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  1.  
  2. FIVEM CRACKDOWN MISSIONS 2.9.9 BETA RESOURCE CONFIGURATION
  3.  
  4. **USE MISSIONS.LUA IN THE RESOURCE, NOT THIS FILE, WHICH IS JUST A DESCRIPTION/EXAMPLE***
  5.  
  6. --Edit Resource settings and edit/create Missions. All settings can be applied globally across all missions,
  7. --or per mission which overrides the global setting, unless said otherwise. Missions need to be ordered Mission1, Mission2, Mission3, etc... to work.
  8. --To increase difficulty for missions for more players consider increasing SetPedMinAccuracy/SetPedMaxAccuracy first from 60 to around 100 max
  9.  
  10. Config = {}
  11.  
  12. --DIFFERENT TYPES OF MISSIONS:
  13. Type="Objective", where you need to capture one main objective to complete the mission.
  14. Type="ObjectiveRescue", where you need to capture multiple objectives to complete the mission. See 'isObjective=true' in MISSION SETUP further down. Only for Regular mission, not 'IsRandom'
  15. Type="Assassinate", where you need to kill all the target NPCs to complete the mission.
  16. Type="HostageRescue", where you need to rescue all friendly NPCs to complete the mission. If a hostage dies the mission fails.
  17. Type="BossRush", where you need to kill all the target 'Boss' NPCs.
  18.  
  19.  
  20. --MISSIONS CAN ALSO BE/HAVE:
  21. Regular : where you can specify exact Peds, Props and Vehicles with their exact positions, and behaviors using attributes (see below)
  22. IsRandom=true --: Random mission generator missions, where you can specify random mission generator settings globally or per mission.
  23.  
  24. IndoorMissions=true --Add this to Regular indoor missions that happen in indoor locations like Doomsday Heist Bunker or Humane Labs to have Peds/Vehicles spawn dynamically, which fixes this problem:
  25. --https://forum.fivem.net/t/spawning-indoors-and-underground-have-invisible-peds-npcs/373532
  26. --You can override this, to have the vehicle/ped spawn at mission start by adding the attribute 'outside=true' to the Ped or Vehicle (**see Regular Mission Setup further down**)
  27.  
  28. IndoorsMissionStrongSpawnCheck = true --Used with IndoorMissions=true. Does raytracing on players within 300m of spawn location, to make sure the NPC/Vehicle doesnt just appear out of nowhere in front of a player.
  29. --if any player is in the line of sight it will not spawn. Sometimes you will not want this on.
  30.  
  31.  
  32. HostageRescue=true --: If a hostage NPC dies during the mission, the mission fails. Used for any Mission Type.
  33. --IsDefend settings are meant to be used with Type="Assassinate" missions:
  34. IsDefend=true --: Players must defend a zone from being reached by enemy NPCs, else the mission fails.
  35. IsDefendTarget=true --: Players must defend an NPC target from being eliminated by the enemy NPCs, else the mission failes. Requires IsDefend=true.
  36. IsDefendTargetRescue = true --Can rescue the friendly NPC target by walking up to them for 1 second, like a regular hostage. This will complete the mission.
  37. Config.IsDefendTargetMaxHealth = 600  --extra health buff for friendly NPC target
  38. ObjectiveRescueShortRangeBlip = true, --only show objectiverescue objective blips on the map when the players are close by (within 100m)
  39.  
  40. --NOTE: only around 98 characters will display for these messages below:
  41. Config.StartMessage --Large mission intro text that pops up and disappears.
  42. Config.FinishMessage --Large mission outro text that pops up and disappears on completion. Used with $ reward text and reason why.
  43. Config.MissionTitle --red text on lower r.h.s. of the screen.
  44. Config.MissionMessage --green text on below MissionTitle that reminds players what to do.
  45. Config.FailedMessage --= Mission Failed Message. It will be used with a reason why text, and any money lost.
  46.  
  47.  
  48. -- OPT-OUT/OPT-IN SETTINGS. NOT PER MISSION, ONLY GLOBAL:
  49.  
  50. --IF EITHER EnableOptIn OR EnableSafeHouseOptIn IS true, THE OTHER HAS TO BE false:
  51. --This allows players to simply press ‘Q’ and ‘[’ keys or RB + DPAD DOWN together to join an active mission:
  52. Config.EnableOptIn = false
  53. --requires the player to journey to the safehouse marker (they will see the safehouse blip on the map)
  54. --and press either ‘]’ key or DPAD UP in order to join the mission:
  55. Config.EnableSafeHouseOptIn = false
  56. --When set to true, when a mission is active and a player is not opted in, it displays text in the lower RHS
  57. --that there is an active mission with directions on how to join:
  58. Config.EnableOptInHUD = false
  59. --This forces all players to opt out of the mission system at mission end, forcing them to opt back in for the next mission.
  60. --Does not remove weapons, but removes buffs:
  61. Config.ForceOptOutAtMissionEnd = false
  62.  
  63. --END OPT-OUT/OPT-IN SETTINGS
  64.  
  65. --Set this to true to remove all weapons and upgrades (Crackdown mode buffs if enabled) at the mission end.
  66. --This should be used with one of the 2 OptIn bove settings set to true, else it will remove weapons from everyone.
  67. Config.RemoveWeaponsAndUpgradesAtMissionEnd = false
  68.  
  69.  
  70. --accuracy range of peds, default is 60, max is 100
  71. Config.SetPedMinAccuracy = 60
  72. Config.SetPedMaxAccuracy = 60
  73.  
  74. Config.StartMissionsOnSpawn=true --Start a mission as soon as the first player joins? Use with 'ExtraTimeToWaitToStartNextMission' in server.lua
  75.  
  76. --set to true, to turn off only damaged by player
  77. --Makes HostageRescue missions a little harder
  78. Config.DelicateHostages = false
  79.  
  80.  
  81. --Draw markers on the top of Enemy Targets:
  82. Config.DrawTargetMarker = true
  83.  
  84. --Draw markers on the top of Friendly Targets:
  85. Config.DrawRescueMarker = true
  86.  
  87. --Draw markers on the top of Friendly IsDefend Target:
  88. Config.DrawIsDefendTargetMarker = true
  89.  
  90. --Draw markers on the top of ObjectiveRescue Objectives:
  91. Config.DrawObjectiveRescueMarker = true
  92.  
  93. --Draw markers on the top of Objective mission Objectve:
  94. Config.DrawObjectiveMarker = true
  95.  
  96. --Draw extra 'Defend Zone' text for ISDefend mission zone:
  97. Config.DrawIsDefendMarker = true
  98.    
  99.  
  100. --Time till mission is over:
  101. Config.MissionLengthMinutes = 60
  102.  
  103. --Do not timeout mission?:
  104. Config.MissionNoTimeout = false
  105.  
  106.  
  107. --set false for linear progression, true for any random mission chosen (GLOBAL only)
  108. Config.RandomMissions = true
  109.  
  110.  
  111. --Time after the end of the mission, before starting the next mission
  112. Config.MissionSpaceTime = 30000 --milliseconds between missions
  113.  
  114.  
  115. --set player default max health (Global Only)
  116. Config.DefaultPlayerMaxHealthAmount = 200  
  117.  
  118. --***MONEY REWARDS***
  119.  
  120. --For killing an enemy target in Assassinate, or any NPC with target=true in any regular mission:
  121. Config.TargetKillReward = 250 --cash
  122.  
  123. --For killing an enemy NPC in any mission that is not target:
  124. Config.KillReward = 250 --cash
  125.  
  126. --Extra money given for killing enemy NPCs/NPC targets that are in vehicles:
  127. Config.KillVehiclePedBonus = 150 --cash
  128.  
  129. --Extra money given for killing enemy NPC 'Bosses' (they have full auto chainguns and different models)
  130. Config.KillBossPedBonus = 150 --cash
  131.  
  132. --For capturing the objective:
  133. Config.FinishedObjectiveReward = 5000 --cash
  134.  
  135. --Self explanatory:
  136. Config.HostageKillPenalty = 500  --cash
  137.  
  138. --Move up to a hostage and wait a second, and they will be rescued:
  139. Config.HostageRescueReward = 500  --cash
  140.  
  141. ---Move up to a friendly NPC target and wait a second, and they will be rescued:
  142. Config.IsDefendTargetRescueReward = 5000 --cash
  143.  
  144. --Self explanatory:
  145. Config.IsDefendTargetKillPenalty = 5000 --cash
  146.  
  147. --Reward for capturing an ObjectiveRescue objective:
  148. Config.ObjectRescueReward = 3000 --cash
  149.  
  150.  
  151. --List of vehicles with their seatids
  152. --**You can use seatids to auto-fill passengers as well, not just turrets**
  153. --**All vehicle seats for all vehicles get auto-populated for NPCs by default**
  154. --**Use this to override that, to set only certain seatids**
  155. Config.VehicleTurretSeatIds = {
  156.     apc = {0},
  157.     barrage = {1,2},
  158.     halftrack = {1},
  159.     dune3 = {0},
  160.     insurgent = {7},
  161.     insurgent3 = {7},
  162.     technical = {1},
  163.     technical2 = {1},
  164.     technical3 = {1},
  165.     limo2 = {3},
  166.     menacer = {3},
  167.     boxville5 = {3},
  168.     toro2={0,1,2,3}
  169. }
  170.  
  171.  
  172. --**Nerfs are deprecated EXCEPT FOR NerfValkyrieHelicopterCannon**, all fire patterns are done per vehicle in doVehicleMods function now in client.lua:
  173. Config.NerfValkyrieHelicopterCannon = true
  174. --make the cannon on the APC shoot much slower like a slow tank
  175. Config.NerfAPCCannon = true
  176. --make the cannon on the khanjali and rhino tanks shooter more like a slow tank
  177. Config.NerfTankCannon = false
  178. --make all other turrets in any other vehicle nerfed? (burst shots vs 30-50 rounds at a time)
  179. Config.NerfTurrets = false
  180.  
  181. --Fast firing NPC peds, make them all shoot full auto (if they can). Can potentially make it MUCH more difficult
  182. Config.FastFiringPeds = false
  183.  
  184. --Configure Boss health. Chance to appear in IsRandom missions with RandomMissionBossChance
  185. --in regular missions, use isBoss=true
  186. Config.BossHealth = 1000
  187.  
  188. --***ON GROUND PICKUP SPAWN SETTINGS***
  189.  
  190. --In regular missions you can specify 'mission pickups' that spawn on the ground at mission start
  191. --and 'reward pickups' that spawn on the ground at mission completion
  192.  
  193. --cleanup any remaining mission and reward pickups when a new mission starts?
  194. Config.CleanupPickups = true
  195.  
  196. --extra pickups that dead enemy NPC spawns at mission completion:  
  197. Config.EnemiesCanSpawnPickups = false
  198.  
  199. --Percent Chance to spawn an extra pickup:
  200. Config.EnemySpawnedPickupsChance = 10
  201.  
  202. --Types of extra pickups:
  203. Config.EnemySpawnedPickups = {
  204.     "PICKUP_HEALTH_SNACK",
  205.     "PICKUP_HEALTH_STANDARD",
  206. }  
  207.  
  208. --Enable/Disable native NPC weapon drops:
  209. Config.SetPedDropsWeaponsWhenDead = true
  210.                                  
  211.  
  212. --***DIRECT 'PICKUP' SETTINGS***--
  213. --Alternatively, mission and reward 'pickups' can be given directly to players.
  214. --These need to be weapons or gadgets or components and use weapon/weapon component hashes instead
  215.  
  216. --Give Players weapons at mission start?:
  217. Config.SpawnMissionPickupsOnPlayer = false
  218.  
  219. --Give Players weapon components at mission start?:
  220. Config.SpawnMissionComponentsOnPlayer = false
  221.  
  222. --What weapons to give the player at mission start:
  223. Config.SpawnMissionPickups = {"WEAPON_CARBINERIFLE","WEAPON_COMBATPISTOL","WEAPON_KNIFE","GADGET_NIGHTVISION"}
  224.  
  225. --What components to give the player at mission start:
  226. -NOTE: Need a space between attachment/component and weapon it goes on
  227. Config.SpawnMissionComponents = {"COMPONENT_AT_PI_SUPP WEAPON_COMBATPISTOL"}
  228.  
  229.  
  230. --Same for reward pickups for mission completion:
  231. Config.SpawnRewardPickupsOnPlayer = false
  232. Config.SpawnRewardComponentsOnPlayer = false
  233. Config.SpawnRewardPickups = {
  234. "WEAPON_CARBINERIFLE","WEAPON_COMBATPISTOL","WEAPON_KNIFE","GADGET_NIGHTVISION","WEAPON_GRENADE","WEAPON_PROXMINE","WEAPON_STICKYBOMB","WEAPON_PIPEBOMB","WEAPON_FLARE",
  235. "weapon_hominglauncher","weapon_marksmanrifle_mk2","weapon_assaultshotgun",
  236. "WEAPON_RPG","WEAPON_COMBATPISTOL","WEAPON_KNIFE","GADGET_PARACHUTE","weapon_grenadelauncher","weapon_specialcarbine_mk2","weapon_molotov","weapon_combatmg","weapon_assaultsmg",
  237. "weapon_heavyshotgun","weapon_heavysniper_mk2","weapon_minigun"
  238.  
  239. }    
  240. Config.SpawnRewardComponents = {"COMPONENT_AT_PI_FLSH WEAPON_COMBATPISTOL","COMPONENT_AT_PI_SUPP WEAPON_COMBATPISTOL"}
  241.  
  242.  
  243. --**REGEN SETTINGS**--
  244.  
  245. --Beyond regular GTA V 1/2 health regen:
  246.  
  247. --give player full health and armor when they get any type of $ reward for a mission?  
  248. Config.RegenHealthAndArmourOnReward = true
  249.    
  250. --Turn on Regen like Halo for Health (and armour if they have any)?
  251. --Regen will stop if player loses health, or is active, so they need to rest
  252. Config.RegenHealthAndArmour = true 
  253.  
  254.  
  255. --***SAFEHOUSE SETTINGS***
  256.  
  257. --Safe houses are on by default and are places where player visit
  258. --to get mission health, armor, upgrades and vehicles at an optional cost
  259. --Players can 'claim' a mission vehicle where only they can drive, but other players
  260. --can be passengers.
  261.  
  262. --turn safehouses off/on
  263. Config.UseSafeHouse = true
  264.  
  265. --turn safehouse crate drops on/off (uses Config.SafeHouseTimeTillNextUse as well to stop spamming)
  266. Config.UseSafeHouseCrateDrop = true
  267.  
  268. --turn on bandito remote detonate bomb deploys?
  269. Config.UseSafeHouseBanditoDrop = true
  270.  
  271. --$ cost to use:
  272. Config.SafeHouseCost = 2000
  273.  
  274. --$cost to use crate drop (players hit LB & RB on gamepad or Q & E key):
  275. Config.SafeHouseCostCrate = 1000
  276.  
  277. --$ cost to 'claim' a vehicle
  278. Config.SafeHouseCostVehicle = 2000
  279.  
  280. --Max amount of vehicles a player can claim per mission:
  281. Config.SafeHouseVehiclesMaxClaim = 2
  282.  
  283.  
  284. --Time in milliseconds till the safe house can next be used by the player?:
  285. Config.SafeHouseTimeTillNextUse = 180000 --3 minutes default
  286.  
