421,
3108 Display = 4,
3109 Size = 1.2,
3110 Color = 3,
3111 Alpha =80,
3112 },
3113 BlipSB = { --safehouse boat blip
3114 Title = "Mission Boat Safehouse",
3115 Position = {x = 413.98, y = -3411.47, z = 0.23}, --{ x = 1944.96, y = 3150.6, z = 46.77},
3116 Icon = 404,
3117 Display = 4,
3118 Size = 1.2,
3119 Color = 3,
3120 Alpha =80,
3121 },
3122 --***Must Set 'realId' too, which must is always the same as 'id' for props to not float***
3123 Props = {
3124
3125
3126 },
3127
3128
3129
3130 Pickups = {
3131 },
3132 MissionPickups = {
3133
3134 },
3135
3136
3137
3138 Peds = {
3139
3140
3141 },
3142
3143
3144
3145
3146
3147 Vehicles = {
3148 -- ID: id of NPC | name: Name of Blip | BlipID: Icone of Blip | VoiceName: NPC Talk When near it | Ambiance: Ambiance of Shop | Weapon: Hash of Weapon | modelHash: Model | X: Position x | Y: Position Y | Z: Position Z | heading: Where Npc look
3149 --**IMPORTANT: make sure the id of the ped starts from 1, each Peds id in above, increments by 1 and matches that entries index if it were in an array***
3150 --vehicles are not consistent, so use ExtraPeds at your own discretion.
3151 --Below takes a ped with id=1 from Peds above and will put it in seatid = -2
3152 {id = 1, id2 = 1, Weapon= 0x2BE6766B, Vehicle = "khanjali", modelHash = "s_m_y_ammucity_01",x = -909.58, y = -3472.0, z = 13.94, heading = 320.58,target=true,}, --movetocoord={ x = 1453.72, y = -2282.69, z = 67.47},
3153 {id = 2, id2 = 2, Weapon= 0x2BE6766B, Vehicle = "rhino", modelHash = "s_m_y_ammucity_01", x = 1255.7, y = -3334.67, z = 5.8, heading = 357.43,target=true,},
3154 {id = 3, id2 = 3, Weapon= 0x2BE6766B, Vehicle = "khanjali", modelHash = "s_m_y_ammucity_01", x = 285.41, y = -3304.03, z = 5.62, heading = 352.1, target=true,},
3155
3156 {id = 4, id2 = 4, Weapon= 0x2BE6766B, Vehicle = "rhino", modelHash = "s_m_y_ammucity_01", x = -2616.08, y = 2971.87, z = 16.68, heading = 172.79, target=true,},
3157 {id = 5, id2 = 5, Weapon= 0x2BE6766B, Vehicle = "khanjali", modelHash = "s_m_y_ammucity_01",x = 216.18, y = 3134.58, z = 42.35, heading = 184.52, target=true,},
3158 {id = 6, id2 = 6, Weapon= 0x2BE6766B, Vehicle = "rhino", modelHash = "s_m_y_ammucity_01",x = 2906.09, y = 4446.63, z = 48.17, heading = 107.07,target=true,},
3159
3160 {id = 7, id2 = 7, Weapon= 0x2BE6766B, Vehicle = "apc", modelHash = "s_m_y_ammucity_01", x = -385.54, y = 5994.55, z = 31.47, heading = 134.79, target=true,conqueror=true},
3161
3162 {id = 8, id2 = 8, Weapon= 0x2BE6766B, Vehicle = "apc", modelHash = "s_m_y_ammucity_01", x = 1323.05, y = 6485.61, z = 19.99, heading = 256.07, target=true,conqueror=true},
3163
3164 {id = 9, id2 = 9, Weapon= 0x2BE6766B, Vehicle = "valkyrie", modelHash = "s_m_y_ammucity_01", x = -101.92, y = -1144.27, z = 550.79, heading = 268.87,movespeed=120.0, driving=true,isAircraft=true,target=true},
3165
3166 {id = 9, id2 = 9, Weapon= 0x2BE6766B, Vehicle = "hydra", modelHash = "s_m_y_ammucity_01", x = -229.57, y = -670.27, z = 380.46, heading = 78.99,movespeed=120.0, driving=true,isAircraft=true,target=true},
3167
3168 -- {id = 2, id2 = 2, Vehicle = "toro2", modelHash = "s_m_y_ammucity_01", x = -3014.83, y = -43.5, z = 0.13, heading = 151.19, driving=true},
3169 }
3170 },
3171
3172 Mission17 = {
3173
3174 StartMessage = "Rescue the hostages",
3175 FinishMessage = "Mission Completed!",
3176 MissionTitle = "Rescue",
3177 MissionMessage = "Rescue the hostages!",
3178
3179 --Obj/Ass values are the messages used depending on which random Type is selected Objective or Assassinate
3180 --The real messages (values above), will be set to the below, based on which Type
3181 StartMessageObj = "Capture the objective!",
3182 FinishMessageObj = "Mission Completed!",
3183 MissionTitleObj = "Takeover",
3184 MissionMessageObj = "Capture the objective!",
3185
3186 StartMessageAss = "Eliminate the targets!",
3187 FinishMessageAss = "Mission Completed!",
3188 MissionTitleAss = "Elimination",
3189 MissionMessageAss = "Eliminate the targets",
3190 Type = "Objective", --placeholder
3191 RandomMissionDoLandBattle = true,
3192 IsRandom = true,
3193 IsRandomEvent=true,
3194 --RandomMissionBoat={"apc"},
3195 --IsDefend = true,
3196 --IsDefendTarget = true,
3197 --IsDefendTargetChase = true,
3198 --IsDefendTargetGotoBlip=true,
3199 IsRandomSpawnAnywhere = true,
3200 --what x and y coordinate range should these mission spawn in?
