Config Script
FiveStar Script
config.lua
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-- ! ╚═╝ ╚═╝ ╚═══╝ ╚══════╝╚══════╝ ╚═╝ ╚═╝ ╚═╝╚═╝ ╚═╝
-- ! Copyright ® 2023 Lorem All rights FiveStar
-- ! 5star.tebex.io | Discord/HdEzqEJBdh
Config = {}
-- * If an update is released for the script, it will not allow the script to start and will cause the server to shut down
Config.CheckVersion = true
Config.CoreName = 'qb-core' ---@param Enter your core name
Config.Display = {
TargetExport = function(PedData)
exports['qb-target']:AddTargetEntity(PedData, {
options = {{
action = function()
if GetPedDrawableVariation(PlayerPedId(), 2) == Config.Display.Ears then
ShowUI()
else
QBCore.Functions.Notify(Config.Text[3])
end
end,
icon = "far fa-clipboard",
label = "To talk to the boss"
}},
distance = 2
})
end,
Blips = {
Main = {
Display = true,
Color = 0,
Size = 0.9,
Type = 429,
Name = "Gang Mission"
},
Destination = {
Color = 28,
Size = 1.0,
Type = 1,
Name = "Destination"
}
},
Peds = {
Boss = {
Model = 'g_m_m_armboss_01',
Coords = vector4(990.87, -97.2365, 74.945, 95.83),
SetPed = function(Ped)
Citizen.CreateThread(function()
while true do
local dict
if math.random(0, 1) == 1 then
dict = "timetable@trevor@smoking_meth@base"
else
dict = "timetable@maid@couch@"
end
RequestAnimDict(dict)
while not HasAnimDictLoaded(dict) do
Citizen.Wait(100)
end
TaskPlayAnim(Ped, dict, "base", 8.0, -8.0, -1, 1, 0, false, false, false)
Citizen.Wait(60000)
end
end)
end
},
Guard = {
Peds = {{
Model = "csb_vincent",
Coords = vector4(982.5726, -102.433, 74.848, 226.2)
}, {
Model = "s_m_m_highsec_01",
Coords = vector4(990.2810, -95.5951, 74.845, 130.01)
}, {
Model = "s_m_m_strpreach_01",
Coords = vector4(984.1010, -100.732, 74.845, 319.53)
}},
AGuardLastPlace = vector4(979.6430, -136.066, 73.332, 338.91),
SetPed = function(Ped)
TaskStartScenarioInPlace(Ped, "WORLD_HUMAN_GUARD_STAND", 0, true)
end
},
Colleague = {
Model = "s_m_y_xmech_02",
MainPlace = vector4(-1074.82, -1672.95, 4.48, 281.22),
LastPlace = vector4(-1076.23, -1673.1, 4.53, 312.13),
SetPed = function(Ped)
TaskStartScenarioInPlace(Ped, "WORLD_HUMAN_STAND_MOBILE", 0, true)
end
}
},
Vehicles = {
VehicleBoss = {
Model = "tempesta",
Coords = vector4(985.0824, -137.955, 72.429, 60.55),
SetVehicle = function(vehicle)
SetVehicleDoorsLocked(vehicle, 2)
SetVehicleColourCombination(vehicle, 11)
FreezeEntityPosition(vehicle, true)
end
},
VehicleColleague = {
Model = "stafford",
Coords = vector4(-1073.75, -1673.8, 3.92, 308.24),
Coords2 = vector4(-1036.7, -2729.31, 19.55, 240.52),
SetVehicle = function(vehicle, isVehicle2)
if isVehicle2 then
FreezeEntityPosition(vehicle, true)
SetVehicleDoorsLocked(vehicle, 4)
end
SetVehicleColourCombination(vehicle, 11)
end
}
},
DependencyToStart = {
Display = true,
Job = "police",
Number = 1, -- 4
Rank = 2
},
Modifier = {
Start = "MP_job_load",
End = "default"
},
Cameras = {{
pos = vector3(2372.330, 5984.714, 350.22),
rot = vector3(0.00, 0.00, -200.0),
fov = 45.0
}, {
pos = vector3(2540.076, -461.938, 359.95),
rot = vector3(0.0, 0.00, 120.73),
fov = 50.0
}, {
pos = vector3(-558.520, -2484.38, 89.578),
rot = vector3(0.0, 0.00, 345.0),
fov = 15.0
}, {