  287. --reset safehouse access when player respawns?
  288. --(really need to use ESX& database to stop
  289. --players disconnecting and reconnecting
  290. --to record.)
  291. Config.ResetSafeHouseOnRespawn = false
  292. --do we also reset player next use for the safe house for the next mission?
  293. Config.ResetSafeHouseOnNewMission = false
  294.  
  295.  
  296.  
  297. --pawns player to the current mission safehouse when they spawn/respawn
  298. Config.TeleportToSafeHouseOnSpawn = true
  299.  
  300. --teleport player to safe house on mission start?:
  301. Config.TeleportToSafeHouseOnMissionStart = true
  302.  
  303. --Will teleport all mission players OUT of vehicles
  304. --to the safehouse marker (useful as well if no BlipSL set):
  305. Config.TeleportToSafeHouseOnMissionStartNoVehicle = true
  306.  
  307. --Time after mission start to teleport, default is 5000 (5 seconds to read the mission text)
  308. Config.TeleportToSafeHouseOnMissionStartDelay = 5000
  309.  
  310. --minimum distance from safehouse in order to teleport Player to safehouse
  311. Config.TeleportToSafeHouseMinDistance = 50
  312.  
  313. --minimum distance from vehicle safe house zone (BlipSL) in order to teleport Player + Vehicle to safehouse
  314. Config.TeleportToSafeHouseMinVehicleDistance = 200
  315.  
  316.  
  317. --when going to safe house for mission equipment armor and
  318. --health, will also  give super jump
  319. -- and fast sprint, fast swim and 2000 health by default (global only)
  320. Config.SafeHouseCrackDownMode = true
  321.  
  322. --Amount of health to give (global only):
  323. Config.SafeHouseCrackDownModeHealthAmount = 2000
  324.  
  325. --doctor peds at safe house:
  326. Config.SafeHousePedDoctors = {"s_m_m_doctor_01","a_f_y_business_02","u_f_y_princess"}
  327.  
  328. --mission leader peds at safe house:
  329. Config.SafeHousePedLeaders = {"s_m_y_blackops_02","s_m_y_blackops_01","s_m_y_blackops_03"}
  330.  
  331. --safe house prop:
  332. Config.SafeHouseProps = {"v_ilev_liconftable_sml"}--{"ex_prop_crate_expl_bc"}
  333.  
  334. --weapons the leader can have:
  335. Config.SafeHousePedWeapons = {0x83BF0278,0x05FC3C11}
  336.  
  337.  
  338. --Amount of safe house vehicles, aircraft and boats to spawn:
  339. --NOTE, When safe houses are turned on. For regular missions, place vehicles without 'id2' attribute in Vehicles= {} to also create safe house vehicles for players
  340. --**They need to be placed *after* any vehicles  with 'id2' attribute which are NPC vehicles** See MISSION SETUP below.
  341. Config.SafeHouseVehicleCount = 5
  342. Config.SafeHouseAircraftCount = 2
  343. Config.SafeHouseBoatCount = 3
  344.  
  345. --Weapon Hashes that player gets at the safe house:
  346. Config.SpawnSafeHousePickups = {"WEAPON_CARBINERIFLE","WEAPON_COMBATPISTOL","WEAPON_KNIFE","GADGET_NIGHTVISION","WEAPON_GRENADE","WEAPON_PROXMINE","WEAPON_STICKYBOMB","WEAPON_PIPEBOMB","WEAPON_FLARE",
  347. "weapon_hominglauncher","weapon_sniperrifle","weapon_bullpupshotgun",
  348. }
  349.  
  350. --Weapon Component Hashes the player gets (NOTE: use a space between weapon and it's component):
  351. Config.SpawnSafeHouseComponents = {"COMPONENT_AT_PI_SUPP WEAPON_COMBATPISTOL"} --space between attachment/component and weapon it goes on
  352.  
  353. --potential available vehicles at the safe house:
  354. Config.SafeHouseVehicles = {    "apc",
  355.     "barrage",
  356.     "halftrack",
  357.     "dune3",
  358.     "insurgent",
  359.     "insurgent3",
  360.     "technical",
  361.     "technical2",
  362.     "technical3",
  363.     "limo2",
  364.     "menacer",
  365.     "rhino",
  366.     "khanjali",
  367.     "trailersmall2",
  368.     "tampa3"
  369. }
  370.  
  371. --potential available safe house aircraft:
  372. Config.SafeHouseAircraft = {
  373. "hydra",
  374. "lazer",
  375. "strikeforce"
  376. }
  377.  
  378.  
  379. --potential available safe house boats:  
  380. Config.SafeHouseBoat = {
  381. "dinghy4",
  382. "seashark",
  383. "toro2",
  384. "jetmax"
  385. }
  386.  
  387. --For IsRandom=true Random Mission Generator missions...
  388. --When a random mission is spawned, use a safe house location from the
  389. --SafeHouseLocations table? The closest (>500m away) safe house to the
  390. --mission will be chosen.
  391. Config.UseSafeHouseLocations = true
  392.  
  393.  
  394. --Safe houses need BlipS for safe house map blip, MarkerS for the safe house enterable
  395. --BlipSL for where the vehicles/aircraft spawn (optional), BlipSB for boat spawns (optional)
  396. Config.SafeHouseLocations = {
  397.  
  398.     --Los Santos Airport
  399.     {
  400.         BlipS = { --safehouse blip
  401.           Title = "Mission Safehouse",
  402.           Position = { x = -1694.94, y = -3152.18, z = 23.32}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  403.           Icon     = 417,
  404.           Display  = 4,
  405.           Size     = 1.2,
  406.           Color    = 2,
  407.           Alpha  =80,
  408.         }, 
  409.          MarkerS = { --safehouse marker
  410.           Type     = 1,
  411.           Position = { x = -1694.94, y = -3152.18, z = 24.32},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  412.           Size     = {x = 6.0, y = 6.0, z = 2.0},
  413.           Color    = {r = 117, g = 218, b = 255},
  414.           DrawDistance = 200.0,
  415.         },
  416.         BlipSL = { --safehouse Vehicle blip
  417.           Title = "Mission Vehicle Safehouse",
  418.           Position = { x = -1469.37, y = -2967.27, z = 13.3}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  419.           Icon     = 421,
  420.           Display  = 4,
  421.           Size     = 1.2,
  422.           Color    = 3,
  423.           Alpha  =80,
  424.         },
  425.         BlipSB = { --safehouse boat blip
  426.           Title = "Mission Boat Safehouse",
  427.           Position = {x = 413.98, y = -3411.47, z = 0.23}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  428.          Icon     = 404,
  429.           Display  = 4,
  430.           Size     = 1.2,
  431.           Color    = 3,
  432.           Alpha  =80,
  433.         },
  434.     },
  435.    
  436.     --Desert Airstrip
  437.     {
  438.         BlipS = { --safehouse blip
  439.           Title = "Mission Safehouse",
  440.           Position = { x = 1731.94, y = 3308.24, z = 41.22}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  441.           Icon     = 417,
  442.           Display  = 4,
  443.           Size     = 1.2,
  444.           Color    = 2,
  445.           Alpha  =80,
  446.         }, 
  447.          MarkerS = { --safehouse marker
  448.           Type     = 1,
  449.           Position = { x = 1731.94, y = 3308.24, z = 41.22},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  450.           Size     = {x = 6.0, y = 6.0, z = 2.0},
  451.           Color    = {r = 117, g = 218, b = 255},
  452.           DrawDistance = 200.0,
  453.         },
  454.         BlipSL = { --safehouse Vehicle blip
  455.           Title = "Mission Vehicle Safehouse",
  456.           Position = { x = 1480.63, y = 3167.93, z = 40.99}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  457.           Icon     = 421,
  458.           Display  = 4,
  459.           Size     = 1.2,
  460.           Color    = 3,
  461.           Alpha  =80,
  462.         },
  463.         BlipSB = { --safehouse boat blip
  464.           Title = "Mission Boat Safehouse",
  465.           Position = {x = 1481.84, y = 3873.37, z = 30.04}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  466.          Icon     = 404,
  467.           Display  = 4,
  468.           Size     = 1.2,
  469.           Color    = 3,
  470.           Alpha  =80,
  471.         },
  472.     }, 
  473.    
  474.     --Military Base
  475.    
  476.     {
  477.         BlipS = { --safehouse blip
  478.           Title = "Mission Safehouse",
  479.           Position = {x = -2108.16, y = 3275.45, z = 38.73}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  480.           Icon     = 417,
  481.           Display  = 4,
  482.           Size     = 1.2,
  483.           Color    = 2,
  484.           Alpha  =80,
  485.         }, 
  486.          MarkerS = { --safehouse marker
  487.           Type     = 1,
  488.           Position = { x = -2108.16, y = 3275.45, z = 38.73},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  489.           Size     = {x = 6.0, y = 6.0, z = 2.0},
  490.           Color    = {r = 117, g = 218, b = 255},
  491.           DrawDistance = 200.0,
  492.         },
  493.         BlipSL = { --safehouse Vehicle blip
  494.           Title = "Mission Vehicle Safehouse",
  495.           Position = { x = -2451.21, y = 3134.29, z = 32.82, heading = 156.25}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  496.           Icon     = 421,
  497.           Display  = 4,
  498.           Size     = 1.2,
  499.           Color    = 3,
  500.           Alpha  =80,
  501.         },
  502.         BlipSB = { --safehouse boat blip
  503.           Title = "Mission Boat Safehouse",
  504.           Position = {x = -3238.09, y = 3380.0, z = 0.18}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  505.          Icon     = 404,
  506.           Display  = 4,
  507.           Size     = 1.2,
  508.           Color    = 3,
  509.           Alpha  =80,
  510.         },
  511.     }, 
  512.  
  513.    
  514. }
  515.  
  516.  
  517. --START HOSTILE AMBIENT PEDS
  518.  
  519. --VALUES: 0: no hostiles, 1: hostiles have less infighting (most dangerous)
  520. --2: a little more infighthing between hostiles.
  521. --3: riot mode, virtually all peds hate each other as well.
  522. Config.HostileAmbientPeds = 0
  523.  
  524. --mostly melee weapons and pistols, with a few heavier weapons, also rpg + homing launcher
  525. Config.RandomHostileZoneWeapons = {0xDD5DF8D9,0xDFE37640,0x958A4A8F,0x92A27487,0x84BD7BFD,0xF9E6AA4B,0x440E4788,0x4E875F73,
  526. 0xF9DCBF2D,0xD8DF3C3C,0x99B507EA,0x19044EE0,0xCD274149,0x94117305,0x3813FC08,
  527. 0xBFE256D4,0x22D8FE39,0x99AEEB3B,0x88374054,0xD205520E,0xCB96392F,0xEF951FBB,0xA89CB99E,0x7846A318,0xBD248B55,0x394F415C,0x05FC3C11,
  528. 0x63AB0442,0xB1CA77B1,0x84D6FAFD,0x0781FE4A,0x42BF8A85
  529.  }
  530.  --melee, pistols and some micro smg, and rpg and homing missile
  531.  --**they will get out of the vehicle if they have non-drive by weapons**
  532. Config.RandomHostileZoneVehicleWeapons = {
  533. 0xDD5DF8D9,0xDFE37640,0x958A4A8F,0x92A27487,0x84BD7BFD,0xF9E6AA4B,0x440E4788,0x4E875F73,
  534. 0xF9DCBF2D,0xD8DF3C3C,0x99B507EA,0x19044EE0,0xCD274149,0x94117305,0x3813FC08,
  535. 0xBFE256D4,0x22D8FE39,0x99AEEB3B,0x88374054,0xCB96392F,0x13532244,0x13532244,0xD205520E,
  536. 0xB1CA77B1,0x63AB0442,0x0781FE4A,0x42BF8A85
  537. }
  538.  
  539.  
  540. --override for quads,bikes, bicycles and boats for compact rifle,grenade launcher and sweeper shotgun
  541. Config.RandomHostileZoneBikeQuadBoatVehicleWeapons = {
  542. 0xDD5DF8D9,0xDFE37640,0x958A4A8F,0x92A27487,0x84BD7BFD,0xF9E6AA4B,0x440E4788,0x4E875F73,
  543. 0xF9DCBF2D,0xD8DF3C3C,0x99B507EA,0x19044EE0,0xCD274149,0x94117305,0x3813FC08,
  544. 0xBFE256D4,0x22D8FE39,0x99AEEB3B,0x88374054,0xCB96392F,0x13532244,0x13532244,0xD205520E,
  545. 0xB1CA77B1,0x63AB0442,0x0781FE4A,0x42BF8A85,0x624FE830,0x12E82D3D
  546. }
  547.  
  548. --END HOSTILE AMBIENT PEDS
  549.  
  550.  
  551. --START PARADROPS. (USED BY Events, see MISSION SETUP section Below)
  552.  
  553. Config.RandomParadropPeds = {"s_m_y_ammucity_01","s_m_y_xmech_02","U_M_Y_Tattoo_01","g_m_m_chicold_01","s_m_y_dealer_01","g_m_y_lost_01","g_m_y_lost_02","g_m_y_lost_03","s_m_y_xmech_02_mp","s_m_y_robber_01","g_f_y_lost_01","u_f_y_bikerchic","mp_g_m_pros_01"}
  554.  
  555. Config.RandomParadropWeapons = {0x1B06D571,0xBFE256D4,0x88374054,0xCB96392F,0x5EF9FEC4,0xE284C527,0x83BF0278,0xBFEFFF6D,0xD205520E,0x13532244,
  556. 0x2BE6766B, 0x2BE6766B, 0xEFE7E2DF,0x0A3D4D34,0xDB1AA450,0xBD248B55,0x1D073A89,0x555AF99A,0x7846A318,0xE284C527,0x9D61E50F,0x3AABBBAA,0xEF951FBB,
  557.  0x12E82D3D,0x42BF8A85,0x42BF8A85,0x42BF8A85,0xC734385A,0xBFEFFF6D,0x42BF8A85,
  558.  0xBFEFFF6D,0xBFEFFF6D,0x394F415C,0x394F415C,0x83BF0278,0x83BF0278,0xFAD1F1C9,0xFAD1F1C9,0xAF113F99,0xC0A3098D,0x969C3D67,0x7F229F94,0x84D6FAFD,
  559.  0x624FE830,0x9D07F764,0x7FD62962,0xDBBD7280,0x61012683,0x83BF0278,0x83BF0278,0x83BF0278,0xBFEFFF6D,0xBFEFFF6D,0x394F415C,0x394F415C,0xC0A3098D,
  560.  0x969C3D67,0x05FC3C11,0x05FC3C11,0x05FC3C11,0xB1CA77B1,0xB1CA77B1,0xB1CA77B1,0x63AB0442,0x63AB0442,0x63AB0442,0xB1CA77B1,0x0781FE4A,0x0781FE4A,
  561.  0x0C472FE2,0x0C472FE2,0xC1B3C3D1,0xC1B3C3D1,0xEFE7E2DF,0xEFE7E2DF
  562.  
  563.  }
  564.  
  565.  Config.RandomParadropAircraft = {
  566.  "avenger","titan","cargobob"--,"cargoplane",
  567.  }
  568.  
  569. --END PARADROPS
  570.  
