Conflicts
Gang wars and police raids.
⚔️ Wars
| Setting | Default | What it does |
|---|---|---|
RequiredLevel | 1 | Gang level both gangs need |
RequireUpgrade | true | Both gangs need the Gang Wars upgrade |
Types.kills.enabled | true | Allow kill wars |
Types.kills.goalMin / goalMax | 5 / 500 | Kill goal range |
Types.drugs.enabled | true | Allow drug wars |
Types.drugs.goalMin / goalMax | 10 / 1000000 | Drug goal range |
Types.drugs.scoreBy | 'amount' | Score by units sold ('amount') or dollars earned ('price') |
Wager.min / max | 0 / 10000000 | Allowed wager, paid from the gang's clean money |
AcceptorPays | true | The accepting gang also puts up the wager |
WinnerMultiplier | 2.0 | Winner gets wager × this |
DurationHours | 24 | War length. Higher score wins at the end; a tie is a draw |
RequestExpiryHours | 24 | Unanswered requests expire and are refunded |
MaxOutgoingRequests | 3 | Open requests per gang |
PairCooldownHours | 12 | Before the same two gangs can fight again |
CountOnlyInsideTurf | true | If a turf was picked, only count inside it |
SameVictimCooldownSeconds | 30 | Killing the same player again within this time doesn't score |
WinXp | false | XP for winning. false uses 300 from progression; a number replaces it |
AllowSurrender | true | Gangs can surrender |
Stakes.Turfs | true | Each gang can put one turf it owns on the line. The loser's influence there goes to the winner |
Stakes.Items | true | Members can put weapons and items from their own inventory on the line. The winner gets all of them |
Stakes.MaxItems | 5 | Item stacks each side can put on the line |
Stakes.Blacklist | money, IDs, phone | Item names that can't be put on the line |
Negotiation.Counters | true | The receiving gang can answer a request with new terms |
Negotiation.MaxRounds | 5 | Offers in one negotiation, the first request included |
Negotiation.Messages | true | Both gangs can message on a request |
Negotiation.MaxMessages | 30 | Messages per request |
Negotiation.MessageLength | 200 | Characters per message |
Hud | true | Show the war score HUD |
HistoryPageSize | 8 | History rows per page |
Stakes = {
Turfs = true,
-- weapons / items from the member's own inventory, held until the war ends, then all go to the winner
Items = true,
MaxItems = 5,
Blacklist = { 'money', 'black_money', 'markedbills', 'id_card', 'driver_license', 'phone' },
},
Negotiation = {
Counters = true,
MaxRounds = 5,
Messages = true,
MaxMessages = 30,
MessageLength = 200,
},Without the Stakes and Negotiation blocks, wars work as before (no turf or item stakes, no counter-offers, no messages). Stakes.Turfs, Stakes.Items, Stakes.MaxItems, Negotiation.Counters, Negotiation.MaxRounds and Negotiation.Messages can also be changed in Admin → Wars settings.
Item stakes work with ox_inventory, qb-inventory (and ps / lj), codem-inventory and tgiann-inventory. Items keep their metadata (serial number, durability, attachments) while they are held and when they are collected. Add any item your server treats as an ID, key or bound item to Blacklist.
If you turn off AcceptorPays, set WinnerMultiplier to 1.0. Otherwise the winner gets more money than was put in.
🚓 Raids
Commands
| Setting | Default | What it does |
|---|---|---|
Command | 'gangraid' | Police start a raid |
EndCommand | 'endgangraid' | End a raid |
ApproveCommand / DenyCommand | 'approveraid' / 'denyraid' | Staff approve or deny raids |
Who and when
| Setting | Default | What it does |
|---|---|---|
Jobs | police and sheriff, grade 2+ | Jobs that can raid, and minimum grade |
RequireOnDuty | true | Officers must be on duty |
MinPolice | 1 | Officers needed online |
MinGangOnline | 0 | Gang members needed online |
Window.enabled / start / stop | true / '00:00' / '11:00' | Raid hours |
DurationMinutes | 30 | Raid length |
Cooldown.job | 2 | Hours before a police job can raid again |
Cooldown.gang | 24 | Hours before the same gang can be raided again |
MaxActivePerJob | 1 | Raids per job at once |
RequireApproval | false | Staff must approve raids |
ApprovalExpireMinutes | 15 | Unapproved raids are cancelled after this |
Seizing funds
| Setting | Default | What it does |
|---|---|---|
Seize.enabled | true | Officers can seize gang money |
Seize.stash | true | Officers can open the gang stash (MLO hideouts) |
Seize.cashPercent | 25 | % of clean money taken |
Seize.dirtyPercent | 50 | % of dirty money taken |
Seize.maxCash / maxDirty | 0 / 0 | Most money taken. 0 = no limit |
Seize.payTo | 'officer' | 'officer': the officer keeps it. 'society': clean money goes to the police job account, dirty money is destroyed |
Seize.officerCashAccount | 'cash' | Officer's 'cash' or 'bank' |
Seize.officerDirty | true | Officer also gets the dirty money. Off = destroyed |
Seize.distance | 6.0 | Range from the hideout entrance, desk or stash |
Seize.progressSeconds | 10 | Seize progress time |
Alerts & blips
| Setting | Default | What it does |
|---|---|---|
Alert.gang | true | Gang members get a raid notification and banner |
Alert.gangBlip | true | Gang members see their hideout marked (needs Alert.gang) |
Blip.enabled / sprite / color / scale | true / 437 / 1 / 1.0 | Officer blip on the hideout |
Blip.route | true | GPS route for officers |