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server.lua

Server-side settings: the queue timers, the cargo payout, completion rewards and the police alerts. Never rename the Config.* keys; only change their values.

Debug

Lua
Config.Debug = true
  • Description: Enables server-side debug prints to help you track down issues. Set to false on a live server.

MaxTaskTime & PersonalCooldownTime

Lua
Config.MaxTaskTime = 20
Config.PersonalCooldownTime = 10
  • MaxTaskTime: safety cap, in minutes, on a single heist. The slot is force-freed after this so the next queued player can start.
  • PersonalCooldownTime: cooldown, in minutes, applied to a player once their heist is processed, before they can join the queue again.

Payout

Lua
Config.Payout = {
    type = 'item',
    item = 'black_money',
}
  • Description: How the dynamic cargo payout (the sum of the delivered cargo prices from Shared.LootProps) is paid on drop-off.
  • Fields:
    • type: 'item' โ†’ paid as an inventory item (the item below); 'cash' โ†’ paid as clean cash straight to the player's pocket.
    • item: the inventory item used when type = 'item' (default black_money).

Police

Lua
Config.Police = {
    callChance = {
        pickup = 15, -- ...grabs a loot prop off the train
        search = 20, -- ...searches a crate
        load   = 10, -- ...loads an item into the getaway vehicle
    },
    cooldownSeconds = 20,
}
  • Description: Every time a player handles loot there is a chance the cops get tipped off. This applies to anyone touching the loot, even teammates who did not start the heist.
  • Fields:
    • callChance: chance (0โ€“100) the police get alerted each time a player does the action โ€” pickup, search or load.
    • cooldownSeconds: quiet window (seconds) after an alert fires before the same player can trigger another one. Stops a flood of calls when looting fast. Set to 0 for an independent roll on every action.

TriggerAlarm (server hook)

Lua
function TriggerAlarm(source, coords)
    -- TODO implement your police call logic here (server side)
end
  • Description: Open-function hook called server-side whenever the police actually get alerted (after the chance roll). Plug your own dispatch / alarm logic in here (e.g. ps-dispatch, cd_dispatch, etc.). source is the player who tipped off the cops and coords is where they were. You can instead handle alerts client-side in configs/client.lua.

CompletionRewards

Lua
Config.CompletionRewards = {
    cash = {
        enabled = true,
        min = 5000,
        max = 12000,
    },
    items = {
        enabled = true,
        minItems = 1,
        maxItems = 3,
        pool = {
            { name = "gold_bar",         label = "Gold Bar",         min = 1, max = 3 },
            { name = "diamond_ring",     label = "Diamond Ring",     min = 1, max = 2 },
            -- ... more items
        },
    },
}
  • Description: Rewards granted directly to the player the moment a heist is finished successfully, on top of the dynamic cargo payout calculated from the delivered loot.
  • Fields:
    • cash: a single random cash amount between min and max (set enabled = false to skip).
    • items: a random number of different items (between minItems and maxItems), each given in a random quantity between its own min and max.
      • pool: the possible items โ€” each entry's min/max is the random quantity for that item; label is only used for the notification text (falls back to name).