  571. --**RANDOM MISSION GENERATOR SETTINGS**--
  572. --IsRandom=true missions. 2 types:
  573. --IsRandomSpawnAnywhere=true will spawn anywhere on the map, including water.
  574. --Else the generator will choose a location from RandomMissionPositions table
  575. --IsRandomSpawnAnywhere=true does not support IsDefend=true missions.
  576.  
  577.  
  578. --spawn any where on the map:
  579. Config.IsRandomSpawnAnywhere=true
  580.  
  581. --if so, what coordinate range to use on the map:
  582. Config.IsRandomSpawnAnywhereCoordRange = {xrange={-3500,4200},yrange={-3700,7700}}, --this is the whole rectangle around all land
  583.  
  584. --forces only land spawns for IsRandomSpawnAnywhere=true missions
  585. --if false, and the mission spawns on water, NPCs in boats are spawned.  
  586. Config.RandomMissionDoLandBattle = true
  587.  
  588.  
  589. --chance that an Event (see MISSION SETUP Below) will happen within 200m to 1500m away from the mission epicenter (Blip) for the random mission
  590. Config.IsRandomEventChance= 100
  591.  
  592.  
  593. --Generator settings:
  594. --Spawn Radius:
  595. Config.RandomMissionSpawnRadius = 25.0 --keep a float for enemy ped wandering to work
  596. --Max/Min NPCs to spawn:
  597. Config.RandomMissionMaxPedSpawns = 20
  598. Config.RandomMissionMinPedSpawns = 5
  599.  
  600. --Max/Min NPC Vehicles to spawn:
  601. Config.RandomMissionMaxVehicleSpawns = 3
  602. Config.RandomMissionMinVehicleSpawns = 1
  603.  
  604. --Chance of spawning a vehicle per try for more randomization:
  605. Config.RandomMissionChanceToSpawnVehiclePerTry = 75
  606. --Chance of spawning an aircraft:
  607. Config.RandomMissionAircraftChance = 25
  608.  
  609. --% population of "Boss"'s from  RandomMissionBossPeds will spawn.
  610. Config.RandomMissionBossChance = 5
  611.  
  612.  
  613. --Types of random missions to generate:
  614. Config.RandomMissionTypes = {"Assassinate","Objective","HostageRescue","BossRush"}
  615.  
  616. --How to set the messages Based on Mission Type.
  617. --Can be defined **per RandomMissionPositions location as well** (See Mission12, Mission19 for examples):
  618. --StartMessageObj = "Capture the objective!"
  619. --FinishMessageObj = "Mission Completed!"
  620. --.MissionTitleObj = "Takeover"
  621. --MissionMessageObj = "Capture the objective!" 
  622.    
  623. --StartMessageAss = "Eliminate the targets!"
  624. --FinishMessageAss = "Mission Completed!"
  625. --MissionTitleAss = "Elimination"
  626. --MissionMessageAss = "Eliminate the targets"
  627.  
  628. --This can be set per RandomMissionPositions location to cover any type of random mission, and can override both above:
  629. --StartMessage = "Eliminate the targets!"
  630. --FinishMessage = "Mission Completed!"
  631. --MissionTitle = "Elimination"
  632. --MissionMessage = "Eliminate the targets"
  633.  
  634.    
  635.    
  636. --What Weapons NPCs can use:
  637. Config.RandomMissionWeapons = {0x1B06D571,0xBFE256D4,0x88374054,0xCB96392F,0x5EF9FEC4,0xE284C527,0x83BF0278,0xBFEFFF6D,0xD205520E,0x13532244,
  638. 0x2BE6766B, 0x2BE6766B, 0xEFE7E2DF,0x0A3D4D34,0xDB1AA450,0xBD248B55,0x1D073A89,0x555AF99A,0x7846A318,0xE284C527,0x9D61E50F,0x3AABBBAA,0xEF951FBB,
  639.  0x12E82D3D,
  640.  0xBFEFFF6D,0xBFEFFF6D,0x394F415C,0x394F415C,0x83BF0278,0x83BF0278,0xFAD1F1C9,0xFAD1F1C9,0xAF113F99,0xC0A3098D,0x969C3D67,0x7F229F94,0x84D6FAFD,
  641.  0x624FE830,0x9D07F764,0x7FD62962,0xDBBD7280,0x61012683,0x83BF0278,0x83BF0278,0x83BF0278,0xBFEFFF6D,0xBFEFFF6D,0x394F415C,0x394F415C,0xC0A3098D,
  642.  0x969C3D67,0x05FC3C11,0x05FC3C11,0x05FC3C11,0xB1CA77B1,0xB1CA77B1,0xB1CA77B1,0x63AB0442,0x63AB0442,0x63AB0442,0xB1CA77B1
  643.  
  644.  }
  645.  
  646. --What weapons does the driver use. Needs to be a drive-by friendly single handed weapon like micro-smg. NOTE: When you add this, all passengers added via ConfigVehicleTurretSeatIds
  647. --will inherit the weapon as well.
  648. Config.RandomMissionVehicleWeapons = {0x13532244}
  649.  
  650. --override for bike,quad,Boat only drivebyweapons
  651. Config.RandomMissionBikeQuadBoatWeapons = {0x13532244,0xBD248B55,0xDB1AA450,0x12E82D3D,0x624FE830,0x0781FE4A}
  652.  
  653. --Randomize passenger drive by weapons?..rather than inherit passenger weapon (default) USED BY REGULAR MISSIONS TOO, WHEN PASSENGER SEATS ARE AUTO-FILLED
  654. Config.RandomizePassengerWeapons = true
  655.  
  656.  
  657. --What Enemy NPC models to use:
  658. Config.RandomMissionPeds = {"s_m_y_ammucity_01","s_m_y_xmech_02","U_M_Y_Tattoo_01","g_m_m_chicold_01"}
  659.  
  660. --juggernauts will spawn with railgun others minigun:
  661. Config.RandomMissionBossPeds = {"ig_clay","mp_m_exarmy_01","ig_josef","ig_ramp_mex","ig_terry","mp_m_bogdangoon","mp_m_weapexp_01","csb_jackhowitzer","u_m_y_juggernaut_01","u_m_y_juggernaut_01","ig_cletus","u_m_y_juggernaut_01"}
  662.  
  663. --What hostage friendly models to use:
  664. Config.RandomMissionFriendlies = {"a_f_m_tourist_01","a_m_y_vinewood_03","a_m_m_tourist_01","a_m_y_genstreet_01","a_f_o_genstreet_01","a_m_y_genstreet_02","a_f_y_genhot_01"}
  665.  
  666. --What enemy NPC vehicles to use:
  667. Config.RandomMissionVehicles = {    "apc",
  668.     "barrage",
  669.     "halftrack",
  670.     "dune3",
  671.     "insurgent",
  672.     "insurgent3",
  673.     "technical",
  674.     "technical2",
  675.     "technical3",
  676.     "limo2",
  677.     "menacer",
  678.     "rhino",
  679.     "khanjali",
  680.     "trailersmall2",
  681.     "tampa3"
  682. }
  683.  
  684. --What enemy NPC aircraft to use:
  685. Config.RandomMissionAircraft = {
  686. "hydra",
  687. "lazer",
  688. "strikeforce"
  689. }
  690.  
  691. --used for IsRandomSpawnAnywhere=true missions, for when the random position is on water.
  692. --What NPC boats to use:
  693. Config.RandomMissionBoat = {
  694. "dinghy4",
  695. "seashark",
  696. "toro2",
  697. "jetmax"
  698. }
  699.  
  700. --Used for Type="Objective" random missions
  701. --Spawns a prop at the objective point.
  702. --If HostageRescue=true, will spawn a hostage instead.
  703. Config.RandomMissionProps = {
  704.     "ba_prop_battle_crate_m_hazard",
  705.     "imp_prop_impexp_boxcoke_01",
  706.     "ex_prop_crate_expl_sc",
  707.     "sm_prop_smug_crate_l_narc",
  708.     "ex_prop_crate_money_sc",
  709.     "ex_prop_crate_jewels_racks_sc",
  710.     "prop_large_gold",
  711.     "xm_prop_crates_sam_01a",
  712.     "prop_drop_crate_01_set",
  713.     "prop_box_ammo03a_set2",
  714.     "prop_biotech_store",
  715.     "prop_air_cargo_04c",
  716.     "prop_air_cargo_04a",
  717.     "hei_prop_carrier_bombs_1",
  718.     "ex_prop_crate_narc_sc",
  719.     "prop_weed_pallet",
  720.     "prop_cash_crate_01",
  721.     "prop_box_ammo03a_set",
  722.     "hei_prop_heist_weed_pallet_02",
  723.     "hei_prop_carrier_cargo_05b"
  724.    
  725.    
  726.     }
  727.  
  728.  
  729. --For regular (non IsRandomSpawnAnywhere=true) random missions, pick from this location list.
  730. --Can define MarkerS, Blip, Blip2, Marker, MarkerS, BlipS, BlipSL, BlipSB on each location as well.
  731. --for IsDefend, IsDefendTarget, and Safe houses per mission location if not using SafeHouseLocations table.
  732. --Also MissionTitle, MissionMessage,StartMessage, FinishMessage.
  733. --'force=true' can be added to make NPC spawn underground or below buildings for the location. Beware, only use for small
  734. --amount of peds to spawn, since GTA V seems to make them go invisible when many are spawned this way.
  735. --also 'force=true' can cause NPCs to spawn within a building and not be accessible, so the Mission Type will always become Type="Objective",
  736. --to allow it to be finished on time.
  737. Config.RandomMissionPositions = {
  738.  
  739. { x = -973.87, y = -273.67, z = 38.26, MissionTitle="Arcade"}, --cul de sac near studios
  740.  
  741. { x = -1102.97, y = -424.98, z = 44.37, MissionTitle="News Studio" }, --news channel/studio building roof
  742. { x = -1223.9, y = -493.83, z = 31.51, MissionTitle="Back Alley" }, --news channel/studio in cul de sac
  743.  
  744. { x = 2840.52, y = -1449.96, z = 11.95, MissionTitle="The Island"}, --island
  745.  
  746. { x = 1074.41, y = 3072.94, z = 40.82, MissionTitle="Desert Airstrip"}, --desert airstrip
  747.  
  748. {x = -149.29, y = -960.51, z = 269.13, MissionTitle="High Rise"}, --construction tower
  749.  
  750. { x = -1393.62, y = -2562.09, z = 13.95, MissionTitle="Airport" }, --airport
  751.  
  752. { x = 137.07, y = -3204.05, z = 5.86,  MissionTitle="Docks" }, --walkers docks
  753. { x = -1828.32, y = -1218.22, z = 13.03, MissionTitle="The Pier" }, --pier
  754.  
  755. { x = -547.74, y = -1477.3, z = 10.14, MissionTitle="Freeway Hideaway" }, --center greenery
  756.  
  757. { x = 1485.24, y = -2358.31, z = 72.44, MissionTitle="Oil Fields" }, --oilfields
  758.  
  759.  
  760. { x = 58.43, y = -1133.28, z = 29.34, MissionTitle="Street Smart"}, --los santos road
  761. { x = -808.9, y = -1302.95, z = 5.0, MissionTitle="Marina" }, --yacht club
  762.  
  763. { x = 31.0, y = -767.1, z = 44.24, MissionTitle="Business District" }, --center los santos
  764.  
  765. { x = 1874.74, y = 299.22, z = 162.82, MissionTitle="Resevoir" }, --resevoir
  766.  
  767. { x = 1373.59, y = -739.58, z = 67.23, MissionTitle="Suburban Sprawl"}, --cul de sac
  768.  
  769. { x = 1150.09, y = 124.3, z = 82.12, MissionTitle="Race Track"}, --race track
  770.  
  771. --'force = true' stops ray trace checking for spawn points for peds and vehicles, so peds/vehicles can spawn underneath structures... near the spawn location
  772. --this also means that peds/vehicles can spawn hidden in buildings, so this forces the mission type to be "Objective"
  773. --{ x = -177.69, y = -165.11, z = 44.03, force=true }, --hotel north los santos
  774.  
  775. { x = -2237.38, y = 266.45, z = 174.62, MissionTitle="The Ritz" },
  776.  --ritz hotel
  777.  
  778. { x = -412.9, y = 1170.53, z = 325.84, MissionTitle="Observatory"}, --observatory
  779.  
  780. { x = 756.1, y = 1284.89, z = 360.3, MissionTitle="Vinewood" }, --vinewood sign
  781.  
  782. { x = -1907.85, y = 2037.05, z = 140.74, MissionTitle="Wine Country"}, --vineyard
  783.  
  784. { x = -1833.24, y = 2152.89, z = 115.7, MissionTitle="Vinery"}, --vineyard 2
  785.  
  786. { x = -2548.21, y = 2705.28, z = 2.84, MissionTitle="Secret Bunker" }, --outside base
  787.  
  788. { x = -2405.68, y = 4253.63, z = 9.82, MissionTitle="Point Break"}, --nw beach
  789.  
  790. { x = 57.0, y = 3717.01, z = 39.75, MissionTitle="Trailer Park"},--lost caravans
  791. { x = 1816.42, y = 3794.64, z = 33.65, MissionTitle="Dust Bowl"}, --south salton
  792. { x = 1313.35, y = 4327.67, z = 38.21, MissionTitle="Fish Monger" }, --north salton
  793.  
  794. { x = 3572.73, y = 3665.03, z = 33.89, MissionTitle="The Complex"}, --humane labs
  795.  
  796. { x = 3803.26, y = 4462.52, z = 4.75, MissionTitle="Getaway" }, --north east coast
  797.  
  798. { x = -1122.74, y = 4924.89, z = 218.67, MissionTitle="Compound"  }, --cult
  799.  
  800. { x = -578.96, y = 5321.1, z = 70.21, MissionTitle="Sawmill" }, --sawmill
  801.  
  802. { x = -31.49, y = 6441.9, z = 31.43, MissionTitle="Community Chest"  }, --parking lot uppoer NW
  803.  
  804. { x = 28.76, y = 6216.7, z = 31.54, MissionTitle="Railyard"  }, --by railyard upper nw
  805. { x = 1429.43, y = 6517.94, z = 18.91, MissionTitle="Scenic Route"  }, --uppper coast
  806.  
  807. }
  808.  
  809.  
  810. --Random Missions that use RandomMissionPositions locations can also use IsDefend=true and IsDefendTarget=true
  811. --You need to define a 'Blip2' and optional 'Blip' for the location in RandomMissionPositions.
  812. --Blip2 is where the friendly target NPC spawns for IsDefendTarget=true. Else, for just IsDefend=true,
  813. --Blip2 will use the Marker defined to create a defend zone where NPCs which players must stop enemy  NPCs from getting to.
  814. --For Random missions with IsDefendTarget=true, you can define if the friendly Target NPC is in a vehicle or not via:
  815. --DefendTargetInVehicle=true. See Mission18 for an example.
  816. --(Also, DefendTargetInAircraft=true, DefendTargetInBoat=true per location, may or may not work)
  817.  
  818. --***NOTE, IsDefend (and IsDefendTarget) missions work best as Type="Assassinate".
  819. --You also need tell the random mission generator to just use "Assassinate", so you need to set
  820. --RandomMissionTypes = {"Assassinate"}
  821. --as well for the random missions of these type***
  822.  
  823. --(See MISSION SETUP section below as well)
  824.  