3201 IsRandomSpawnAnywhereCoordRange = {xrange={-3500,4200},yrange={-3700,7700}},
3202 --RandomLocation = true, --for completely random location..
3203
3204 Blip = {
3205 Title = "Objective",
3206 Position = { x = -10000, y = 0, z = 0},
3207 Icon = 58,
3208 Display = 4,
3209 Size = 1.2,
3210 Color = 1,
3211 },
3212
3213
3214 Marker = {
3215 Type = 1,
3216 Position = { x = -10000, y = 0, z = 0},
3217 Size = {x = 6.0, y = 6.0, z = 2.0},
3218 Color = {r = 100, g = 100, b = 204},
3219 DrawDistance = 100.0,
3220 },
3221 BlipS = { --safehouse blip
3222 Title = "Mission Safehouse",
3223 Position = { x = 137.06, y = -3093.18, z = 4.9}, --{ x = 1944.96, y = 3150.6, z = 46.77},
3224 Icon = 417,
3225 Display = 4,
3226 Size = 1.2,
3227 Color = 2,
3228 Alpha =80, --Used for AddBlipForRadius with IsDefend Missions
3229 },
3230 MarkerS = { --safehouse marker
3231 Type = 1,
3232 Position = { x = 137.06, y = -3093.18, z = 4.9}, --{ x = 1944.96, y = 3150.6, z = 46.77},
3233 Size = {x = 6.0, y = 6.0, z = 2.0},
3234 Color = {r = 117, g = 218, b = 255},
3235 DrawDistance = 200.0,
3236 },
3237 BlipSL = { --safehouse Vehicle blip
3238 Title = "Mission Vehicle Safehouse",
3239 Position = { x = -1228.1, y = -2267.77, z = 13.94}, --{ x = 1944.96, y = 3150.6, z = 46.77},
3240 Icon = 421,
3241 Display = 4,
3242 Size = 1.2,
3243 Color = 3,
3244 Alpha =80,
3245 },
3246 BlipSB = { --safehouse boat blip
3247 Title = "Mission Boat Safehouse",
3248 Position = {x = 413.98, y = -3411.47, z = 0.23}, --{ x = 1944.96, y = 3150.6, z = 46.77},
3249 Icon = 404,
3250 Display = 4,
3251 Size = 1.2,
3252 Color = 3,
3253 Alpha =80,
3254 },
3255
3256 Props = {
3257 --**need a stub entry set for the random prop**
3258 { id=1, Name="",Position = { x = 0, y = 0, z = 0, heading = 0 }},
3259
3260 },
3261
3262 Vehicles = {
3263 --**need a stub entry set for the random prop**
3264
3265
3266 },
3267 Events = {
3268 --**need a stub entry set for the random default event**
3269 --add custom events for mission with id=1 onwards
3270 {id = 1,
3271 Position = { x = 50000.0, y = 50000.0, z = 50000.0, heading = 0 },
3272 Size = {radius=1000.0},
3273 SpawnHeight = 200.0,
3274 FacePlayer = true,
3275 --NumberPeds=1,
3276 isBoss=false,
3277 Target=false,
3278 SquadSpawnRadius=25.0,
3279
3280
3281 },
3282 },
3283
3284 Peds = {
3285 --**need a stub entry set for the random ped hostage for HostageRescue=true**
3286 {id = 1, Position = { x = 0, y = 0, z = 0, heading = 0 }},
3287 },
3288
3289
3290 Pickups = {
3291
3292 },
3293 MissionPickups = {
3294
3295
3296 }
3297
3298
3299
3300 },
3301
3302 Mission18 = {
3303
3304 StartMessage = "New Mission",
3305 FinishMessage = "Mission Completed!",
3306 MissionTitle = "Extraction",
3307 MissionMessage = "New Mission",
3308
3309 --Obj/Ass values are the messages used depending on which random Type is selected Objective or Assassinate
3310 --The real messages (values above), will be set to the below, based on which Type
3311 StartMessageObj = "Capture the objective!",
3312 FinishMessageObj = "Mission Completed!",
3313 MissionTitleObj = "Takeover",
3314 MissionMessageObj = "Capture the objective!",
3315
3316 StartMessageAss = "Rescue the target!",
3317 FinishMessageAss = "Mission Completed!",
3318 MissionTitleAss = "Extraction",
