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🔫Gangwars

Documentation relating to "vib_gangwars"

Installation

  • Head over to the Gangwars Dependencies to see what dependencies are required for each framework

  • After checking you have all required dependencies for your framework you can move onto the next step

  • Extract the contents of the "vib_gangwars".zip file into your desired location and if needed, add ensure "vib_gangwars" to your .cfg file

  • Read over the Config and make sure any items you're rewarding players with already exist or have been added into you relevant inventories

  • Once the above steps have been followed, load up your server and give it a test run!


Config

```lua
Config = Config or {}

Config.CoreInfo = {
    Debug = true,
    Inventory = {
        ox = true,
        qb = false,
        inventoryWeightIfUsingQBInventory = 120000, -- Match this to what you have set in qb-inventory config.lua for maxinventoryweight
    },
    Target = {
        ox = true,
        qb = false,
    },
    Notification = {
        ox = true,
        qb = false,
        other = false,
    },
    HostilePedsDeleteAfterCollectingRewardInSeconds = 10,
    WaitTimeWithNoInteractionInSeconds = 300, -- Peds/Reward delete after this time if the player hasn't collected the reward object (300 = 5 minutes)
}

Config.BlipInfo = { -- https://docs.fivem.net/docs/game-references/blips/
    Radius = 175.0,
    Alpha = 175,
    Color = 2,
}

Config.HeadHunters = {
    AmountOfCompletedMissionsBeforeHuntersArrive = 0,
    WaitTimeBeforeSpawning = {
        MinWaitTimeInSeconds = 1,
        MaxWaitTimeInSeconds = 2,
    },
    WaitTimeBeforeFleeingFromPlayerInSeconds = 60,
    WaitTimeBeforeBeingDeletedInSeconds = 15,
    AmountOfHostiles = 5,
    PossibleModelPedsHave = {
        'g_m_y_famdnf_01',
        'g_f_y_vagos_01',
    },
    PossibleWeaponsPedsHave = {
        "weapon_pistol",
        "weapon_smg",
        "weapon_dbshotgun",
    },
    SpawnedRadiusOfPlayersCurrentLocation = 10.0
}

Config.GenericStrings = {
    Notifications = {
        PlayerHandsInWithoutReward = "You don't have anything to hand in...",
        PlayerHandsInWithReward = "Keep it up!",
        PlayerCollectsRewardItem = 'Now bug out and bring me my stuff before the cops pull up!',
        PlayerInventoryFull = 'Inventory is full',
        ItemTakenOutOfStorage = "You collected you stored ",
    },
    TargetLabels = {
        SpeakToMissionPed = 'Speak to Gangster',
        PickUpBriefCase = 'Collect Gear',
    },
    DialogBoxes = {
        AcceptJobTitle = 'Accept Job',
        AcceptJobLabel = "Do you want to accept this job?",
    },
    MenuText = {
        AcquireJob_Title = "Get Job",
        AcquireJob_Desc = "Do some work and get something in return",
        HandInRewardItem_title = "Turn in loot",
        HandInRewardItem_Desc = "Turn in your loot for a reward",
        StorageItems_Title = "Stored Items",
        StorageItems_Desc = "Check what items you have stored here! (Remember, I scrap all these when the storm hits!)",
    },
    HeadHunterNotifications = {
        MaxedOutNotoriety = "You're making a name for yourself ... be careful!",
    },
    StorageMenu = {
        HasItemsHeader = "This is all I have for you!",
        NothingInStorage = "You don't have anything to collect!",
    },
    GoToMarker = 'Head to the marker on your GPS',
    HandInRewardToWrongNPC = "I can't do nothing with this ...",
    CleanUpAfterNoInteractionWithRewardObject = "Looks like they managed to complete their business. They moved on!",
}

Config.ProgressBars = {
    PickUpItem = {
        Label = "Collecting",
        DurationInSeconds = 10,
    },
    HandInReward = {
        Label = "Handing over goods",
        DurationInSeconds = 1,
    },
    Cancel = "Canceled",
}

Config.GangZones = {
    {