  825. --Random friendly target spawns:
  826. Config.IsDefendTargetRandomPeds = {"ig_bankman","a_f_y_business_02","u_f_y_princess","ig_tomepsilon"}
  827.  
  828. --Random friendly target weapons:
  829. Config.IsDefendTargetRandomPedWeapons = {0xE284C527,0x83BF0278,0xBFEFFF6D}
  830.  
  831. --Random friendly target vehicles:
  832. Config.IsDefendTargetRandomVehicles = { "windsor",
  833. "fbi2",
  834. "chino",
  835. "nightblade",
  836. "cavalcade",
  837. "riot",
  838.  
  839. }
  840.  
  841. --Random friendly target aircraft (may or may not work)
  842. Config.IsDefendTargetRandomAircraft = {
  843. "hydra",
  844. "lazer",
  845. "strikeforce"
  846. }
  847.  
  848. --Random friendly target boat (may or may not work)
  849. Config.IsDefendTargetRandomBoat = {
  850. "dinghy4",
  851. "seashark",
  852. "toro2",
  853. "marquis",
  854. "jetmax"
  855. }
  856.  
  857. --**END RANDOM MISSION GENERATOR SETTINGS**--
  858.  
  859.  
  860. --**MISSION SETUP**-
  861. --Regular missions, that do not have IsRandom=true, can be used to setup very specific missions, with specific NPCs, vehicles and NPC behaviors,
  862. --and locations. IsRandom=true will use the Random Mission Generator which can be configured per mission, so you can a variety of different
  863. --types of random missions in rotation as well. Mission1 through Mission11 are regular missions. Mission12 is a regular IsRandom mission,
  864. --Mission17 is a IsRandom,IsRandomSpawnAnywhere mission, Mission19 is a IsRandom,IsRandomSpawnAnywhere mission with larger spawns etc..
  865.  
  866. --IsDefend, IsDefendTarget missions should be used with Type="Assassinate" missions. Mission10, Mission16 are IsDefend=true.
  867. -- Mission13 to Mission15 and Mission20 are IsDefend, IsDefendTarget missions. IsDefend requires a Blip2 to define where the zone is to
  868. --defend from enemy NPCs. It uses the size of the Marker to define the zone on the map. IsDefendTarget=true needs IsDefend=true, and overrides the zone,
  869. -- and uses Blip2 to define where the friendly NPC target that needs to be rescued goes.
  870. --IsDefend=true will override NPC behavior to make them drive/walk to the Blip2 zone. **NPCs need to be in vehicles for this to work properly from across the map**
  871. --IsDefendTarget also has 2 more settings for missions, for NPC behavior, which overrides default NPC behaviors defined by attributes (see below) in most cases.
  872. --It also overrides IsDefend behaviors.
  873. --These are:
  874. --IsDefendTargetChase = true, which makes enemy NPC ped and vehicles chase after the friendly Target NPC. NOTE: Only good for when Players are nearby (<300 to 500m), else they do nothing.
  875. --IsDefendTargetGotoBlip = true, which makes NPCs move to 'Blip'. Target friendly NPC will also move to 'Blip' from 'Blip2'. Works long range for NPCs in vehicles.
  876.  
  877. --'Blip' defines the mission location blip
  878. --'Marker' defines the capture zone for Type="Ojective" missions
  879. --'Blip2' defines a secondary mission location blip, or if IsDefend where the defend zone is. Uses Marker to define the size of the zone (see Mission10/Mission16),
  880. --  if IsDefendTarget=true, is where the friendly target NPC spawns.
  881. --'BlipS','MarkerS', 'BlipSL','BLipSB' define safe house blips/zones for the mission. 'Blips' allows for any number of extra blip locations, See Mission7 of SHADOW STATE mission pack
  882.  
  883. --'Props', for regular missions, which prop model, location, etc... to spawn at. 'id' needs to be 1, 2, 3, with no gaps for multiple props.
  884. --Props have attributes:
  885. --  'isObjective=true' This makes the prop an objective for $ reward, and for ObjectiveRescue missions, will need to be captured for mission completion.
  886. -- 'Freeze=true' Makes the prop frozen at the coordinates it is set at.
  887.  
  888. --MissionPickups, for regular missions, where on the ground pickups spawn at mission start. Use Safe Houses or 'Direct pickups' instead where weapons are given to player at start
  889.  
  890. --Pickups, for regular missions, where on the ground pickups spawn at mission completion. Use Safe Houses or 'Direct pickups' instead where weapons are given to player at mission completion
  891.  
  892.  
  893. --'Peds', for regular missions, you define what model, weapon, location etc.. 'id' needs to be 1, 2, 3, with no gaps for multiple props.
  894. --Peds have behavioral flags:
  895. --  'target=true' makes them an enemy target to be killed. At least one ped needs this for Assassinate missions.
  896. --      'isBoss=true', will make the NPC a 'boss', which means extra health etc.. and gives them a full auto minigun if no weapon is specified
  897. --  'friendly=true' makes a friendly 'hostage' ped that can be rescued.
  898. --  'dead=true' makes NPC a corpse for prop effect
  899. --  'outside=true' Use for when 'IndoorsMission=-true' is set, to make the Ped spawn at mission start, not dynamically
  900. --      'invincible=true' good for friendly prop npcs that would ruin plot if killed
  901. --  'movespeed=5.0' speed to move at for below attributes. If left out, will use 20.0 by default a fast speed
  902. --  'wanderinarea=true' makes NPC wander within  25 meter radius of their spawn position. Works when players are not far away.
  903. --  'wander=true' makes NPC wander to wherever...  Works when players are not far away.
  904. --  'movetocoord={ x = 1453.72, y = -2282.69, z = 67.47}' Makes the NPC walk to the X,Y,Z location specified. Works when players are not far away.
  905. --  'conqueror=true' this is used for IsDefend=true missions to make the NPC neutral to everyone (but IsDefendTarget NPC) so they will go straight to 'Blip2'
  906. --  'notzed=true' When using the models: 's_m_m_movalien_01' and 'u_m_y_zombie_01' and 'ig_orleans' the resource will add special Ped attributes, to make a zombie
  907. --      act like a zombie. Use notzed=true to override this for the models.
  908.  
  909. --'Vehicles', for regular missions, you define what model, weapon, location etc.. 'id' needs to be 1, 2, 3, with no gaps for multiple vehicles. 'id2' defines the NPC driver.
  910. --  'id2' needs to be 1, 2, 3 with no gaps as well. 'Weapon' defines driver weapon, modelhash the Ped driver model.
  911. --  NOTE: LEAVE OUT THE id2 ATTRIBUTE TO SPAWN A PLAYER VEHICLE with no NPC. With safe houses on, this will become a safe house vehicle.
  912. --Vehicles have attributes as well:
  913. --  'outside=true' Use for when 'IndoorsMission=-true' is set, to make the Vehicle spawn at mission start, not dynamically
  914. --  'nomods=true', Do not call 'doVehicleMods' for the vehicle in client.lua, to buff the vehicle up (only certain vehicles doVehicleMods will work on anyways)
  915. --  'noFill=true', All vehicles added to a mission will have all seats auto-filled. This disables that, so only ExtraPeds (see below) can be used (Or use Config.VehicleTurretSeatIds)
  916. --  'target=true' makes vehicle driver an enemy target. Necessary to have at least one NPC, in Peds, or Vehicles to have this for Assassinate type missions.
  917. --      'invincible=true' good for friendly prop npcs that would ruin plot if killed
  918. --       'driverfiringpattern=' --hash to use for the driver firing pattern
  919. --       'turretfiringpattern=' --hash to use for the passnger/turret firing pattern
  920. --  'flee=true' makes the enemy vehicle driver less combative and more prone to flee, which can make better chase missions
  921. --  'driving=true' makes the driver drive to wherever. Works when players are a long way away as well.
  922. --  'movetocoord={ x = 1453.72, y = -2282.69, z = 67.47}' Makes the drive to the X,Y,Z location specified. Works when players are far away as well.
  923. --  'isAircraft=true' must use this on aircraft vehicles. This will help them spawn better in the air. z coordinate is then taken care of. Also set driving=true and movespeed=120.0 or aircaft.
  924. --  'ExtraPeds={{id=1,seatid=0},{id=2,seatid=1}}' Used to add NPCs with ids from the Peds table to be added to he seatids of the vehicle. Use VehicleTurretSeatIds function instead
  925. --  if you have the same amount of passengers for the vehicle in every mission.
  926. --  'conqueror=true' this is used for IsDefend=true missions to make the NPC neutral to everyone (but IsDefendTarget NPC) so they will go straight to 'Blip2'
  927. --  'notzed=true' When using the models: 's_m_m_movalien_01' and 'u_m_y_zombie_01' and 'ig_orleans' the resource will add special Ped attributes, to make a zombie
  928. --       act like a zombie. Use notzed=true to override this for the models.    
  929.  
  930. --  'IsDefendTargetEntity' Used in IsDefend=true->IsDefendTarget=true regular missions, to define the target friendly NPC. Can be Ped only type NPC, like in Peds, or a Ped driver in Vehicle,
  931. --  like in 'Vehicles' with an 'id2' attribute. See Mission14 below as an example.
  932. --'Events',This is basically a trigger than spawns something when a player is within a certain distance away.
  933. --      Used in *both* Regular and IsRandom Mission. 5 Event types: Paradrop, Squad, Vehicle and Aircraft and Boat
  934. --      For IsRandom missions, used with IsRandomEvent=true as well. This setting will generate a single Event of Type either Paradrop, Squad, Vehicle. within 200m to 1500m from the mission Blip
  935. --      Like for Props, Vehicle, and Peds with IsRandom missions, you need a "stub" Events entry for this. You can also define custom Events beyond the default first Event for IsRandom as well, using both
  936. --   IsRandomEvent=true event and regular events together if you wish.
  937. --  Common attributes:  
  938. --  'Position = {x=, y=, z= }' Where the event is placed, and where entities will spawn (unless it is a paradrop, it will spawn at the player position that triggered the event)
  939. --      'Size = {radius=1000.0},' radius defines how far away a player must be to trigger the Event  
  940. --  'SpawnAt = {x=, y=, z= }' Allows the entities that spawned to spawn somehere else than the Event's Position, this also includes Paradrops. If not added, it will default to Position of the Event.
  941. --      'Target=true', makes the spawned peds become enemy targets, same as 'target=true' for Peds and vehicles (should make this attribute lower case as well)
  942. --       'driverfiringpattern=' --hash to use for the driver firing pattern (Type = Vehicle or Aircraft)
  943. --       'turretfiringpattern=' --hash to use for the passnger/turret firing pattern  (Type = Vehicle or Aircraft)
  944. --  'nomods=true', Do not call 'doVehicleMods' for the vehicle in client.lua, to buff the vehicle up (only certain vehicles doVehicleMods will work on anyways)  (Type = Vehicle or Aircraft)
  945. --       'FacePlayer=true' Face direction of the triggering player? Else random heading. (Type = Squad, Vehicle or Aircraft)
  946. --       'Weapon', 'modelHash', same as for 'Vehicles' What ped model and weapon is the ped, or driver? If false or not set, will use random mission weapon, ped and vehicle array.
  947. --          Else for Paradrop, will use the paradrop ped, vehicle and weapon arrays. RandomMissionBossChance is also used to spawn % "Boss" peds
  948. --        'isBoss'. used to spawn a "Boss", which means buffed up peds
  949. --      'NumberPeds' Number of peds to spawn, if not set, 4 to 10 peds are spawn (Type = Squad and Paradrop)
  950. --  'SquadSpawnRadius', what radius to spawn the peds around the Event (Type = Squad)
  951. --      'CheckGroundZ=true', Recommended for any SquadSpawnRadius > 1m (Type = Squad)
  952. --      'SpawnHeight', what extra height above the event (typically water/ground) to spawn the aircraft (Type = Aircraft)
  953.  
  954.  
  955. --IsRandom=true missions are easier to set up, they are missions: Mission12, Mission17, Mission19, Mission18 and Mission20
  956.  
  957. --Example Per Mission Configurations:
  958.  
  959. Config.Missions = {
  960.  
  961.   Mission1 = {
  962.     --only around 98 characters will display for these messages
  963.     StartMessage = "Mercenaries for hire have taken over a construction site~n~for ransom. Secure it!",
  964.     FinishMessage = "Mission Completed!",
  965.     MissionTitle = "Blackwater",
  966.     MissionMessage = "Go to the construction site and secure it from the mercenaries",
  967.     MissionSpaceTime = 10000,
  968.     Type = "Objective",
  969.     --FinishedObjectiveReward = 10000,
  970.     --KillReward = 150,
  971.     --SpawnMissionPickups = {"WEAPON_CARBINERIFLE","WEAPON_COMBATPISTOL","WEAPON_KNIFE","GADGET_NIGHTVISION"},
  972.     --SpawnRewardPickups = {"WEAPON_RPG","WEAPON_COMBATPISTOL","WEAPON_KNIFE","GADGET_PARACHUTE"},    
  973.     --SpawnMissionComponents = {"COMPONENT_AT_PI_SUPP WEAPON_COMBATPISTOL"}, --space between attachment/component and weapon it goes on
  974.     --SpawnRewardComponents = {"COMPONENT_AT_PI_FLSH WEAPON_COMBATPISTOL"},   --space between attachment/component and weapon it goes on
  975.  
  976.  
  977.     Blip = {
  978.       Title = "Objective",
  979.       Position = { x = -146.84, y = -1080.72, z = 42.02 },
  980.       Icon     = 58,
  981.       Display  = 4,
  982.       Size     = 1.2,
  983.       Color    = 1,
  984.     },
  985.  
  986.     Marker = {
  987.       Type     = 1,
  988.       Position = { x = -146.84, y = -1080.72, z = 41.02 },
  989.       Size     = {x = 5.0, y = 5.0, z = 2.0},
  990.       Color    = {r = 100, g = 100, b = 204},
  991.       DrawDistance = 100.0,
  992.     },
  993.     BlipS = { --safehouse blip
  994.           Title = "Mission Safehouse",
  995.           Position = { x = -1694.94, y = -3152.18, z = 23.32}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  996.           Icon     = 417,
  997.           Display  = 4,
  998.           Size     = 1.2,
  999.           Color    = 2,
  1000.           Alpha  =80,
  1001.     }, 
  1002.         MarkerS = { --safehouse marker
  1003.           Type     = 1,
  1004.           Position = { x = -1694.94, y = -3152.18, z = 23.32},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  1005.           Size     = {x = 6.0, y = 6.0, z = 2.0},
  1006.           Color    = {r = 117, g = 218, b = 255},
  1007.           DrawDistance = 200.0,
  1008.     },
  1009.     BlipSL = { --safehouse Vehicle blip
  1010.           Title = "Mission Vehicle Safehouse",
  1011.           Position = { x = -1469.37, y = -2967.27, z = 13.3}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1012.           Icon     = 421,
  1013.           Display  = 4,
  1014.           Size     = 1.2,
  1015.           Color    = 3,
  1016.           Alpha  =80,
  1017.     },
  1018.     BlipSB = { --safehouse boat blip
  1019.           Title = "Mission Boat Safehouse",
  1020.           Position = {x = 413.98, y = -3411.47, z = 0.23}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1021.          Icon     = 404,
  1022.           Display  = 4,
  1023.           Size     = 1.2,
  1024.           Color    = 3,
  1025.           Alpha  =80,
  1026.     },
  1027.    