3319 MissionMessageAss = "Rescue the target!",
3320 Type = "Assassinate",
3321 RandomMissionTypes ={"Assassinate"},
3322 IsRandom = true,
3323 IsDefend = true,
3324 IsDefendTarget = true,
3325 --IsDefendTargetChase = true,
3326 IsDefendTargetGotoBlip=true,
3327 RandomMissionTypes = {"Assassinate"},
3328 --IsRandomSpawnAnywhere = true,
3329 --what x and y coordinate range should these mission spawn in?
3330 IsRandomSpawnAnywhereCoordRange = {xrange={-3500,4200},yrange={-3700,7700}},
3331 --RandomLocation = true, --for completely random location..
3332
3333 Blip = {
3334 Title = "Objective",
3335 Position = { x = -10000, y = 0, z = 0},
3336 Icon = 58,
3337 Display = 4,
3338 Size = 1.2,
3339 Color = 1,
3340 },
3341
3342 Blip2 = {
3343 Title = "Objective",
3344 Position = { x = -10000, y = 0, z = 0},
3345 Icon = 58,
3346 Display = 4,
3347 Size = 1.2,
3348 Color = 1,
3349 },
3350
3351 Marker = {
3352 Type = 1,
3353 Position = { x = -10000, y = 0, z = 0},
3354 Size = {x = 6.0, y = 6.0, z = 2.0},
3355 Color = {r = 100, g = 100, b = 204},
3356 DrawDistance = 100.0,
3357 },
3358 BlipS = { --safehouse blip
3359 Title = "Mission Safehouse",
3360 Position = { x = 137.06, y = -3093.18, z = 4.9}, --{ x = 1944.96, y = 3150.6, z = 46.77},
3361 Icon = 417,
3362 Display = 4,
3363 Size = 1.2,
3364 Color = 2,
3365 Alpha =80, --Used for AddBlipForRadius with IsDefend Missions
3366 },
3367 MarkerS = { --safehouse marker
3368 Type = 1,
3369 Position = { x = 137.06, y = -3093.18, z = 4.9}, --{ x = 1944.96, y = 3150.6, z = 46.77},
3370 Size = {x = 6.0, y = 6.0, z = 2.0},
3371 Color = {r = 117, g = 218, b = 255},
3372 DrawDistance = 200.0,
3373 },
3374 BlipSL = { --safehouse Vehicle blip
3375 Title = "Mission Vehicle Safehouse",
3376 Position = { x = -1228.1, y = -2267.77, z = 13.94}, --{ x = 1944.96, y = 3150.6, z = 46.77},
3377 Icon = 421,
3378 Display = 4,
3379 Size = 1.2,
3380 Color = 3,
3381 Alpha =80,
3382 },
3383 BlipSB = { --safehouse boat blip
3384 Title = "Mission Boat Safehouse",
3385 Position = {x = 413.98, y = -3411.47, z = 0.23}, --{ x = 1944.96, y = 3150.6, z = 46.77},
3386 Icon = 404,
3387 Display = 4,
3388 Size = 1.2,
3389 Color = 3,
3390 Alpha =80,
3391 },
3392
3393 Props = {
3394 --**need a stub entry set for the random prop**
3395 { id=1, Name="",Position = { x = 0, y = 0, z = 0, heading = 0 }},
3396
3397 },
3398
3399 Peds = {
3400 --**need a stub entry set for the random ped hostage for HostageRescue=true**
3401 {id = 1, Position = { x = 0, y = 0, z = 0, heading = 0 }},
3402 },
3403
3404
3405 Pickups = {
3406
3407 },
3408 MissionPickups = {
3409
3410
3411 },
3412
3413 RandomMissionPositions = {
3414
3415 { x = 58.43, y = -1133.28, z = 29.34, MissionTitle="Extraction",
3416 Blip2 = {
3417 Title = "Mission Start",
3418 Position = { x = -1389.86, y = -388.47, z = 36.7}, -- x = 2365.07, y = 2958.56, z = 49.06 --{ x = 1944.96, y = 3150.6, z = 46.77}, --x = 1345.43, y = 3152.51, z = 40.41
3419 Icon = 309,
3420 Display = 4,
3421 Size = 1.2,
3422 Color = 1,
3423 Alpha =80, --Used for AddBlipForRadius with IsDefend Missions
3424 },
3425
3426 Blip = {
3427 Title = "Defend The Target",
3428 Position = {x = 103.87, y = -1001.07, z = 29.4}, --{ x = 1944.96, y = 3150.6, z = 46.77},
3429 Icon = 58,
3430 Display = 4,
3431 Size = 1.2,