pos = vector3(-1040.79, -1170.69, 89.454),
rot = vector3(0.0, 0.00, 289.91),
fov = 40.0
}, {
pos = vector3(-1050.18, -245.505, 132.39),
rot = vector3(0.0, 0.00, 242.0),
fov = 45.0
}, {
pos = vector3(407.9123, 550.6121, 210.23),
rot = vector3(0.0, 0.00, 158.0),
fov = 45.0
}, {
pos = vector3(652.3752, 960.2534, 340.45),
rot = vector3(0.0, 0.00, 345.0),
fov = 45.0
}},
Text3D = {
Display = true,
data = {
[1] = {
Text = "Club Mission",
Text2 = "Mission started",
Sound = true
},
[2] = {
Text = "POWER ON ",
Text2 = "FiveStar Development",
Sound = false
}
}
},
ToggleGps = true,
Ears = 0,
AddonSounds = {
[1] = {
Play = true,
AudioName = "Colleague_Sound",
AudioVolume = 0.75
},
[2] = {
Play = true,
AudioName = "Timer",
AudioVolume = 0.8
},
[3] = {
Play = true,
AudioName = "Earthquake",
AudioVolume = 0.8
},
[4] = {
Play = true,
AudioName = "2_Boss_Sound",
AudioVolume = 0.35
},
[5] = {
Play = true,
AudioName = "3_Boss_Sound",
AudioVolume = 0.35
},
[6] = {
Play = true,
AudioName = "5_Boss_Sound",
AudioVolume = 0.75
},
[7] = {
Play = true,
AudioName = "6_Boss_Sound",
AudioVolume = 0.75
},
[8] = {
Play = true,
AudioName = "1_Boss_Sound",
AudioVolume = 0.35
},
[9] = {
Play = true,
AudioName = "4_Boss_Sound",
AudioVolume = 0.35
},
[10] = {
Play = true,
AudioName = "7_Boss_Sound",
AudioVolume = 0.75
},
[11] = {
Play = true,
AudioName = "8_Boss_Sound",
AudioVolume = 0.75
},
[12] = {
Play = true,
AudioName = "9_Boss_Sound",
AudioVolume = 0.75
},
[13] = {
Play = true,
AudioName = "10_Boss_Sound",
AudioVolume = 0.75
},
[14] = {
Play = true,
AudioName = "11_Boss_Sound",
AudioVolume = 0.75
},
[15] = {
Play = true,
AudioName = "12_Boss_Sound",
AudioVolume = 0.75
},
[16] = {
Play = true,
AudioName = "13_Boss_Sound",
AudioVolume = 0.75
},
[17] = {
Play = true,
AudioName = "14_Boss_Sound",
AudioVolume = 0.75
},
[18] = {
Play = true,
AudioName = "15_Boss_Sound",
AudioVolume = 0.75
},
[19] = {
Play = true,
AudioName = "16_Boss_Sound",
AudioVolume = 0.75
},
[20] = {
Play = true,
AudioName = "17_Boss_Sound",
AudioVolume = 0.75
},
[21] = {
Play = true,
AudioName = "18_Boss_Sound",
AudioVolume = 0.75
},
[22] = {
Play = true,
AudioName = "MissionMenu_Sound",
AudioVolume = 0.15
},
[23] = {
Play = true,
AudioName = "19_Boss_Sound",
AudioVolume = 0.75
},
[24] = {
Play = true,
AudioName = "20_Boss_Sound",
AudioVolume = 0.75
}
},
GameSounds = {
[1] = {
Play = true,
AudioName = "Enter_Area",
AudioRef = "DLC_Lowrider_Relay_Race_Sounds"
},
[2] = {
Play = true,
AudioName = "Enter_Area",
AudioRef = "DLC_Lowrider_Relay_Race_Sounds"
},
[3] = {
Play = true,
AudioName = "Enter_Area",
AudioRef = "DLC_Lowrider_Relay_Race_Sounds"
},
[4] = {
Play = true,
AudioName = "Timer_10s",
AudioRef = "DLC_HALLOWEEN_FVJ_Sounds"
},
[5] = {
Play = true,
AudioName = "TIMER_STOP",
AudioRef = "HUD_MINI_GAME_SOUNDSET"
}
},
Signal = function(Location, Signal) ---@param Location ==> vector3 | Signal ==> Number
if Signal == 1 then
-- send signal to police(Cutscene deliver location)
elseif Signal == 2 then
-- send signal to police(Boss Gang)
end
end
}
Config.LeavingPlayer = true -- ? -- ? If the player cancel the game but does not leave the area, he/she will be attacked by the Guard.
