Config = Config or {}
Config.Lang = 'en' -- 'en' or 'ro'(romanian)
-- ============================================================
-- NPC
-- ============================================================
Config.ContactNPCs = {
{
model = 'MP_LM_STEALHORSE_BUYERS_01',
coords = vector4(1242.2626, -437.9520, 89.4799, 60.3918),
},
-- add more npcs here if needed
}
-- ============================================================
-- PROXIMITY & PROMPT
-- ============================================================
Config.PromptRange = 2.5
Config.PromptTitle = 'Horse Thief'
Config.PromptAction = 'Interact'
-- ============================================================
-- BLIP (minimap marker on the NPC)
-- ============================================================
Config.ShowNPCBlip = false -- set true to show NPC on minimap
Config.BlipSprite = 'blip_ambient_horse'
Config.BlipLabel = 'Horse Thief'
Config.BlipScale = 0.35
-- ============================================================
-- DELIVERY BLIP (shown when returning horse to NPC)
-- ============================================================
Config.DeliveryBlipSprite = 'blip_saddle'
Config.DeliveryBlipLabel = 'Deliver Horse'
Config.DeliveryBlipScale = 0.35
Config.DeliveryRadius = 10.0
-- ============================================================
-- COOLDOWN
-- ============================================================
Config.EnableDeathFail = false
Config.CooldownEnabled = true
Config.CooldownMinutes = 10
Config.CompletionsToUnlock = 1 -- completions of mission N required to unlock mission N+1
-- ============================================================
-- LEVEL SYSTEM
-- Level is based on TOTAL missions completed (all missions combined).
-- Bonus is added on top of the mission's base cash reward.
-- Level 1 = no bonus (default). Each level adds CashBonusPerLevel.
-- ============================================================
Config.Levels = {
{ threshold = 0, level = 1 }, -- 0–49 total completions
{ threshold = 50, level = 2 }, -- 50–99
{ threshold = 100, level = 3 }, -- 100–149
{ threshold = 150, level = 4 }, -- 150–199
{ threshold = 200, level = 5 }, -- 200+
}
Config.CashBonusPerLevel = 5 -- $ added per level above 1 (level 2 = +5, level 3 = +10, etc.)
-- ============================================================
-- MISSION AREA
-- ============================================================
Config.CircleRadius = 35.0 -- visual radius blip on the map
Config.TriggerRadius = 90.0 -- proximity that triggers the ambush
Config.SpawnRadius = 25.0 -- radius enemies + horse spawn within the defined ”horselocation” coord in configmissions.lua
-- ============================================================
-- ENEMY TYPES
-- Modifiable — models are shared, weapons differ per type.
-- Each mission in configmissions.lua sets type = 'default' | 'easy' | 'hard'
-- ============================================================
Config.EnemyModels = {
'g_m_m_uniafricanamericangang_01',
'u_m_m_odriscollbrawler_01',
'MP_G_F_M_LAPERLEGANG_01',
'g_m_m_unicriminals_01',
'g_m_m_unicriminals_02',
'g_m_m_uniduster_02',
'MP_G_M_M_UNICRIMINALS_07',
'MP_G_M_M_UNICRIMINALS_09',
}
-- Accuracy per difficulty type (0 = blind, 100 = perfect)
Config.EnemyAccuracy = {
easy = 20,
default = 35,
hard = 55,
}
Config.EnemyWeapons = {
easy = {
'weapon_revolver_cattleman',
'weapon_revolver_doubleaction',
'weapon_pistol_semiauto',
},
default = {
'weapon_revolver_cattleman',
'weapon_revolver_doubleaction',
'weapon_repeater_winchester',
'weapon_repeater_carbine',
'weapon_shotgun_doublebarrel',
},
hard = {
'weapon_rifle_springfield',
'weapon_rifle_boltaction',
'weapon_repeater_winchester',
'weapon_repeater_carbine',
'weapon_shotgun_doublebarrel',
'weapon_shotgun_semiauto',
},
}