3432 Color = 1,
3433 Alpha =80, --Used for AddBlipForRadius with IsDefend Missions
3434 },
3435 --[[
3436 Marker = {
3437 Type = 1,
3438 Position = {x = 1345.43, y = 3152.51, z = 40.41,}, --{ x = 1944.96, y = 3150.6, z = 46.77},
3439 Size = {x = 10.0, y = 10.0, z = 5.0},
3440 Color = {r = 100, g = 100, b = 204},
3441 DrawDistance = 200.0,
3442 },]]--
3443 DefendTargetInVehicle = true,
3444
3445
3446 },
3447
3448
3449{ x = 1074.41, y = 3072.94, z = 40.82, MissionTitle="Extraction",
3450
3451 Blip2 = {
3452 Title = "Mission Start",
3453 Position = { x = 2365.07, y = 2958.56, z = 49.06}, -- x = 2365.07, y = 2958.56, z = 49.06 --{ x = 1944.96, y = 3150.6, z = 46.77}, --x = 1345.43, y = 3152.51, z = 40.41
3454 Icon = 309,
3455 Display = 4,
3456 Size = 1.2,
3457 Color = 1,
3458 Alpha =80, --Used for AddBlipForRadius with IsDefend Missions
3459 },
3460
3461 Blip = {
3462 Title = "Defend The Target",
3463 Position = {x = 1155.28, y = 3031.23, z = 40.3}, --{ x = 1944.96, y = 3150.6, z = 46.77},
3464 Icon = 58,
3465 Display = 4,
3466 Size = 1.2,
3467 Color = 1,
3468 Alpha =80, --Used for AddBlipForRadius with IsDefend Missions
3469 },
3470 --[[
3471 Marker = {
3472 Type = 1,
3473 Position = {x = 1345.43, y = 3152.51, z = 40.41,}, --{ x = 1944.96, y = 3150.6, z = 46.77},
3474 Size = {x = 10.0, y = 10.0, z = 5.0},
3475 Color = {r = 100, g = 100, b = 204},
3476 DrawDistance = 200.0,
3477 },
3478 ]]--
3479 DefendTargetInVehicle = true,
3480 --DefendTargetVehicleIsAircraft = true,
3481
3482
3483},
3484
3485}
3486
3487
3488 },
3489
3490
3491 Mission19 = {
3492
3493 StartMessage = "Rescue the hostages",
3494 FinishMessage = "Mission Completed!",
3495 MissionTitle = "Warfare",
3496 MissionMessage = "Rescue the hostages!",
3497
3498 --Obj/Ass values are the messages used depending on which random Type is selected Objective or Assassinate
3499 --The real messages (values above), will be set to the below, based on which Type
3500 StartMessageObj = "Capture the objective!",
3501 FinishMessageObj = "Mission Completed!",
3502 MissionTitleObj = "Warfare",
3503 MissionMessageObj = "Capture the objective!",
3504
3505 StartMessageAss = "Eliminate the targets!",
3506 FinishMessageAss = "Mission Completed!",
3507 MissionTitleAss = "Warfare",
3508 MissionMessageAss = "Eliminate the targets",
3509 --RandomMissionWeapons = {0x63AB0442},
3510
3511 Type = "Objective",
3512 IsRandom = true,
3513 IsRandomEvent=true,
3514 --IsDefend = true,
3515 --IsDefendTarget = true,
3516 --IsDefendTargetChase = true,
3517 --IsDefendTargetGotoBlip=true,
3518 IsRandomSpawnAnywhere = true,
3519 RandomMissionSpawnRadius = 150.0, --keep a float for enemy ped wandering to work
3520 RandomMissionMaxPedSpawns = 75,
3521 RandomMissionMinPedSpawns = 50,
3522 RandomMissionMaxVehicleSpawns = 6,
3523 RandomMissionMinVehicleSpawns = 3,
3524 RandomMissionChanceToSpawnVehiclePerTry = 100,
3525 RandomMissionAircraftChance = 30,
3526 MissionLengthMinutes = 60,
3527 SafeHouseVehiclesMaxClaim = 3,
3528 SafeHouseVehicleCount = 9,
3529 SafeHouseAircraftCount = 3,
3530 SafeHouseBoatCount = 3,
3531 --SafeHouseVehicles ={'rcbandito'},
3532 --RandomMissionVehicles={"tampa3"},
3533 --RandomMissionAircraft={"volatol"},
3534 --what x and y coordinate range should these mission spawn in?