        MissionLocation = vector(-9.53, -1475.66, 30.53),
        StartPed = {
            Model = "g_m_y_ballaeast_01",
            SpawnLocation = vector4(-25.2, -1449.72, 30.68, 47.92),
            Scenario = {
                Active = true,
                ScenarioToPlay = "WORLD_HUMAN_SMOKING_POT",
            },
        },
        RewardObject = {
            SpawnedRewardObjectToCollect = "bkr_prop_biker_gcase_s",
            ItemGivenUponCollectingSpawnedObject = "phone",
            PossibleRewardObjectSpawnLocations = {
                vector3(-9.53, -1475.66, 30.53),
                -- vector3(-25.6, -1427.17, 30.65),
                -- vector3(-24.29, -1485.07, 33.78),
                -- vector3(-6.42, -1502.12, 29.92),
            },
        },
        RewardItem = {
            CashReward = {
                Active = false, -- If true then [ItemReward] below is ignored
                CashAmount = 5000,
            },
            ItemReward = {
                {item = "refined_gold", staticAmount = nil, min = 1, max = 2}, -- If [staticAmount = nil] then min/max is used instead
                {item = "laptop", staticAmount = nil, min = 1, max = 5},
            },
        },
        HostilePed = {
            PossibleModelPedsHave = {
                "g_m_y_famdnf_01",
                "g_m_y_ballaeast_01",
            },
            AmountOfPedsToSpawn = {min = 5, max = 10},
            SpawnPedsWithinRadiusOfSpawnedRewardObject = false, -- Set to false to use table of vectors below
            RadiusToSpawnPedsWithin = 20, -- Don't go too big with this, otherwise it'll spawn them multiple streets away. 10 - 20 is usually a good number
            PossibleHostilePedSpawnLocations = {
                vector3(-9.53, -1475.66, 30.53),
                vector3(-26.69, -1454.28, 30.84),
                vector3(-27.37, -1463.99, 30.99),
            },
            PossibleWeaponsList = {
                'weapon_pistol',
                'weapon_smg',
                'weapon_dbshotgun',
            }
        },
        PolyzoneInfo = {
            Thickness = 25.0,
            Points = {
                vec3(-106.0, -1503.0, 34.0),
                vec3(-110.0, -1500.0, 34.0),
                vec3(-82.0, -1466.0, 34.0),
                vec3(-72.0, -1459.0, 34.0),
                vec3(-43.0, -1454.0, 34.0),
                vec3(-10.0, -1451.0, 34.0),
                vec3(17.0, -1455.0, 34.0),
                vec3(43.0, -1475.0, 34.0),
                vec3(59.0, -1489.0, 34.0),
                vec3(4.0, -1552.0, 34.0),
                vec3(-18.0, -1577.0, 34.0),
            },
        },
        DialogueBoxInfo = {
            Header = "Deshawn Says:",
            Size = "lg", -- "xs", "sm", "md", "lg" or "xl"
            IsCentered = true,
            HasCancelButton = true,
            Content = {
                JobDetails = "What I need you to do is go over to Chamberlain and cause some damage!"
                    .. "\n\nBring me whatever ya find and I'll make sure your pockets get filled ...",
                JobRefused = "Maaaan ... why you always bein' a bitch ... fuck outta here!",
                JobCompleted = "Dammmmmnnnnn ... You fucked 'em up ... keep it coming, homie! Don't forget your cut!",
                OnCooldown = "Fuck outta here dawg, I'm busy.",
            }
        },
        Notification = {
            Content = {
                PlayerEntersZone = "You're in the right area ... Now all you gotta do is find what they're shippin'!",
                PlayerInWrongZone = "You went to the wrong place bitch!",
                PlayerDies = "Looks like you kicked it, muh fucker!",
                AlreadyOnJob = "Looks like you already got your hands full...",
            },
        },
        Cooldown = {
            Minutes = 0.1,
        },
    },
}
```

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