  1028.     Events = {
  1029.  
  1030.        {
  1031.           Type="Paradrop",
  1032.           Position = {  x = -146.84, y = -1080.72, z = 42.02 },
  1033.           Size     = {radius=100.0},
  1034.           SpawnHeight = 200.0,
  1035.           FacePlayer = true,
  1036.           NumberPeds=10,
  1037.         },
  1038.    
  1039.     }, 
  1040.    
  1041.     Peds = {
  1042.         -- ID: id of NPC | name: Name of Blip | BlipID: Icone of Blip | VoiceName: NPC Talk When near it | Ambiance: Ambiance of Shop | Weapon: Hash of Weapon | modelHash: Model | X: Position x | Y: Position Y | Z: Position Z | heading: Where Npc look
  1043.         {id = 1, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = -187.2, y = -1091.96, z = 27.16, heading = 27.16},
  1044.         {id = 2, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = -179.47, y = -1078.39, z = 30.14, heading = 82.01,wanderinarea=true},
  1045.         {id = 3, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = -173.8, y = -1062.78, z = 30.14, heading = 60.94,wanderinarea=true},
  1046.         {id = 4, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = -160.2, y = -1067.93, z = 30.14, heading = 3.31448912620544,},
  1047.         {id = 5, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = -165.83, y = -1083.26, z = 30.14, heading = 3.31448912620544},
  1048.         {id = 6, Weapon = 0xB1CA77B1, modelHash = "s_m_y_ammucity_01", x = -179.47, y = -1078.39, z = 36.13, heading = 82.01,},
  1049.         {id = 7, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = -173.8, y = -1062.78, z = 36.13, heading = 60.94,wanderinarea=true},
  1050.         {id = 8, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = -160.2, y = -1067.93, z = 36.13, heading = 3.31448912620544},
  1051.         {id = 9, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = -165.83, y = -1083.26, z = 36.13, heading = 3.31448912620544,wanderinarea=true},
  1052.         {id = 10, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = -179.47, y = -1078.39, z = 42.13, heading = 82.01,wanderinarea=true},
  1053.         {id = 11, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = -173.8, y = -1062.78, z = 42.13, heading = 60.94,},
  1054.         {id = 12, Weapon = 0x63AB0442, modelHash = "s_m_y_ammucity_01", x = -160.2, y = -1067.93, z = 42.13, heading = 3.31448912620544},
  1055.         {id = 13, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = -165.83, y = -1083.26, z = 42.13, heading = 3.31448912620544},
  1056.        
  1057.     },
  1058.  
  1059.     Vehicles = {
  1060.       -- ID: id of NPC | name: Name of Blip | BlipID: Icone of Blip | VoiceName: NPC Talk When near it | Ambiance: Ambiance of Shop | Weapon: Hash of Weapon | modelHash: Model | X: Position x | Y: Position Y | Z: Position Z | heading: Where Npc look
  1061.       {id = 1, id2 = 1, Vehicle = "rhino", modelHash = "s_m_y_ammucity_01", x = -203.92, y = -1096.21, z = 21.16, heading = 143.9},
  1062.       {id = 2, id2 = 2, Vehicle = "trailersmall2", modelHash = "s_m_y_ammucity_01", x = -187.1, y = -1100.09, z = 42.14, heading = 68.51},
  1063.      {id = 3, id2 = 3, Vehicle = "trailersmall2", modelHash = "s_m_y_ammucity_01", x = -140.47, y = -1091.98, z = 42.14, heading = 250.11},
  1064.       {id = 4, id2 = 4, Vehicle = "hydra", modelHash = "s_m_y_ammucity_01",x = -161.65, y = -1077.89, z = 42.14+20, heading = 70.54,driving=true,pilot=true,isAircraft=true},
  1065.       {id = 5, id2 = 5, Vehicle = "trailersmall2", modelHash = "s_m_y_ammucity_01", x = -175.84, y = -1060.36, z = 42.14, heading = 20.14},
  1066.    
  1067.       --{id = 6,  Vehicle = "insurgent",x = 2929.89, y = 4715.79, z = 50.24, heading = -27.45},
  1068.      -- {id = 7,  Vehicle = "blazer4",  x = 2907.93, y = 4703.54, z = 49.38, heading = 287.97},
  1069.    
  1070.    }
  1071.   },
  1072.   Mission2 = {
  1073.    
  1074.     StartMessage = "The Church of Chantixology are holding~n~TV nature specialist Des Proud captive~n~Go rescue him!",
  1075.     FinishMessage = "Des Proud is free!",
  1076.     MissionTitle = "OT VIII",
  1077.     MissionMessage = "Rescue TV celebrity Des Proud. He is being held captive at a Church of Chantixology mansion",
  1078.     Type = "HostageRescue",
  1079.     --TargetKillReward = 1500,
  1080.     --KillReward = 150,
  1081.  
  1082.     Blip = {
  1083.       Title = "Objective",
  1084.       Position = { x = -138.08, y = 869.04, z = 232.69},
  1085.       Icon     = 58,
  1086.       Display  = 4,
  1087.       Size     = 1.2,
  1088.       Color    = 1,
  1089.     },
  1090.  
  1091.     Marker = {
  1092.       Type     = 1,
  1093.       Position = { x = -138.08, y = 869.04, z = 231.69}, -- x = -138.08, y = 869.04, z = 231.69 --{ x = -2953.18, y = 9.74, z = 7.5 }, x = -2948.57, y = 2.08, z = 7.45
  1094.       Size     = {x = 5.0, y = 5.0, z = 2.0},
  1095.       Color    = {r = 100, g = 100, b = 204},
  1096.       DrawDistance = 100.0,
  1097.     },
  1098.     BlipS = { --safehouse blip
  1099.           Title = "Mission Safehouse",
  1100.           Position = { x = 1731.94, y = 3308.24, z = 41.22}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1101.           Icon     = 417,
  1102.           Display  = 4,
  1103.           Size     = 1.2,
  1104.           Color    = 2,
  1105.           Alpha  =80,
  1106.     }, 
  1107.     MarkerS = { --safehouse marker
  1108.           Type     = 1,
  1109.           Position = { x = 1731.94, y = 3308.24, z = 40.22},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  1110.           Size     = {x = 6.0, y = 6.0, z = 2.0},
  1111.           Color    = {r = 117, g = 218, b = 255},
  1112.           DrawDistance = 200.0,
  1113.     },
  1114.     BlipSL = { --safehouse Vehicle blip
  1115.           Title = "Mission Vehicle Safehouse",
  1116.           Position = { x = 1480.63, y = 3167.93, z = 40.99}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1117.           Icon     = 421,
  1118.           Display  = 4,
  1119.           Size     = 1.2,
  1120.           Color    = 3,
  1121.           Alpha  =80,
  1122.     },
  1123.     BlipSB = { --safehouse boat blip
  1124.           Title = "Mission Boat Safehouse",
  1125.           Position = {x = 1481.84, y = 3873.37, z = 30.04}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1126.          Icon     = 404,
  1127.           Display  = 4,
  1128.           Size     = 1.2,
  1129.           Color    = 3,
  1130.           Alpha  =80,
  1131.     },
  1132.    
  1133.     Events = {
  1134.  
  1135.        {
  1136.           Type="Squad",
  1137.           Position = {  x = -137.68, y = 883.01, z = 233.76, heading = 297.23},
  1138.           Size     = {radius=300.0},
  1139.           SpawnHeight = 200.0,
  1140.           FacePlayer = true,
  1141.           NumberPeds=25,
  1142.           SquadSpawnRadius=50.0,
  1143.           modelHash="mp_m_boatstaff_01",
  1144.           CheckGroundZ=true,         
  1145.         },
  1146.    
  1147.     },     
  1148.    
  1149.     --***Must Set 'realId' too, which must is always the same as 'id' for props to not float***
  1150.     Props = {
  1151.    
  1152.     },
  1153.  
  1154.     Pickups = {
  1155.         --{ id=1, Name = "PICKUP_WEAPON_ASSAULTRIFLE", Amount = 1.0, Position = { x = -2953.06, y = 10.81, z = 7.96, heading = 232.22 }},
  1156.     },
  1157.     MissionPickups = {
  1158.     --{ id=1, Name = "PICKUP_WEAPON_COMBATMG", Amount = 1.0, Position = { x = -2944.06, y = 10.81, z = 7.96, heading = 232.22 }},
  1159.        
  1160.        
  1161.     }, 
  1162.        
  1163.    
  1164.  
  1165.     Peds = {
  1166.        
  1167.         {id = 1, modelHash = "ig_orleans", x = -131.59, y = 867.9, z = 232.69, heading = 118.57,friendly=true,invincible=true},
  1168.         {id = 2,   modelHash = "ig_hunter",x = -134.69, y = 870.42, z = 232.69, heading = 120.14,friendly=true,invincible=true},
  1169.        
  1170.         {id = 3,  Weapon= 0xE284C527,  modelHash = "mp_m_boatstaff_01",x = -139.44, y = 869.89, z = 232.7, heading = 234.04,wanderinarea=true},
  1171.        
  1172.         {id = 4,Weapon= 0x83BF0278,   modelHash = "mp_m_boatstaff_01",x = -131.01, y = 858.56, z = 232.7, heading = 83.48},
  1173.        
  1174.         {id = 5, Weapon= 0x05FC3C11,  modelHash = "mp_m_boatstaff_01",x = -152.33, y = 885.71, z = 233.46, heading = 204.08 },
  1175.        
  1176.         {id = 6, Weapon= 0x05FC3C11, modelHash = "mp_m_boatstaff_01",x = -169.3, y = 895.02, z = 233.47, heading = 75.65,wanderinarea=true},
  1177.        
  1178.         {id = 7, Weapon= 0x63AB0442,  modelHash = "mp_m_boatstaff_01",x = -133.26, y = 899.14, z = 235.66, heading = 272.01},
  1179.        
  1180.         {id = 8, Weapon= 0xBFEFFF6D,  modelHash = "mp_m_boatstaff_01",x = -128.11, y = 903.51, z = 235.76, heading = 247.05,wanderinarea=true},
  1181.        
  1182.    
  1183.     },
  1184.  
  1185.     Vehicles = {
  1186.    
  1187.       --**IMPORTANT: make sure the id of the ped starts from 1, each Peds id in above, increments by 1 and matches that entries index if it were in an array***
  1188.       --vehicles are not consistent, so use ExtraPeds at your own discretion.
  1189.       --Below takes a ped with id=1 from Peds above and will put it in seatid = -2  
  1190.         {id = 1, id2 = 1, Vehicle = "trailersmall2", nomods=true, modelHash = "mp_m_boatstaff_01",  x = -180.47, y = 854.62, z = 232.7, heading = 136.03},   
  1191.       --{id = 1, id2 = 1, Vehicle = "khanjali", modelHash = "s_m_y_ammucity_01",  x = -2970.94, y = 5.36, z = 6.6, heading = 244.62,driving=true,pilot=true},
  1192.       --{id = 1, id2 = 1, Vehicle = "hydra", modelHash = "s_m_y_ammucity_01",  x = -2970.94, y = 5.36, z = 6.6, heading = 244.62,driving=true,pilot=true},
  1193.       --{id = 2, id2 = 2, Vehicle = "toro2", modelHash = "s_m_y_ammucity_01",  x = -3014.83, y = -43.5, z = 0.13, heading = 151.19, driving=true,flee=true},
  1194.     }
  1195.   } ,
  1196.   Mission3 = {
  1197.    
  1198.     StartMessage = "Mercenaries are assembling~n~to take over Fort Zancudo!~n~Eliminate them",
  1199.     FinishMessage = "Mission Accomplished!",
  1200.     Type = "Assassinate",
  1201.     MissionTitle = "Battle for Fort Zancudo",
  1202.     MissionMessage = "Stop the mercenaries from taking over Fort Zancudo",     
  1203.     --TargetKillReward = 1500,
  1204.     --KillReward = 150,
  1205.  
  1206.     Blip = {
  1207.       Title = "Mission Start",
  1208.       Position = { x = -2074.59, y = 1475.03, z = 275.15 },
  1209.       Icon     = 58,
  1210.       Display  = 4,
  1211.       Size     = 1.2,
  1212.       Color    = 1,
  1213.     },
  1214.  
  1215.     Marker = {
  1216.       Type     = 1,
  1217.       Position = { x = -2074.59, y = 1475.03, z = 274.15  },
  1218.       Size     = {x = 5.0, y = 5.0, z = 2.0},
  1219.       Color    = {r = 100, g = 100, b = 204},
  1220.       DrawDistance = 100.0,
  1221.     },
  1222.     BlipS = { --safehouse blip
  1223.           Title = "Mission Safehouse",
  1224.           Position = {x = -2108.16, y = 3275.45, z = 38.73}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1225.           Icon     = 417,
  1226.           Display  = 4,
  1227.           Size     = 1.2,
  1228.           Color    = 2,
  1229.           Alpha  =80,
  1230.     }, 
  1231.     MarkerS = { --safehouse marker
  1232.           Type     = 1,
  1233.           Position = { x = -2108.16, y = 3275.45, z = 37.73},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  1234.           Size     = {x = 6.0, y = 6.0, z = 2.0},
  1235.           Color    = {r = 117, g = 218, b = 255},
  1236.           DrawDistance = 200.0,
  1237.     },
  1238.     BlipSL = { --safehouse Vehicle blip
  1239.           Title = "Mission Vehicle Safehouse",
  1240.           Position = { x = -2451.21, y = 3134.29, z = 32.82, heading = 156.25}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1241.           Icon     = 421,
  1242.           Display  = 4,
  1243.           Size     = 1.2,
  1244.           Color    = 3,
  1245.           Alpha  =80,
  1246.     },
  1247.     BlipSB = { --safehouse boat blip
  1248.           Title = "Mission Boat Safehouse",
  1249.           Position = {x = -3238.09, y = 3380.0, z = 0.18}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1250.          Icon     = 404,
  1251.           Display  = 4,
  1252.           Size     = 1.2,
  1253.           Color    = 3,
  1254.           Alpha  =80,
  1255.     },
  1256.    
  1257.     Events = {
  1258.  
  1259.        {
  1260.           Type="Squad",
  1261.           Position = { x = -2074.59, y = 1475.03, z = 275.15},
  1262.           Size     = {radius=1000.0},
  1263.           --SpawnHeight = 200.0,
  1264.          -- FacePlayer = true,
  1265.           NumberPeds=25,
  1266.           SquadSpawnRadius=50.0,
  1267.           modelHash="s_m_y_ammucity_01",
  1268.           CheckGroundZ=true,         
  1269.         },
  1270.    
  1271.  
  1272.        {
  1273.           Type="Aircraft",
  1274.           Position = {  x = -2096.12, y = 1483.89, z = 279.16, heading = 97.67},
  1275.           Size     = {radius=1000.0},
  1276.           SpawnHeight = 50.0,
  1277.          -- FacePlayer = true,
  1278.          -- NumberPeds=25,
  1279.           --SquadSpawnRadius=50.0,
  1280.           modelHash="s_m_y_ammucity_01",
  1281.           Vehicle="hydra"
  1282.           --CheckGroundZ=true,       
  1283.         },
  1284.        