3535 IsRandomSpawnAnywhereCoordRange = {xrange={-3500,4200},yrange={-3700,7700}},
3536 --RandomLocation = true, --for completely random location..
3537 --RandomMissionPeds = {"mp_m_freemode_01"},
3538 --RandomMissionAircraft = {"bombushka"},
3539 --RandomMissionVehicles = {"pounder2"},
3540
3541 Blip = {
3542 Title = "Objective",
3543 Position = { x = -10000, y = 0, z = 0},
3544 Icon = 58,
3545 Display = 4,
3546 Size = 1.2,
3547 Color = 1,
3548 },
3549
3550
3551 Marker = {
3552 Type = 1,
3553 Position = { x = -10000, y = 0, z = 0},
3554 Size = {x = 6.0, y = 6.0, z = 2.0},
3555 Color = {r = 100, g = 100, b = 204},
3556 DrawDistance = 100.0,
3557 },
3558 BlipS = { --safehouse blip
3559 Title = "Mission Safehouse",
3560 Position = { x = 137.06, y = -3093.18, z = 4.9}, --{ x = 1944.96, y = 3150.6, z = 46.77},
3561 Icon = 417,
3562 Display = 4,
3563 Size = 1.2,
3564 Color = 2,
3565 Alpha =80, --Used for AddBlipForRadius with IsDefend Missions
3566 },
3567 MarkerS = { --safehouse marker
3568 Type = 1,
3569 Position = { x = 137.06, y = -3093.18, z = 4.9}, --{ x = 1944.96, y = 3150.6, z = 46.77},
3570 Size = {x = 6.0, y = 6.0, z = 2.0},
3571 Color = {r = 117, g = 218, b = 255},
3572 DrawDistance = 200.0,
3573 },
3574 BlipSL = { --safehouse Vehicle blip
3575 Title = "Mission Vehicle Safehouse",
3576 Position = { x = -1228.1, y = -2267.77, z = 13.94}, --{ x = 1944.96, y = 3150.6, z = 46.77},
3577 Icon = 421,
3578 Display = 4,
3579 Size = 1.2,
3580 Color = 3,
3581 Alpha =80,
3582 },
3583 BlipSB = { --safehouse boat blip
3584 Title = "Mission Boat Safehouse",
3585 Position = {x = 413.98, y = -3411.47, z = 0.23}, --{ x = 1944.96, y = 3150.6, z = 46.77},
3586 Icon = 404,
3587 Display = 4,
3588 Size = 1.2,
3589 Color = 3,
3590 Alpha =80,
3591 },
3592
3593 Props = {
3594 --**need a stub entry set for the random prop**
3595 { id=1, Name="",Position = { x = 0, y = 0, z = 0, heading = 0 }},
3596
3597 },
3598
3599 Peds = {
3600 --**need a stub entry set for the random ped hostage for HostageRescue=true**
3601 {id = 1, Position = { x = 0, y = 0, z = 0, heading = 0 }},
3602 },
3603 Events = {
3604 --**need a stub entry set for the random default event**
3605 --add custom events for mission with id=1 onwards
3606 {id = 1,
3607 Position = { x = 50000.0, y = 50000.0, z = 50000.0, heading = 0 },
3608 Size = {radius=1000.0},
3609 SpawnHeight = 200.0,
3610 FacePlayer = true,
3611 --NumberPeds=1,
3612 isBoss=false,
3613 Target=false,
3614 SquadSpawnRadius=25.0,
3615
3616
3617 },
3618 },
3619
3620 Vehicles = {
3621 --**need a stub entry set for the random prop**
3622
3623
3624 },
3625
3626 Pickups = {
3627
3628 },
3629 MissionPickups = {
3630
3631
3632 }
3633
3634
3635
3636 },
3637
3638Mission20 = {
3639
3640 StartMessage = "New Mission",
3641 FinishMessage = "Mission Completed!",
3642 MissionTitle = "Extraction",
3643 MissionMessage = "New Mission",
3644
3645 --Obj/Ass values are the messages used depending on which random Type is selected Objective or Assassinate
3646 --The real messages (values above), will be set to the below, based on which Type