Config.DamageVehicle = {
Missions = {
WarningDamage = 99,
ErrorDamage = 92,
ErrorDamageLevel0 = true
},
Sequence = {
WarningDamage = 99,
ErrorDamage = 92,
ErrorDamageLevel1 = true
},
Colleague = {
WarningDamage = 99,
ErrorDamage = 95,
ErrorDamageLevel2 = true
},
PadBoss = {
WarningDamage = 94,
ErrorDamage = 90,
ErrorDamageLevel3 = true
}
}
Config.Location = {
[1] = {
Coords = vector3(-1064.41, -1663.73, 3.99),
Distance = 1.5,
Time = 150,
ShowUI = function()
lib.showTextUI('[E] to deliver the car', {
position = "left-center",
icon = 'fas fa-sign-in-alt',
style = {
borderRadius = '0.5vw',
backgroundColor = '#013596',
boxShadow = '0vw 0vw 0.3vw #013596',
border = '1 solid #ffff',
color = 'white'
}
})
end,
HideUI = function()
lib.hideTextUI()
end
},
[2] = {
Coords = vector3(-1037.68, -2726.77, 19.80),
Distance = 3,
Time = 120,
ShowUI = function()
lib.showTextUI('[E] to park the car', {
position = "left-center",
icon = 'fas fa-sign-in-alt',
style = {
borderRadius = '0.5vw',
backgroundColor = '#181818',
boxShadow = '0vw 0vw 0.3vw #181818',
color = 'white'
}
})
end,
HideUI = function()
lib.hideTextUI()
end
},
[3] = {
Coords = vector3(1482.69, -1918.4, 70.70),
Distance = 3,
ShowUI = function()
lib.showTextUI('[E] go to the banker', {
position = "left-center",
icon = 'fas fa-sign-in-alt',
style = {
borderRadius = '0.5vw',
backgroundColor = '#00552d',
boxShadow = '0vw 0vw 0.3vw #00552d',
color = 'white'
}
})
end,
HideUI = function()
lib.hideTextUI()
end
},
[4] = {
Coords = vector3(894.34, -3245.99, -98.80),
Distance = 10,
TimeMission = {
[1] = 90,
[2] = 160,
[3] = 230
},
ShowUI = function()
lib.showTextUI('[E] to get out of the bunker', {
position = "left-center",
icon = 'fas fa-sign-in-alt',
style = {
borderRadius = '0.5vw',
backgroundColor = '#181818',
boxShadow = '0vw 0vw 0.3vw #181818',
color = 'white'
}
})
end,
HideUI = function()
lib.hideTextUI()
end
}
}
Config.MissionRewards = {
[1] = math.random(25000, 35000),
[2] = math.random(50000, 65000),
[3] = math.random(68000, 85000)
}
Config.ShowTextForBag = {
progressBar = function()
if lib.progressBar({
duration = 3500,
label = 'Searching for bag',
useWhileDead = false,
canCancel = false
}) then
return true
end
end,
OverHead = {
Display = true,
Text = "[E] To search the bag"
},
ShowMenu = function()
ShowQustionMission("Who is the item For?", {
Title = "For Myself",
text = "Pick All The Items For myself",
buttom = "confirm"
}, {
Title = "For Boss",
text = "Pick all the items for the boss",
buttom = "confirm"
})
end
}
Config.CreateBag = {
ShowInvetory = function(BagID, Identifier)
exports.ox_inventory:openInventory('stash', {
id = BagID,
owner = Identifier
})
end,
Data = {
label = "Matteo Malleri Bag",
slots = 50,
weight = 100000
},
Items = { -- ? Add items to the bag here
{
Name = "crypto_hardware",
Count = 1,
customer = 2
}, {
Name = "diamond",
Count = 8,
customer = 1
}, {
Name = "gold",
Count = 3,
customer = 2
}, {
Name = "laptop",
Count = 2,
customer = 3
}, {
Name = "rolex",
Count = 1,
customer = 2
}, {
Name = "platinum",
Count = 2,
customer = 1
}, {
Name = "phone",
Count = 1
}, {
Name = "bread",
Count = 2
}, {
Name = "water",
Count = 1
}},
RegisterBag = function(BagID, Identifier)
exports.ox_inventory:RegisterStash(BagID, Config.CreateBag.Data.label, Config.CreateBag.Data.slots,
Config.CreateBag.Data.weight, Identifier)
for i, v in ipairs(Config.CreateBag.Items) do
exports.ox_inventory:AddItem(BagID, v.Name, v.Count)
end
end,
ReceivedTheItemsAndExitedTheGame = function(xPlayer, Cutscene) -- Cutscene --- @param [0], [1], [2], [3]
-- ! The player is out of the game
if Cutscene[0] then -- If Cutscene equals 0, it means that none of the items have been delivered
-- Remove player inventory item Mission 0/3
-- exports.ox_inventory:ClearInventory(xPlayer.source)
elseif Cutscene[1] then
-- Remove player inventory item Mission 1/3
-- exports.ox_inventory:ClearInventory(xPlayer.source)
elseif Cutscene[2] then
-- Remove player inventory item Mission 2/3