  1285.        {
  1286.           Type="Aircraft",
  1287.           Position = {  x = -1971.82, y = 1460.12, z = 268.38, heading = 252.11},
  1288.           Size     = {radius=1000.0},
  1289.           SpawnHeight = 50.0,
  1290.          -- FacePlayer = true,
  1291.          -- NumberPeds=25,
  1292.           --SquadSpawnRadius=50.0,
  1293.           modelHash="s_m_y_ammucity_01",
  1294.           Vehicle="valkyrie"
  1295.           --CheckGroundZ=true,       
  1296.         },     
  1297.    
  1298.     },         
  1299.  
  1300.     Peds = {
  1301.        
  1302.         {id = 1, Weapon = 0x687652CE, modelHash = "s_m_y_ammucity_01", x = -1980.96, y = 1469.05, z = 268.92, heading = 265.89, target=true,wanderinarea=true},
  1303.         {id = 2, Weapon = 0x687652CE, modelHash = "s_m_y_ammucity_01", x = -2022.59, y = 1478.8, z = 272.15, heading = 104.57, target=true,wanderinarea=true},
  1304.         {id = 3, Weapon = 0x687652CE, modelHash = "s_m_y_ammucity_01", x = -2014.97, y = 1451.01, z = 271.92, heading = 206.34, target=true,wanderinarea=true},
  1305.        
  1306.    
  1307.     },
  1308.  
  1309.     Vehicles = {
  1310.       -- ID: id of NPC | name: Name of Blip | BlipID: Icone of Blip | VoiceName: NPC Talk When near it | Ambiance: Ambiance of Shop | Weapon: Hash of Weapon | modelHash: Model | X: Position x | Y: Position Y | Z: Position Z | heading: Where Npc look
  1311.      
  1312.       --id2 is the primary ped for the vehicles, which gets set to seatid=-1, which is typically the default for a vehicle for the driver.
  1313.       --ExtraPeds will take Peds from the Peds array above and put them in a seatid in this vehicle to partner with the primary ped, as a passenger.
  1314.       --**IMPORTANT: make sure the id of the ped starts from 1, each Peds id in above, increments by 1 and matches that entries index if it were in an array***
  1315.       --vehicles are not consistent, so use ExtraPeds at your own discretion.
  1316.       --Below takes a ped with id=1 from Peds above and will put it in seatid = -2
  1317.       {id = 1, id2 = 1, Vehicle = "trailersmall2", modelHash = "s_m_y_ammucity_01", x = -2060.33, y = 1522.0, z = 281.4, heading = 347.35, target=true},
  1318.       {id = 2, id2 = 2, Vehicle = "trailersmall2", modelHash = "s_m_y_ammucity_01",  x = -2049.6, y = 1430.96, z = 275.81, heading = 212.78, target=true},
  1319.       {id = 3, id2 = 3, Vehicle = "trailersmall2", modelHash = "s_m_y_ammucity_01",  x = -2127.29, y = 1470.08, z = 284.56, heading = 240.86, target=true},
  1320.      
  1321.       {id = 4, id2 = 4, Vehicle = "khanjali", modelHash = "s_m_y_ammucity_01",  x = -2103.88, y = 1494.37, z = 282.54, heading = 240.44, target=true,driving=true},
  1322.       {id = 5, id2 = 5, Vehicle = "rhino", modelHash = "s_m_y_ammucity_01",  x = -2034.77, y = 1497.24, z = 276.13, heading = 147.64, target=true,driving=true},
  1323.      
  1324.      -- {id = 6, id2 = 6, Vehicle = "valkyrie", modelHash = "s_m_y_ammucity_01",  x = -1971.82, y = 1460.12, z = 268.38 + 50, heading = 252.11,driving=true,pilot=true, target=true,isAircraft=true},
  1325.       --{id = 7, id2 = 7, Vehicle = "hydra", modelHash = "s_m_y_ammucity_01",  x = -2096.12, y = 1483.89, z = 279.16 + 50, heading = 97.67,driving=true,pilot=true, target=true,isAircraft=true},
  1326.       {id = 6, Vehicle = "barrage", modelHash = "s_m_y_ammucity_01",  x = -2053.69, y = 1557.33, z = 274.87, heading = 70.73},    --leave out the id2, and the vehicle the player can use. It will disappear when the mission is over.
  1327.      
  1328.      
  1329.     }
  1330.   },
  1331.  
  1332.    Mission4 = {
  1333.    
  1334.     StartMessage = "Mercenaries for hire have captured another~n~construction site for ransom. Eliminate them!",
  1335.     FinishMessage = "Mission Completed!",
  1336.     MissionTitle = "Takedown",
  1337.     MissionMessage = "Eliminate the mercenaries who have held the construction site for ransom",   
  1338.     Type = "Assassinate",  
  1339.  
  1340.     Blip = {
  1341.       Title = "Objective",
  1342.       Position = { x = 0.30, y = -399.48, z = 39.43 },
  1343.       Icon     = 58,
  1344.       Display  = 4,
  1345.       Size     = 1.2,
  1346.       Color    = 1,
  1347.     },
  1348.  
  1349.     Marker = {
  1350.       Type     = 1,
  1351.       Position = { x = 0.30, y = -399.48, z = 38.43 },
  1352.       Size     = {x = 5.0, y = 5.0, z = 2.0},
  1353.       Color    = {r = 100, g = 100, b = 204},
  1354.       DrawDistance = 100.0,
  1355.     },
  1356.         BlipS = { --safehouse blip
  1357.           Title = "Mission Safehouse",
  1358.           Position = { x = -1694.94, y = -3152.18, z = 23.32}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1359.           Icon     = 417,
  1360.           Display  = 4,
  1361.           Size     = 1.2,
  1362.           Color    = 2,
  1363.           Alpha  =80,
  1364.         }, 
  1365.          MarkerS = { --safehouse marker
  1366.           Type     = 1,
  1367.           Position = { x = -1694.94, y = -3152.18, z = 23.32},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  1368.           Size     = {x = 6.0, y = 6.0, z = 2.0},
  1369.           Color    = {r = 117, g = 218, b = 255},
  1370.           DrawDistance = 200.0,
  1371.         },
  1372.         BlipSL = { --safehouse Vehicle blip
  1373.           Title = "Mission Vehicle Safehouse",
  1374.           Position = { x = -1469.37, y = -2967.27, z = 13.3}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1375.           Icon     = 421,
  1376.           Display  = 4,
  1377.           Size     = 1.2,
  1378.           Color    = 3,
  1379.           Alpha  =80,
  1380.         },
  1381.         BlipSB = { --safehouse boat blip
  1382.           Title = "Mission Boat Safehouse",
  1383.           Position = {x = 413.98, y = -3411.47, z = 0.23}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1384.          Icon     = 404,
  1385.           Display  = 4,
  1386.           Size     = 1.2,
  1387.           Color    = 3,
  1388.           Alpha  =80,
  1389.         },
  1390.  
  1391.     Peds = {
  1392.         -- ID: id of NPC | name: Name of Blip | BlipID: Icone of Blip | VoiceName: NPC Talk When near it | Ambiance: Ambiance of Shop | Weapon: Hash of Weapon | modelHash: Model | X: Position x | Y: Position Y | Z: Position Z | heading: Where Npc look
  1393.         {id = 1, Weapon = 0x63AB0442, modelHash = "s_m_y_ammucity_01", x = 4.82, y = -393.00, z = 39.40, heading = 338.78, armor=100, target=true},
  1394.        {id = 2, Weapon =  0xB1CA77B1, modelHash = "s_m_y_ammucity_01", x = 3.56, y = -387.80, z = 39.43, heading = 289.46, heading = 82.01, armor=100,target=true},
  1395.         {id = 3, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = 7.51, y = -386.08, z = 39.33, heading = 308.95, armor=100, target=true},
  1396.         {id = 4, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = 8.51, y = -386.08, z = 39.33, heading = 308.95, armor=100, target=true},
  1397.         {id = 5, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = 9.51, y = -386.08, z = 39.33, heading = 308.95, armor=100, target=true},
  1398.         {id = 6, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = 10.51, y = -386.08, z = 39.33, heading = 308.95, armor=100, target=true},
  1399.         {id = 7, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = 11.51, y = -386.08, z = 39.33, heading = 308.95, armor=100, target=true},
  1400.         {id = 7, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = 11.51, y = -386.08, z = 39.33, heading = 308.95, armor=100, target=true},
  1401.         {id = 8, Weapon = 0x63AB0442, modelHash = "s_m_y_ammucity_01", x = 12.51, y = -386.08, z = 39.33, heading = 308.95, armor=100, target=true},
  1402.  
  1403.     },
  1404.  
  1405.     Vehicles = {
  1406.       -- ID: id of NPC | name: Name of Blip | BlipID: Icone of Blip | VoiceName: NPC Talk When near it | Ambiance: Ambiance of Shop | Weapon: Hash of Weapon | modelHash: Model | X: Position x | Y: Position Y | Z: Position Z | heading: Where Npc look
  1407.      
  1408.       --id2 is the primary ped for the vehicles, which gets set to seatid=-1, which is typically the default for a vehicle for the driver.
  1409.       --ExtraPeds will take Peds from the Peds array above and put them in a seatid in this vehicle to partner with the primary ped, as a passenger.
  1410.       --**IMPORTANT: make sure the id of the ped starts from 1, each Peds id in above, increments by 1 and matches that entries index if it were in an array***
  1411.       --vehicles are not consistent, so use ExtraPeds at your own discretion.
  1412.       --Below takes a ped with id=1 from Peds above and will put it in seatid = -2
  1413.       {id = 1, id2 = 1, Vehicle = "insurgent3",Weapon=0x13532244, modelHash = "s_m_y_ammucity_01", x = 0.30, y = -399.48, z = 39.43, heading = 10.41, armor=100, movespeed=20.0, target=true, flee=true, driving=true, conqueror=true},
  1414.     }
  1415.   },
  1416.  
  1417.   Mission5 = {
  1418.    
  1419.     StartMessage = "A maniac on coke has stolen a supercar~n~and an exotic dancer and is running over people~n~Stop him!",
  1420.     FinishMessage = "Mission Completed!",
  1421.     MissionTitle = "Wonderland",
  1422.     MissionMessage = "Take out the maniac hit and run driver and rescue the stripper if possible",     
  1423.     Type = "Assassinate",  
  1424.  
  1425.     Blip = {
  1426.       Title = "Mission Start",
  1427.       Position = {x = 275.7607, y = 1686.501, z = 237.8363},
  1428.       Icon     = 58,
  1429.       Display  = 4,
  1430.       Size     = 1.2,
  1431.       Color    = 1,
  1432.     },
  1433.  
  1434.     Marker = {
  1435.       Type     = 1,
  1436.       Position = { x = 275.7607, y = 1686.501, z = 236.8363 },
  1437.       Size     = {x = 5.0, y = 5.0, z = 2.0},
  1438.       Color    = {r = 100, g = 100, b = 204},
  1439.       DrawDistance = 100.0,
  1440.     },
  1441.         BlipS = { --safehouse blip
  1442.           Title = "Mission Safehouse",
  1443.           Position = { x = 1731.94, y = 3308.24, z = 41.22}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1444.           Icon     = 417,
  1445.           Display  = 4,
  1446.           Size     = 1.2,
  1447.           Color    = 2,
  1448.           Alpha  =80,
  1449.         }, 
  1450.          MarkerS = { --safehouse marker
  1451.           Type     = 1,
  1452.           Position = { x = 1731.94, y = 3308.24, z = 40.22},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  1453.           Size     = {x = 6.0, y = 6.0, z = 2.0},
  1454.           Color    = {r = 117, g = 218, b = 255},
  1455.           DrawDistance = 200.0,
  1456.         },
  1457.         BlipSL = { --safehouse Vehicle blip
  1458.           Title = "Mission Vehicle Safehouse",
  1459.           Position = { x = 1480.63, y = 3167.93, z = 40.99}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1460.           Icon     = 421,
  1461.           Display  = 4,
  1462.           Size     = 1.2,
  1463.           Color    = 3,
  1464.           Alpha  =80,
  1465.         },
  1466.         BlipSB = { --safehouse boat blip
  1467.           Title = "Mission Boat Safehouse",
  1468.           Position = {x = 1481.84, y = 3873.37, z = 30.04}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1469.          Icon     = 404,
  1470.           Display  = 4,
  1471.           Size     = 1.2,
  1472.           Color    = 3,
  1473.           Alpha  =80,
  1474.         },
  1475.  
  1476.     Peds = {
  1477.         -- ID: id of NPC | name: Name of Blip | BlipID: Icone of Blip | VoiceName: NPC Talk When near it | Ambiance: Ambiance of Shop | Weapon: Hash of Weapon | modelHash: Model | X: Position x | Y: Position Y | Z: Position Z | heading: Where Npc look
  1478.         {id = 1, modelHash = "S_F_Y_StripperLite", x = 275.7607, y = 1686.501, z = 237.8363, heading = 338.78, armor=100, friendly=true},
  1479.  
  1480.     },
  1481.  
  1482.     Vehicles = {
  1483.       -- ID: id of NPC | name: Name of Blip | BlipID: Icone of Blip | VoiceName: NPC Talk When near it | Ambiance: Ambiance of Shop | Weapon: Hash of Weapon | modelHash: Model | X: Position x | Y: Position Y | Z: Position Z | heading: Where Npc look
  1484.      
  1485.       --id2 is the primary ped for the vehicles, which gets set to seatid=-1, which is typically the default for a vehicle for the driver.
  1486.       --ExtraPeds will take Peds from the Peds array above and put them in a seatid in this vehicle to partner with the primary ped, as a passenger.
  1487.       --**IMPORTANT: make sure the id of the ped starts from 1, each Peds id in above, increments by 1 and matches that entries index if it were in an array***
  1488.       --vehicles are not consistent, so use ExtraPeds at your own discretion.
  1489.       --Below takes a ped with id=1 from Peds above and will put it in seatid = -2
  1490.       {id = 1, id2 = 1, Weapon =0x2BE6766B, Vehicle = "kuruma2", noFill=true, modelHash = "IG_TylerDix",ExtraPeds={{id=1,seatid=0}}, x = 275.7607, y = 1686.501, z = 237.8363, heading = 162.26272, armor=100, target=true, driving=true, movespeed=120.0, flee=true,conqueror=true},
  1491.     }
  1492.   },
  1493.  
  1494.   Mission6 = {
  1495.    
  1496.     StartMessage = "Rescue the Governor!~n~Find his secret dossier before the radicals do!",
  1497.     FinishMessage = "Mission Completed!",
  1498.     MissionTitle = "Escape From Los Santos",
  1499.     MissionMessage = "The Governor's plane was brought down by radicals. Retrieve his secret dossier for ransom",  
  1500.     Type = "ObjectiveRescue",  
  1501.     --TargetKillReward = 1500,
  1502.     --KillReward = 150,
  1503.     HostageKillPenalty=5000,
  1504.     HostageRescueReward = 5000,
  1505.     ObjectiveRescueShortRangeBlip = true,
  1506.     Blip = {
  1507.       Title = "Objective",
  1508.       Position = {x = -184.57, y = -893.92, z = 29.34},
  1509.       Icon     = 58,
  1510.       Display  = 4,
  1511.       Size     = 1.2,
  1512.       Color    = 1,
  1513.     },
  1514.  