3647 StartMessageObj = "Capture the objective!",
3648 FinishMessageObj = "Mission Completed!",
3649 MissionTitleObj = "Takeover",
3650 MissionMessageObj = "Capture the objective!",
3651
3652 StartMessageAss = "Rescue the target!",
3653 FinishMessageAss = "Mission Completed!",
3654 MissionTitleAss = "Extraction",
3655 MissionMessageAss = "Rescue the target!",
3656 Type = "Assassinate",
3657 IsRandom = true,
3658 RandomMissionTypes ={"Assassinate"},
3659 IsDefend = true,
3660 IsDefendTarget = true,
3661 IsDefendTargetRescue = true,
3662 IsDefendTargetChase = true,
3663 --IsDefendTargetGotoBlip=true,
3664 --TeleportToSafeHouseOnMissionStart = false,
3665 RandomMissionSpawnRadius = 100.0, --keep a float for enemy ped wandering to work
3666 RandomMissionMaxPedSpawns = 10,
3667 RandomMissionMinPedSpawns = 10,
3668 RandomMissionMaxVehicleSpawns = 0,
3669 RandomMissionMinVehicleSpawns = 0,
3670 RandomMissionChanceToSpawnVehiclePerTry = 100,
3671 RandomMissionAircraftChance = 0,
3672 RandomMissionWeapons = {0xDD5DF8D9,0x99B507EA,0xCD274149,0x1B06D571},
3673 --IsRandomSpawnAnywhere = true,
3674 --what x and y coordinate range should these mission spawn in?
3675 --RandomLocation = true, --for completely random location..
3676
3677 Blip = {
3678 Title = "Objective",
3679 Position = { x = -10000, y = 0, z = 0},
3680 Icon = 58,
3681 Display = 4,
3682 Size = 1.2,
3683 Color = 1,
3684 },
3685
3686 Blip2 = {
3687 Title = "Objective",
3688 Position = { x = -10000, y = 0, z = 0},
3689 Icon = 58,
3690 Display = 4,
3691 Size = 1.2,
3692 Color = 1,
3693 },
3694
3695 Marker = {
3696 Type = 1,
3697 Position = { x = -10000, y = 0, z = 0},
3698 Size = {x = 6.0, y = 6.0, z = 2.0},
3699 Color = {r = 100, g = 100, b = 204},
3700 DrawDistance = 100.0,
3701 },
3702 BlipS = { --safehouse blip
3703 Title = "Mission Safehouse",
3704 Position = { x = 137.06, y = -3093.18, z = 4.9}, --{ x = 1944.96, y = 3150.6, z = 46.77},
3705 Icon = 417,
3706 Display = 4,
3707 Size = 1.2,
3708 Color = 2,
3709 Alpha =80, --Used for AddBlipForRadius with IsDefend Missions
3710 },
3711 MarkerS = { --safehouse marker
3712 Type = 1,
3713 Position = { x = 137.06, y = -3093.18, z = 4.9}, --{ x = 1944.96, y = 3150.6, z = 46.77},
3714 Size = {x = 6.0, y = 6.0, z = 2.0},
3715 Color = {r = 117, g = 218, b = 255},
3716 DrawDistance = 200.0,
3717 },
3718 BlipSL = { --safehouse Vehicle blip
3719 Title = "Mission Vehicle Safehouse",
3720 Position = { x = -1228.1, y = -2267.77, z = 13.94}, --{ x = 1944.96, y = 3150.6, z = 46.77},
3721 Icon = 421,
3722 Display = 4,
3723 Size = 1.2,
3724 Color = 3,
3725 Alpha =80,
3726 },
3727 BlipSB = { --safehouse boat blip
3728 Title = "Mission Boat Safehouse",
3729 Position = {x = 413.98, y = -3411.47, z = 0.23}, --{ x = 1944.96, y = 3150.6, z = 46.77},
3730 Icon = 404,
3731 Display = 4,
3732 Size = 1.2,
3733 Color = 3,
3734 Alpha =80,
3735 },
3736
3737 Props = {
3738 --**need a stub entry set for the random prop**
3739 { id=1, Name="",Position = { x = 0, y = 0, z = 0, heading = 0 }},
3740
3741 },
3742
