Corners
Street drug selling.
Settings marked 🛠️ can also be changed live in Admin → Corners. Once changed there, the admin panel value is used instead of this file until you press Reset to config (or use config under a single value).
Which drugs sell in each turf (zones) is only set in Admin → Corners → Zones, not in this file. See Corner Selling.
General
| Setting | Default | What it does |
|---|---|---|
🛠️ GangOnly | true | Only gang members can sell. If off, civilians can sell too, but their sales don't affect turfs, wars or rivalries |
🛠️ AllowPolice | false | Let police jobs sell |
🛠️ MinPolice | 0 | On-duty police needed online before anyone can sell |
🛠️ Account | 'dirty' | Player is paid in 'dirty' money or 'cash' |
AllowedBuckets | { 0 } | Worlds where selling works |
Distance | 3.0 | Maximum distance to the buyer |
🛠️ PedMemoryMinutes | 10 | Before the same person can be asked again |
🛠️ MaxPitchesPerMinute | 8 | Most sale attempts per player per minute |
DealWindow.Min / Max | 2 / 90 | Seconds allowed between the offer and the hand-off |
🛠️ OfferSeconds | 25 | Offer menu closes (declined) after this long |
Drugs
🛠️ Drugs: items buyers accept.
Drugs = {
weed = { min = 45, max = 70, qty = { 1, 3 } },
meth = { min = 90, max = 130, qty = { 1, 2 } },
coke_brick = { min = 120, max = 170, qty = { 1, 2 } },
},| Field | Meaning |
|---|---|
key (weed) | Inventory item name |
min / max | Random price per unit |
qty | How many units a buyer takes |
🌡️ Heat
| Setting | Default | What it does |
|---|---|---|
🛠️ Heat.PerSale | 10 | Heat from each sale |
🛠️ Heat.PerRefusal | 3 | Heat when refused, reported or a haggle fails |
🛠️ Heat.DrainPerMinute | 5 | Heat lost per minute |
🛠️ Heat.Max | 100 | Highest heat |
🎲 Buyer odds
| Setting | Default | What it does |
|---|---|---|
🛠️ Odds.Refuse | 8 | Base % a buyer refuses |
🛠️ Odds.RefusePerHeat | 0.4 | Extra refuse % per heat point |
🛠️ Odds.MaxRefuse | 60 | Refuse cap. Corner mode buyers never refuse |
🛠️ Odds.Report | 2 | Base % a buyer calls the police |
🛠️ Odds.ReportPerHeat | 0.3 | Extra report % per heat point |
🛠️ Odds.MaxReport | 40 | Report cap |
📉 Street demand
Each turf has its own demand (0–100). Everywhere outside turfs shares one.
| Setting | Default | What it does |
|---|---|---|
🛠️ Demand.PerSale | 6 | Demand used by each sale |
🛠️ Demand.RegenPerMinute | 3 | Demand recovered per minute |
🛠️ Demand.MinPriceFactor | 0.4 | Price multiplier at zero demand |
🏳️ Turf modifiers
| Setting | Default | What it does |
|---|---|---|
🛠️ Turf.OwnPriceBonus | 0.15 | +15% price in your gang's turf |
🛠️ Turf.EnemyPriceBonus | 0.25 | +25% price in turfs owned by another gang. 0 = off |
🛠️ Turf.OwnReportFactor | 0.5 | Report chance ×0.5 in your turf |
🛠️ Turf.EnemyReportFactor | 1.5 | Report chance ×1.5 in another gang's turf |
🔥 Hot product
| Setting | Default | What it does |
|---|---|---|
🛠️ HotProduct.Enabled | true | Each turf picks a random drug that sells for more |
🛠️ HotProduct.RotateHours | 6 | How often it changes |
🛠️ HotProduct.Bonus | 0.35 | +35% price |
🤝 Haggling
| Setting | Default | What it does |
|---|---|---|
🛠️ Haggle.Enabled | true | Show the Haggle button |
🛠️ Haggle.MaxTries | 1 | Haggles per deal |
🛠️ Haggle.Chance | 55 | Base success % (always between 5 and 95) |
🛠️ Haggle.ChancePerHeat | -0.3 | Change per heat point |
🛠️ Haggle.OwnTurfBonus | 10 | Extra % in your own turf |
🛠️ Haggle.Raise | { 10, 25 } | Price increase % on success |
🛠️ Haggle.ReportOnFail | 20 | % of failed haggles where the buyer calls police |
🧍 Corner mode
| Setting | Default | What it does |
|---|---|---|
🛠️ CornerMode.Enabled | true | Allow corner mode |
CornerMode.Command | 'corner' | Command to start and stop |
CornerMode.Keybind | false | Optional key, e.g. 'F7' |
🛠️ CornerMode.Radius | 3.0 | Move further than this and corner mode ends |
🛠️ CornerMode.SearchRadius | 30.0 | How far away buyers come from |
🛠️ CornerMode.Interval | { 20, 45 } | Seconds between buyers |
🛠️ CornerMode.HeatFactor | 1.25 | Heat multiplier in corner mode |
📱 Burner phone
| Setting | Default | What it does |
|---|---|---|
🛠️ BurnerPhone.Required | false | Corner mode needs the item below. Walk-up selling never needs it |
BurnerPhone.Item | 'burner_phone' | Item name. Add it to your inventory's item list if you turn Required on |
🛠️ BurnerPhone.Anim | true | Phone in hand with a call animation when corner mode starts and a text animation when a buyer is on the way |
BurnerPhone.Prop | 'prop_npc_phone_02' | Phone prop |
BurnerPhone = {
Required = true,
Item = 'burner_phone',
Anim = true,
Prop = 'prop_npc_phone_02',
},Other
| Setting | Default | What it does |
|---|---|---|
IgnoredModels | police, security, medic and similar | NPCs that never buy |
InteractMode | 'target' | How players pitch to a ped: 'target' (third eye), 'textui' (E prompt on the closest buyer) or 'both'. The prompt is always used when no target script runs. Restart the resource after changing it |
Target.icon / distance | cannabis / 2.0 | Target option icon and range (also the prompt range) |
FallbackKey | 38 (E) | Key for the text prompt |
Anim | hand-off animation | Animation and props for the deal |
Dispatch | on, 10-31 | Police alert when a buyer reports you (code, title, message, blip, jobs) |