-- exports.ox_inventory:ClearInventory(xPlayer.source)
elseif Cutscene[3] then
-- Remove player inventory item Mission 3/3
-- exports.ox_inventory:ClearInventory(xPlayer.source)
end
end
}
Config.SpawnPedForKillMe = {{
Ped = "g_m_y_ballaorig_01",
Coords = vector4(1455.414, -1898.58, 71.929, 140.47),
Weapon = "WEAPON_KNIFE"
}, {
Ped = "g_m_y_ballasout_01",
Coords = vector4(1449.266, -1906.91, 71.685, 358.09),
Weapon = "WEAPON_KNIFE"
}, {
Ped = "g_m_y_famca_01",
Coords = vector4(1449.777, -1896.21, 71.613, 190.53),
Weapon = "WEAPON_KNIFE"
}, {
Ped = "g_m_y_lost_03",
Coords = vector4(1444.542, -1905.19, 71.486, 321.01),
Weapon = "WEAPON_PISTOL"
}, {
Ped = "g_m_y_famfor_01",
Coords = vector4(1444.554, -1891.00, 71.718, 265.68),
Weapon = "WEAPON_PISTOL"
}, {
Ped = "g_m_y_pologoon_02",
Coords = vector4(1464.295, -1882.59, 71.739, 137.41),
Weapon = "WEAPON_PISTOL"
}}
Config.Prop = {
PropVehicle = {
PropBones = 24818,
Prop = 'p_michael_backpack_s',
PropCoords = {0.0, -1.16, 0.24, 0.0, -0.0, 350.0}
},
PropTalmm = {
PropBones = 24818,
Prop = 'p_michael_backpack_s',
PropCoords = {0.07, -0.11, -0.05, 0.0, 90.0, 175.0}
}
}
Config.StatusMission = { -- ? Client-side
Passed = function(Status)
if Status == "Me" then
-- ? Mission Passed by Me
elseif Status == "Boss" then
-- ? Mission Passed by Boss
end
end
}
--- @param [QBCore]: All notifications are called from QBCore.Functions.Notify function
Config.Text = {
[1] = "Tried To use %s event",
[2] = "Mission is cooldown.",
[3] = "You must have a airpods!",
[4] = "Get in the car and go on the mission",
[5] = "Car health: [%s], If the vehicle health is less than %s, Mission will failed",
[6] = "Car health: [%s], Mission failed.",
[7] = "Go to the marked location in the car's GPS",
[8] = "Mission already started!",
[9] = "You must deliver the car that the boss gave you.",
[10] = "To continue the mission, get into the car that your colleague gave you.",
[11] = "You are not in the car that the boss gave you!",
[12] = "Down the enemies.",
[13] = "The passengers got out of the car!",
[14] = "You don't have Item %s with the amount of %s!",
[15] = "Tried to change level[%s] Cutscene in Mission Club"
}
Config.MissionText = {
[1] = "I have heard about your family! Look, listen to me carefully\nI have a new mission for you.",
[2] = "You have wasted my time. ~r~BUZZ OFF!~s~",
[3] = "~y~You don't want to go out?~s~ ~r~Alright, no problem!~s~ Guys, let's get it done!",
[4] = "~g~Wow~s~, ~y~what a good spine!~s~ Go out, one of my men will be waiting for you",
[5] = "~y~meanwhile, Wait for my next commands and be in touch.~s~",
[6] = "We will send you the target location, Get there, your colleague will be waiting for you.",
[7] = "The car is located in front of the garage. Get there and take the car and wait for my next commands.",
[8] = "~g~Omm nice! Take them to the club and drive safely.",
[9] = "~r~We have a traitor.~s~ The plan has changed. I will send you the target location, Take them there",
[10] = "~r~English Dave is traitor, kill them before they understand, ~h~Idiot~s~",
[11] = "~r~That motherfucker has known of our plan, Kill them all as soon as possible, ~h~Idiot~s~",
[12] = "~r~~h~Shame on you idiot, Take them quickly into the bunker and kill them.~s~",
[13] = "~r~kill them all!!!",
[14] = "~r~You finally got into something you piece of shit,~s~\n Empty the Matthew's bag items.",
[15] = "~r~~h~You bastard, Don't you wanna deliver the items?~s~ I will kick your ass.",
[16] = "I will mark different places on the map and you have to go there and deliver the package they want.",
[17] = "~y~~h~The next location is out of the town, Be fast.",
[18] = "~y~~h~The next customer want to see the packages, Get there and deliver the items.",
[19] = "~y~~g~You are my top priority, Be in touch!!",
[20] = "~r~I don't need you now, come back later",
[21] = "~g~You did your job very well, maybe next time\n~y~I will let you know"
}
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