3743 Peds = {
3744 --**need a stub entry set for the random ped hostage for HostageRescue=true**
3745 {id = 1, Position = { x = 0, y = 0, z = 0, heading = 0 }},
3746 },
3747
3748
3749 Pickups = {
3750
3751 },
3752 MissionPickups = {
3753
3754
3755 },
3756
3757 RandomMissionPositions = {
3758
3759 { x = 31.0, y = -767.1, z = 44.24, MissionTitle="Extraction",
3760 Blip2 = { --safehouse blip
3761 Title = "Mission Start",
3762 Position = { x = 31.0, y = -767.1, z = 44.24}, -- x = 2365.07, y = 2958.56, z = 49.06 --{ x = 1944.96, y = 3150.6, z = 46.77}, --x = 1345.43, y = 3152.51, z = 40.41
3763 Icon = 58,
3764 Display = 4,
3765 Size = 1.2,
3766 Color = 1,
3767 Alpha =80, --Used for AddBlipForRadius with IsDefend Missions
3768 },
3769
3770
3771 --[[ Marker = {
3772 Type = 1,
3773 Position = {x = 31.0, y = -767.1, z = 44.24}, --{ x = 1944.96, y = 3150.6, z = 46.77},
3774 Size = {x = 10.0, y = 10.0, z = 5.0},
3775 Color = {r = 100, g = 100, b = 204},
3776 DrawDistance = 200.0,
3777 },]]--
3778 --DefendTargetInVehicle = true,
3779
3780
3781 },
3782
3783
3784 { x = -547.74, y = -1477.3, z = 10.14, MissionTitle="Extraction",
3785
3786 Blip2 = {
3787 Title = "Mission Start",
3788 Position = { x = -547.74, y = -1477.3, z = 10.14}, -- x = 2365.07, y = 2958.56, z = 49.06 --{ x = 1944.96, y = 3150.6, z = 46.77}, --x = 1345.43, y = 3152.51, z = 40.41
3789 Icon = 58,
3790 Display = 4,
3791 Size = 1.2,
3792 Color = 1,
3793 Alpha =80, --Used for AddBlipForRadius with IsDefend Missions
3794 },
3795
3796
3797 --[[Marker = {
3798 Type = 1,
3799 Position = { x = -547.74, y = -1477.3, z = 10.14}, --{ x = 1944.96, y = 3150.6, z = 46.77},
3800 Size = {x = 10.0, y = 10.0, z = 5.0},
3801 Color = {r = 100, g = 100, b = 204},
3802 DrawDistance = 200.0,
3803 },]]--
3804 --DefendTargetInVehicle = true,
3805 --DefendTargetVehicleIsAircraft = true,
3806
3807
3808 },
3809
3810 },
3811
3812},
3813-- uncomment if you have red dead desert map installed: https://github.com/KSA01/Red-Dead-Desert
3814--[[
3815Mission21 = {
3816
3817 StartMessage = "Recapture the prison colony Westworld from the convict uprising!",
3818 FinishMessage = "Mission Completed!",
3819 MissionTitle = "Westworld",
3820 MissionMessage = "Recapture the prison colony Westworld from the convict uprising",
3821
3822 --Obj/Ass values are the messages used depending on which random Type is selected Objective or Assassinate
3823 --The real messages (values above), will be set to the below, based on which Type
3824 StartMessageObj = "Recapture the prison colony Westworld from the convict uprising!",
3825 FinishMessageObj = "Mission Completed!",
3826 MissionTitleObj = "Westworld",
3827 MissionMessageObj = "Recapture the prison colony Westworld from the convict uprising",
3828
3829 StartMessageAss = "Recapture the prison colony Westworld from the convict uprising!",
3830 FinishMessageAss = "Mission Completed!",
3831 MissionTitleAss = "Westworld",
3832 MissionMessageAss = "Recapture the prison colony Westworld from the convict uprising",
3833 --RandomMissionWeapons = {0x63AB0442},
3834