  1515.     Marker = {
  1516.       Type     = 1,
  1517.       Position = {x = -184.57, y = -893.92, z = 27.34},
  1518.       Size     = {x = 7.0, y = 7.0, z = 4.5},
  1519.       Color    = {r = 100, g = 100, b = 204},
  1520.       DrawDistance = 100.0,
  1521.     },
  1522.         BlipS = { --safehouse blip
  1523.           Title = "Mission Safehouse",
  1524.           Position = { x = -1694.94, y = -3152.18, z = 23.32}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1525.           Icon     = 417,
  1526.           Display  = 4,
  1527.           Size     = 1.2,
  1528.           Color    = 2,
  1529.           Alpha  =80,
  1530.         }, 
  1531.          MarkerS = { --safehouse marker
  1532.           Type     = 1,
  1533.           Position = { x = -1694.94, y = -3152.18, z = 23.32},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  1534.           Size     = {x = 6.0, y = 6.0, z = 2.0},
  1535.           Color    = {r = 117, g = 218, b = 255},
  1536.           DrawDistance = 200.0,
  1537.         },
  1538.         BlipSL = { --safehouse Vehicle blip
  1539.           Title = "Mission Vehicle Safehouse",
  1540.           Position = { x = -1469.37, y = -2967.27, z = 13.3}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1541.           Icon     = 421,
  1542.           Display  = 4,
  1543.           Size     = 1.2,
  1544.           Color    = 3,
  1545.           Alpha  =80,
  1546.         },
  1547.         BlipSB = { --safehouse boat blip
  1548.           Title = "Mission Boat Safehouse",
  1549.           Position = {x = 413.98, y = -3411.47, z = 0.23}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1550.          Icon     = 404,
  1551.           Display  = 4,
  1552.           Size     = 1.2,
  1553.           Color    = 3,
  1554.           Alpha  =80,
  1555.         },
  1556.        
  1557.     --***Must Set 'realId' too, which must is always the same as 'id' for props to not float***
  1558.     Props = {
  1559.         { id=1,  Name = "apa_mp_apa_crashed_usaf_01a", Position = { x = -184.57, y = -893.92, z = 29.34, heading = 67.37 },dontsetheading=true},
  1560.         { id=2,  Name = "prop_jet_bloodsplat_01", Position = { x = -184.96, y = -901.75, z = 29.34, heading = 361.48 },dontsetheading=true},
  1561.         { id=3,  Name = "bkr_prop_biker_case_shut",isObjective=true, Position = { x = -187.42, y = -892.78, z = 29.34, heading = 257.95 },dontsetheading=true},
  1562.         { id=3,  Name = "xm_prop_x17_corpse_01", Position = {x = -182.48, y = -891.75, z = 29.34, heading = -1.28 },dontsetheading=true},
  1563.         { id=4,  Name = "xm_prop_x17_bag_01c",isObjective=true, Position = {x = -126.28, y = -872.33, z = 44.22, heading = 229.71}},
  1564.         { id=5,  Name = "prop_amb_phone",isObjective=true, Position = {x = -232.15, y = -913.48, z = 32.31, heading = 337.21}},
  1565.     },
  1566.  
  1567.     Pickups = {
  1568.     },
  1569.     MissionPickups = {
  1570.        
  1571.     },
  1572. Events = {
  1573.  
  1574.        {
  1575.           Type="Squad",
  1576.           Position = {x = -184.57, y = -893.92, z = 29.34},
  1577.           Size     = {radius=500.0},
  1578.           --SpawnHeight = 200.0,
  1579.          -- FacePlayer = true,
  1580.           NumberPeds=20,
  1581.           SquadSpawnRadius=100.0,
  1582.          -- modelHash="s_m_y_ammucity_01",
  1583.           CheckGroundZ=true,         
  1584.         },
  1585.    
  1586.  
  1587.        {
  1588.           Type="Vehicle",
  1589.           Position = { x = -193.63, y = -874.79, z = 29.26},
  1590.           Size     = {radius=500.0},
  1591.           --SpawnHeight = 50.0,
  1592.          FacePlayer = true,
  1593.          -- NumberPeds=25,
  1594.           --SquadSpawnRadius=50.0,
  1595.           --modelHash="s_m_y_ammucity_01",
  1596.          -- Vehicle="hydra"
  1597.           --CheckGroundZ=true,       
  1598.         },
  1599.        
  1600.    
  1601.     },             
  1602.        
  1603.  
  1604.     Peds = {
  1605.         -- ID: id of NPC | name: Name of Blip | BlipID: Icone of Blip | VoiceName: NPC Talk When near it | Ambiance: Ambiance of Shop | Weapon: Hash of Weapon | modelHash: Model | X: Position x | Y: Position Y | Z: Position Z | heading: Where Npc look
  1606.         {id = 1,  modelHash = "IG_Paper",  x = -186.03, y = -891.08, z = 29.34, heading = 49.44, friendly=true},
  1607.         {id = 2,  realId=2, Weapon = 0x05FC3C11, modelHash = "G_M_M_ChiCold_01", x = -228.69, y = -914.71, z = 32.31, heading = 295.14},
  1608.         {id = 3,  realId=3, Weapon = 0xBFEFFF6D, modelHash = "s_m_y_xmech_02", x = -228.69, y = -914.71, z = 32.31, heading = 295.14},
  1609.        {id = 4, Weapon = 0x05FC3C11, modelHash = "G_M_M_ChiCold_01",  x = -134.69, y = -873.15, z = 44.21, heading = 103.3},
  1610.       {id = 5, Weapon = 0xB1CA77B1, modelHash = "s_m_y_xmech_02",x = -137.42, y = -867.44, z = 44.21, heading = 97.35},
  1611.        {id = 6, Weapon = 0x83BF0278, modelHash = "U_M_Y_Tattoo_01", x = -149.76, y = -855.38, z = 45.03, heading = 4.42},
  1612.        {id = 7, Weapon = 0xEFE7E2DF, modelHash = "G_M_M_ChiCold_01", x = -141.88, y = -835.48, z = 44.14, heading = 59.95},
  1613.        {id = 8, Weapon = 0xBFEFFF6D, modelHash = "IG_Terry",x = -146.09, y = -857.15, z = 44.24, heading = 149.91},
  1614.         {id = 9, Weapon = 0xAF113F99, modelHash = "G_M_M_ChiCold_01", x = -126.59, y = -889.57, z = 44.2, heading = 180.91},
  1615.         {id = 10, Weapon = 0x63AB0442, modelHash = "U_M_Y_MilitaryBum", x = -106.92, y = -896.75, z = 45.58, heading = 212.85},
  1616.         {id = 11, Weapon = 0x83BF0278, modelHash = "U_M_Y_Tattoo_01",  x = -91.24, y = -905.26, z = 44.34, heading = 179.98},
  1617.        {id = 12, Weapon = 0x83BF0278, modelHash = "s_m_y_xmech_02",  x = -222.45, y = -925.26, z = 30.15, heading = 247.56},
  1618.        {id = 13, Weapon =  0x83BF0278, modelHash = "G_M_M_ChiCold_01", x = -165.96, y = -931.28, z = 32.99, heading = 134.78},
  1619.        
  1620.        {id = 14, Weapon =  0x0C472FE2, modelHash = "CSB_Chin_goon", x = -91.79, y = -893.78, z = 44.22, heading = 331.01 },
  1621.         {id = 15, Weapon = 0x83BF0278, modelHash = "G_M_M_ChiCold_01", x = -129.99, y = -852.73, z = 44.22, heading = 307.19},
  1622.        
  1623.        {id = 16, Weapon = 0x05FC3C11, modelHash = "U_M_Y_Tattoo_01", x = -192.68, y = -830.22, z = 30.83, heading = 309.78},       
  1624.         {id = 17, Weapon = 0xAF113F99, modelHash = "CSB_Cletus", x = -202.63, y = -860.75, z = 30.27, heading = 231.88},       
  1625.         {id = 18, Weapon = 0x05FC3C11, modelHash = "U_M_Y_MilitaryBum", x = -231.49, y = -851.53, z = 30.68, heading = 154.04},    
  1626.          {id = 19, Weapon = 0x42BF8A85, modelHash = "CSB_Chin_goon", x = -162.67, y = -924.13, z = 29.29, heading = 41.64},    
  1627.          {id = 20, Weapon = 0x687652CE, modelHash = "s_m_y_xmech_02", x = -135.33, y = -928.82, z = 29.24, heading = 280.32},      
  1628.          {id = 21, Weapon = 0xB1CA77B1, modelHash = "U_M_Y_Tattoo_01", x = -101.75, y = -898.91, z = 29.26, heading = 169.85 },    
  1629.          {id = 22, Weapon = 0x05FC3C11, modelHash = "U_M_Y_MilitaryBum",  x = -122.46, y = -888.78, z = 29.33, heading = 111.7},
  1630.  
  1631.          {id = 23, Weapon = 0x05FC3C11, modelHash = "IG_Wade", x = -176.88, y = -892.69, z = 29.34, heading = 253.02}, 
  1632.          {id = 24, Weapon = 0x5EF9FEC4, modelHash = "A_M_Y_SouCent_03",   x = -188.44, y = -888.66, z = 29.35, heading = 80.19},   
  1633.          {id = 25, Weapon = 0x05FC3C11, modelHash = "G_M_M_ChiCold_01",   x = -188.3, y = -905.77, z = 29.36, heading = 162.03},
  1634.  
  1635.          {id = 25, Weapon = 0x7FD62962, modelHash = "CSB_Cletus",  x = -143.8, y = -862.58, z = 29.99, heading = 129.62},
  1636.         {id = 26, Weapon =  0x2BE6766B, modelHash = "A_M_Y_SouCent_03",  x = -133.85, y = -878.61, z = 29.58, heading = 125.04},   
  1637.        
  1638.         {id = 27, Weapon =  0x2BE6766B, modelHash = "s_m_y_ammucity_01",  x = -190.4, y = -891.32, z = 29.34, heading = 312.46, dead=true },   
  1639.         {id = 28, Weapon =  0x2BE6766B, modelHash = "s_m_y_ammucity_01", x = -187.69, y = -885.32, z = 29.4, heading = 1.64,dead=true},
  1640.         {id = 29, Weapon =  0x2BE6766B, modelHash = "s_m_y_ammucity_01",  x = -178.75, y = -901.38, z = 29.36, heading = 186.85,dead=true},
  1641.        
  1642.        
  1643.        
  1644.     },
  1645.  
  1646.  
  1647.     Vehicles = {
  1648.       -- ID: id of NPC | name: Name of Blip | BlipID: Icone of Blip | VoiceName: NPC Talk When near it | Ambiance: Ambiance of Shop | Weapon: Hash of Weapon | modelHash: Model | X: Position x | Y: Position Y | Z: Position Z | heading: Where Npc look
  1649.       --**IMPORTANT: make sure the id of the ped starts from 1, each Peds id in above, increments by 1 and matches that entries index if it were in an array***
  1650.       --vehicles are not consistent, so use ExtraPeds at your own discretion.
  1651.       --Below takes a ped with id=1 from Peds above and will put it in seatid = -2  
  1652.       --{id = 1, id2 = 1, Vehicle = "cavalcade", modelHash = "s_m_y_ammucity_01",  x = -2970.94, y = 5.36, z = 6.6, heading = 244.62},
  1653.      -- {id = 2, id2 = 2, Vehicle = "toro2", modelHash = "s_m_y_ammucity_01",  x = -3014.83, y = -43.5, z = 0.13, heading = 151.19, driving=true},
  1654.     }
  1655.   } ,
  1656.  
  1657.    Mission7 = {
  1658.    
  1659.     StartMessage = "A UFO crashed where that UFO cult worships~n~Check it out before the FIB does!",
  1660.     FinishMessage = "Mission Completed!",
  1661.     MissionTitle = "Bad Taste",
  1662.     MissionMessage = "Investigate the UFO crash site and take what you can before the FIB gets there", 
  1663.     Type = "Objective",
  1664.     --TargetKillReward = 1500,
  1665.     --KillReward = 150,
  1666.     SpawnRewardPickups = {"weapon_railgun"},    
  1667.  
  1668.     Blip = {
  1669.       Title = "Objective",
  1670.       Position = {x = 1657.106, y = 428.6742, z = 245.6912},
  1671.       Icon     = 58,
  1672.       Display  = 4,
  1673.       Size     = 1.2,
  1674.       Color    = 1,
  1675.     },
  1676.  
  1677.     Marker = {
  1678.       Type     = 1,
  1679.       Position = {x = 1657.106, y = 428.6742, z = 244.6912},
  1680.       Size     = {x = 7.0, y = 7.0, z = 10.5},
  1681.       Color    = {r = 100, g = 100, b = 204},
  1682.       DrawDistance = 100.0,
  1683.     },
  1684.         BlipS = { --safehouse blip
  1685.           Title = "Mission Safehouse",
  1686.           Position = { x = 1731.94, y = 3308.24, z = 41.22}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1687.           Icon     = 417,
  1688.           Display  = 4,
  1689.           Size     = 1.2,
  1690.           Color    = 2,
  1691.           Alpha  =80,
  1692.         }, 
  1693.          MarkerS = { --safehouse marker
  1694.           Type     = 1,
  1695.           Position = { x = 1731.94, y = 3308.24, z = 40.22},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  1696.           Size     = {x = 6.0, y = 6.0, z = 2.0},
  1697.           Color    = {r = 117, g = 218, b = 255},
  1698.           DrawDistance = 200.0,
  1699.         },
  1700.         BlipSL = { --safehouse Vehicle blip
  1701.           Title = "Mission Vehicle Safehouse",
  1702.           Position = { x = 1480.63, y = 3167.93, z = 40.99}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1703.           Icon     = 421,
  1704.           Display  = 4,
  1705.           Size     = 1.2,
  1706.           Color    = 3,
  1707.           Alpha  =80,
  1708.         },
  1709.         BlipSB = { --safehouse boat blip
  1710.           Title = "Mission Boat Safehouse",
  1711.           Position = {x = 1481.84, y = 3873.37, z = 30.04}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1712.          Icon     = 404,
  1713.           Display  = 4,
  1714.           Size     = 1.2,
  1715.           Color    = 3,
  1716.           Alpha  =80,
  1717.         },
  1718.     --***Must Set 'realId' too, which must is always the same as 'id' for props to not float***
  1719.     Props = {
  1720.         { id=1, realId=1, Name = "gr_prop_damship_01a", Position = {x = 1657.106, y = 428.6742, z = 245.6912, heading = 224.7846},dontsetheading=true},
  1721.        
  1722.         --gibs
  1723.         { id=2, Name = "v_ilev_body_parts", Position = { x = 1630.22, y = 428.15, z = 251.69, heading = 353.62}},
  1724.         { id=3, Name = "xm_prop_x17_corpse_03", Position = {x = 1635.0, y = 438.27, z = 250.07, heading = 79.43}},
  1725.         { id=4,  Name = "v_ilev_body_parts", Position = {x = 1664.32, y = 428.17, z = 244.51, heading = 248.94}},
  1726.         { id=5,  Name = "xm_prop_x17_corpse_03", Position = {x = 1673.0, y = 402.67, z = 245.63, heading = 238.18 }},
  1727.         { id=6, Name = "v_ilev_body_parts", Position = {x = 1661.93, y = 437.68, z = 245.38, heading = 261.63 }},
  1728.         { id=7, Name = "v_ilev_body_parts", Position = { x = 1652.93, y = 443.85, z = 247.71, heading = 73.47}},
  1729.         { id=8, Name = "xm_prop_x17_corpse_03", Position = {x = 1656.9, y = 418.33, z = 246.06, heading = 170.5}},
  1730.         { id=9,  Name = "prop_alien_egg_01", Position = { x = 1655.69, y = 427.67, z = 245.93, heading = 378.88}},
  1731.         { id=10,  Name = "prop_alien_egg_01", Position = {x = 1657.02, y = 431.15, z = 245.82, heading = 225.31 }},
  1732.         { id=11, Name = "prop_alien_egg_01", Position = { x = 1659.31, y = 428.12, z = 245.31, heading = 54.46 }},     
  1733.     },
  1734.    
