Turf Guards
Armed NPCs posted on a turf by the server staff. They stand guard for whichever gang owns that turf. Take the turf and they work for you; lose it and they switch to the new owner.
⚔️ How they work
- A guard only stands at its post while the turf has an owner. On an unowned turf the post stays empty.
- When the turf changes hands, the guard is replaced by one working for the new owner.
- Guards only stand while a player is within 120 m (
Guards.SpawnRange), so they cost nothing when nobody is around. - They fight the same way as hideout guards: they attack members of rival gangs who come close, and anyone who shoots them. They never attack members of the owning gang, downed players or EMS.
- Who they attack, how far they react, their health and accuracy come from
Guardsinshared/hideout.lua(Targets,AlertRange,Health,Accuracy,CombatMovement,CombatAbility,FiringPattern). - Online members of the owning gang get an alert when a guard is in a fight, and when one is killed.
- A killed guard comes back after 15 minutes (
Guards.RespawnMinutes).
📍 Adding guards
Open /gangadmin → Turf Guards, place each guard in the world, pick its look and weapon, and link it to a turf (or let it use the turf it stands in). Changes apply live.
All settings are on the Territory config page.
Turf Dealers
A dealer NPC that only does business with the gang that owns the turf he stands in. Take the turf and his stock is yours; lose it and he deals with the new owner instead.
Turf Defense
Owning a turf means holding it. From time to time an armed NPC crew moves on a turf, and the gang that owns it has to fight them off before the time runs out.