3835 Type = "Objective",
3836 IsRandom = true,
3837 RandomMissionTypes ={"Objective"},
3838 --IsDefend = true,
3839 --IsDefendTarget = true,
3840 --IsDefendTargetChase = true,
3841 --IsDefendTargetGotoBlip=true,
3842 IsRandomSpawnAnywhere = true,
3843 UseSafeHouseLocations = false,
3844 RandomMissionDoLandBattle = true,
3845 RandomMissionSpawnRadius = 150.0, --keep a float for enemy ped wandering to work
3846 RandomMissionMaxPedSpawns = 75,
3847 RandomMissionMinPedSpawns = 50,
3848 RandomMissionMaxVehicleSpawns = 6,
3849 RandomMissionMinVehicleSpawns = 3,
3850 RandomMissionChanceToSpawnVehiclePerTry = 100,
3851 RandomMissionAircraftChance = 25,
3852 MissionLengthMinutes = 60,
3853 SafeHouseVehiclesMaxClaim = 3,
3854 SafeHouseVehicleCount = 9,
3855 SafeHouseAircraftCount = 3,
3856 SafeHouseBoatCount = 3,
3857 RandomMissionPeds = {"s_m_y_prismuscl_01","u_m_y_prisoner_01","s_m_y_prisoner_01"},
3858 --what x and y coordinate range should these mission spawn in?
3859 IsRandomSpawnAnywhereCoordRange = {xrange={4647,7756},yrange={-1181,1950}},
3860 --RandomLocation = true, --for completely random location..
3861
3862 Blip = {
3863 Title = "Objective",
3864 Position = { x = -10000, y = 0, z = 0},
3865 Icon = 58,
3866 Display = 4,
3867 Size = 1.2,
3868 Color = 1,
3869 },
3870
3871
3872 Marker = {
3873 Type = 1,
3874 Position = { x = -10000, y = 0, z = 0},
3875 Size = {x = 6.0, y = 6.0, z = 2.0},
3876 Color = {r = 100, g = 100, b = 204},
3877 DrawDistance = 100.0,
3878 },
3879 BlipS = { --safehouse blip
3880 Title = "Mission Safehouse",
3881 Position = {x = 6605.16, y = -787.53, z = 23.78}, --{ x = 1944.96, y = 3150.6, z = 46.77},
3882 Icon = 417,
3883 Display = 4,
3884 Size = 1.2,
3885 Color = 2,
3886 Alpha =80, --Used for AddBlipForRadius with IsDefend Missions
3887 },
3888 MarkerS = { --safehouse marker
3889 Type = 1,
3890 Position = { x = 6605.16, y = -787.53, z = 22.78}, --{ x = 1944.96, y = 3150.6, z = 46.77},
3891 Size = {x = 6.0, y = 6.0, z = 2.0},
3892 Color = {r = 117, g = 218, b = 255},
3893 DrawDistance = 200.0,
3894 },
3895 BlipSL = { --safehouse Vehicle blip
3896 Title = "Mission Vehicle Safehouse",
3897 Position = {x = 6837.65, y = -942.43, z = 31.4}, --{ x = 1944.96, y = 3150.6, z = 46.77},
3898 Icon = 421,
3899 Display = 4,
3900 Size = 1.2,
3901 Color = 3,
3902 Alpha =80,
3903 },
3904 BlipSB = { --safehouse boat blip
3905 Title = "Mission Boat Safehouse",
3906 Position = {x = 6992.71, y = -1301.72, z = 0.28}, --{ x = 1944.96, y = 3150.6, z = 46.77},
3907 Icon = 404,
3908 Display = 4,
3909 Size = 1.2,
3910 Color = 3,
3911 Alpha =80,
3912 },
3913
3914
3915 Props = {
3916 --**need a stub entry set for the random prop**
3917 { id=1, Name="",Position = { x = 0, y = 0, z = 0, heading = 0 }},
3918
3919 },
3920
3921 Peds = {
3922 --**need a stub entry set for the random ped hostage for HostageRescue=true**
3923 {id = 1, Position = { x = 0, y = 0, z = 0, heading = 0 }},
3924 },
3925
3926
3927 Pickups = {
3928
3929 },
3930 MissionPickups = {
3931
3932
3933 }
3934
3935
3936
3937 },
3938 ]]--
3939
3940}}