  1735.     Pickups = {
  1736.     },
  1737.     MissionPickups = {
  1738.        
  1739.     }, 
  1740.        
  1741.     Peds = {
  1742.    
  1743.  
  1744.  
  1745.    
  1746.    
  1747.    
  1748.         -- ID: id of NPC | name: Name of Blip | BlipID: Icone of Blip | VoiceName: NPC Talk When near it | Ambiance: Ambiance of Shop | Weapon: Hash of Weapon | modelHash: Model | X: Position x | Y: Position Y | Z: Position Z | heading: Where Npc look
  1749.         {id = 1,  Weapon = 0x6D544C99,  modelHash = "s_m_m_movalien_01",   x = 1659.31, y = 428.12, z = 245.31, heading = 54.46 },
  1750.         {id = 2,  Weapon = 0x6D544C99,  modelHash = "s_m_m_movalien_01",   x = 1645.85, y = 423.42, z = 248.08, heading = 114.23},
  1751.         {id = 3,  Weapon = 0x6D544C99,  modelHash = "s_m_m_movalien_01",   x = 1655.56, y = 436.08, z = 246.49, heading = 377.0},
  1752.         {id = 4,  Weapon = 0x6D544C99,  modelHash = "s_m_m_movalien_01",   x = 1666.97, y = 426.35, z = 244.23, heading = 258.76},
  1753.         {id = 5,  Weapon = 0x6D544C99,  modelHash = "s_m_m_movalien_01",   x = 1707.88, y = 374.8, z = 235.5, heading = 163.28},
  1754.         {id = 6,  Weapon = 0x6D544C99,  modelHash = "s_m_m_movalien_01",   x = 1636.67, y = 390.01, z = 254.54, heading = 231.38},
  1755.         {id = 7,  Weapon = 0x6D544C99,  modelHash = "s_m_m_movalien_01",   x= 1632.32, y = 458.72, z = 250.38, heading = 36.5},
  1756.         {id = 8,  Weapon = 0x6D544C99,  modelHash = "s_m_m_movalien_01",   x = 1664.22, y = 462.28, z = 247.59, heading = 317.14},
  1757.        
  1758.         {id = 9,  modelHash = "A_F_M_FatCult_01",  x = 1649.88, y = 436.38, z = 247.5, heading = 265.43, dead=true},
  1759.         {id = 10,  modelHash = "A_M_M_ACult_01",  x = 1649.88, y = 436.38, z = 247.5, heading = 265.43, dead=true},
  1760.         {id = 11,  modelHash = "A_M_Y_ACult_02",  x = 1649.88, y = 436.38, z = 247.5, heading = 265.43, dead=true},
  1761.         {id = 12,  modelHash = "A_M_Y_ACult_02",  x = 1649.88, y = 436.38, z = 247.5, heading = 265.43, dead=true},
  1762.         {id = 13,  modelHash = "A_M_M_ACult_01",  x = 1649.88, y = 436.38, z = 247.5, heading = 265.43, dead=true},
  1763.        
  1764.        
  1765.    
  1766.        
  1767.     },
  1768.    
  1769.     Vehicles = {
  1770.       -- ID: id of NPC | name: Name of Blip | BlipID: Icone of Blip | VoiceName: NPC Talk When near it | Ambiance: Ambiance of Shop | Weapon: Hash of Weapon | modelHash: Model | X: Position x | Y: Position Y | Z: Position Z | heading: Where Npc look
  1771.       --**IMPORTANT: make sure the id of the ped starts from 1, each Peds id in above, increments by 1 and matches that entries index if it were in an array***
  1772.       --vehicles are not consistent, so use ExtraPeds at your own discretion.
  1773.       --Below takes a ped with id=1 from Peds above and will put it in seatid = -2  
  1774.     }
  1775.   } ,
  1776.  
  1777.    Mission8 = {
  1778.    
  1779.     StartMessage = "A corporate jet trafficking drugs was shot down~n~by a rival faction~n~Secure the narcotics!",
  1780.     FinishMessage = "Mission Completed!",
  1781.     MissionTitle = "Contra III: The Drug Wars",
  1782.     MissionMessage = "Secure the narcotics from the smuggler's jet that was shot down",
  1783.     Type = "Objective",
  1784.     --TargetKillReward = 1500,
  1785.     --KillReward = 150,
  1786.  
  1787.     Blip = {
  1788.       Title = "Objective",
  1789.       Position = {x = 302.86, y = 4373.86, z = 51.61},
  1790.       Icon     = 58,
  1791.       Display  = 4,
  1792.       Size     = 1.2,
  1793.       Color    = 1,
  1794.     },
  1795.  
  1796.     Marker = {
  1797.       Type     = 1,
  1798.       Position = {x = 302.86, y = 4373.86, z = 50.61},
  1799.       Size     = {x = 7.0, y = 7.0, z = 4.0},
  1800.       Color    = {r = 100, g = 100, b = 204},
  1801.       DrawDistance = 100.0,
  1802.     },
  1803.         BlipS = { --safehouse blip
  1804.           Title = "Mission Safehouse",
  1805.           Position = { x = 1731.94, y = 3308.24, z = 41.22}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1806.           Icon     = 417,
  1807.           Display  = 4,
  1808.           Size     = 1.2,
  1809.           Color    = 2,
  1810.           Alpha  =80,
  1811.         }, 
  1812.          MarkerS = { --safehouse marker
  1813.           Type     = 1,
  1814.           Position = { x = 1731.94, y = 3308.24, z = 40.22},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  1815.           Size     = {x = 6.0, y = 6.0, z = 2.0},
  1816.           Color    = {r = 117, g = 218, b = 255},
  1817.           DrawDistance = 200.0,
  1818.         },
  1819.         BlipSL = { --safehouse Vehicle blip
  1820.           Title = "Mission Vehicle Safehouse",
  1821.           Position = { x = 1480.63, y = 3167.93, z = 40.99}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1822.           Icon     = 421,
  1823.           Display  = 4,
  1824.           Size     = 1.2,
  1825.           Color    = 3,
  1826.           Alpha  =80,
  1827.         },
  1828.         BlipSB = { --safehouse boat blip
  1829.           Title = "Mission Boat Safehouse",
  1830.           Position = {x = 1481.84, y = 3873.37, z = 30.04}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1831.          Icon     = 404,
  1832.           Display  = 4,
  1833.           Size     = 1.2,
  1834.           Color    = 3,
  1835.           Alpha  =80,
  1836.         }, 
  1837.     --***Must Set 'realId' too, which must is always the same as 'id' for props to not float***
  1838.     Props = {
  1839.    
  1840.     { id=1,  Name = "prop_shamal_crash", Position = {x = 302.86, y = 4373.86, z = 51.61, heading = 68.35},dontsetheading=true},
  1841.     { id=2,  Name = "prop_drug_package", Position = { x = 299.68, y = 4376.15, z = 51.39, heading = 84.56 }},  
  1842.     { id=3,  Name = "prop_drug_package", Position = { x = 300.2, y = 4374.17, z = 51.38, heading = 33.03 }},
  1843.     { id=4,  Name = "prop_drug_package", Position = { x = 305.34, y = 4374.89, z = 52.0, heading = 209.16 }},  
  1844.  
  1845.     },
  1846.     Events = {
  1847.  
  1848.        {
  1849.           Type="Paradrop",
  1850.           Position = { x = 302.86, y = 4373.86, z = 51.61 },
  1851.           Size     = {radius=100.0},
  1852.           SpawnHeight = 200.0,
  1853.           --FacePlayer = true,
  1854.           NumberPeds=15,
  1855.         },
  1856.    
  1857.     },     
  1858.    
  1859.  
  1860.     Pickups = {
  1861.     },
  1862.     MissionPickups = {
  1863.        
  1864.     }, 
  1865.        
  1866.     Peds = {
  1867.    
  1868.         -- ID: id of NPC | name: Name of Blip | BlipID: Icone of Blip | VoiceName: NPC Talk When near it | Ambiance: Ambiance of Shop | Weapon: Hash of Weapon | modelHash: Model | X: Position x | Y: Position Y | Z: Position Z | heading: Where Npc look
  1869.         {id = 1,  Weapon = 0x687652CE,  modelHash = "G_M_M_ChiCold_01",   x = 308.16, y = 4385.77, z = 55.02, heading = 156.5,wanderinarea=true },
  1870.         {id = 2,  Weapon = 0x83BF0278,  modelHash = "A_M_M_EastSA_02",   x = 308.16, y = 4385.77, z = 55.02, heading = 156.5 },
  1871.        
  1872.         {id = 3,  Weapon = 0x83BF0278,  modelHash = "s_m_y_xmech_02",   x = 285.49, y = 4351.96, z = 49.05, heading = 326.71 },
  1873.        
  1874.         {id = 4,  Weapon = 0x05FC3C11,  modelHash = "A_M_M_EastSA_02",   x = 307.16, y = 4385.77, z = 55.02, heading = 156.5,wanderinarea=true },
  1875.        
  1876.         {id = 5,  Weapon = 0x63AB0442,  modelHash = "CSB_Chin_goon",   x = 305.16, y = 4385.77, z = 55.02, heading = 56.5 },
  1877.        
  1878.         {id = 6,  Weapon = 0xB1CA77B1,  modelHash = "A_M_Y_SouCent_03",   x = 308.16, y = 4382.77, z = 55.02, heading = 156.5 },
  1879.    
  1880.     },
  1881.    
  1882.     Vehicles = {
  1883.    
  1884.      
  1885.       --**IMPORTANT: make sure the id of the ped starts from 1, each Peds id in above, increments by 1 and matches that entries index if it were in an array***
  1886.       --vehicles are not consistent, so use ExtraPeds at your own discretion.
  1887.       --Below takes a ped with id=1 from Peds above and will put it in seatid = -2  
  1888.       {id = 1, id2 = 1, Weapon = 0x687652CE, Vehicle = "barrage", modelHash = "G_M_M_ChiCold_01", ExtraPeds={{id=2,seatid=0}}, x = 295.32, y = 4350.68, z = 49.71, heading = 366.66},
  1889.    
  1890.     }
  1891.   } ,
  1892.  
  1893.   Mission9 = {
  1894.    
  1895.     StartMessage = "A mercenary helicoptor was shot down hauling ammo~n~Get the ammunition before the mercs do!",
  1896.     FinishMessage = "Mission Completed!",
  1897.     MissionTitle = "Anyone in Cherno?",
  1898.     MissionMessage = "Get the supplies from the crashed helicopter before the mercs secure it",
  1899.     Type = "Objective",
  1900.     --TargetKillReward = 1500,
  1901.     --KillReward = 150,
  1902.  
  1903.     Blip = {
  1904.       Title = "Objective",
  1905.       Position = { x = -1161.0, y = 4569.94, z = 142.64},
  1906.       Icon     = 58,
  1907.       Display  = 4,
  1908.       Size     = 1.2,
  1909.       Color    = 1,
  1910.     },
  1911.  
  1912.     Marker = {
  1913.       Type     = 1,
  1914.       Position = { x = -1161.0, y = 4569.94, z = 141.64},
  1915.       Size     = {x = 6.0, y = 6.0, z = 4.0},
  1916.       Color    = {r = 100, g = 100, b = 204},
  1917.       DrawDistance = 100.0,
  1918.     },
  1919.         BlipS = { --safehouse blip
  1920.           Title = "Mission Safehouse",
  1921.           Position = {x = -2108.16, y = 3275.45, z = 38.73}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1922.           Icon     = 417,
  1923.           Display  = 4,
  1924.           Size     = 1.2,
  1925.           Color    = 2,
  1926.           Alpha  =80,
  1927.         }, 
  1928.          MarkerS = { --safehouse marker
  1929.           Type     = 1,
  1930.           Position = { x = -2108.16, y = 3275.45, z = 37.73},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  1931.           Size     = {x = 6.0, y = 6.0, z = 2.0},
  1932.           Color    = {r = 117, g = 218, b = 255},
  1933.           DrawDistance = 200.0,
  1934.         },
  1935.         BlipSL = { --safehouse Vehicle blip
  1936.           Title = "Mission Vehicle Safehouse",
  1937.           Position = { x = -2451.21, y = 3134.29, z = 32.82, heading = 156.25}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1938.           Icon     = 421,
  1939.           Display  = 4,
  1940.           Size     = 1.2,
  1941.           Color    = 3,
  1942.           Alpha  =80,
  1943.         },
  1944.         BlipSB = { --safehouse boat blip
  1945.           Title = "Mission Boat Safehouse",
  1946.           Position = {x = -3238.09, y = 3380.0, z = 0.18}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1947.          Icon     = 404,
  1948.           Display  = 4,
  1949.           Size     = 1.2,
  1950.           Color    = 3,
  1951.           Alpha  =80,
  1952.         },
  1953.     --***Must Set 'realId' too, which must is always the same as 'id' for props to not float***
  1954.     Props = {
  1955.    
  1956.         { id=1,  Name = "sm_prop_smug_heli", Position = { x = -1161.0, y = 4569.94, z = 142.64, heading = 145.22 }},
  1957.         { id=2,  Name = "hei_prop_heist_ammo_box", Position = { x = -1159.15, y = 4568.47, z = 142.55, heading = 150.05 }},
  1958.         { id=3,  Name = "hei_prop_heist_ammo_box", Position = { x = -1162.83, y = 4571.43, z = 142.91, heading = 337.43 }},
  1959.         { id=4,  Name = "hei_prop_heist_ammo_box", Position = { x = -1163.04, y = 4568.09, z = 142.67, heading = 254.89 }},
  1960.    
  1961.    
  1962.     },
  1963.    
  1964.    
  1965.     Events = {
  1966.  
  1967.        {
  1968.           Type="Paradrop",
  1969.           Position = { x = -1161.0, y = 4569.94, z = 142.64 },
  1970.           Size     = {radius=200.0},
  1971.           SpawnHeight = 200.0,
  1972.           --FacePlayer = true,
  1973.           NumberPeds=15,
  1974.         },
  1975.    
  1976.     },         
  1977.  
  1978.  
  1979.  
  1980.    
  1981.     Pickups = {
  1982.     },
  1983.     MissionPickups = {
  1984.        
  1985.     }, 
  1986.        
  1987.    
  1988.  
  1989.     Peds = {
  1990.    
  1991.         {id = 1,  Weapon = 0x05FC3C11,  modelHash = "S_M_M_ChemSec_01",   x = -1170.34, y = 4597.04, z = 177.27, heading = 280.45 },
  1992.         {id = 2,  Weapon = 0x05FC3C11,  modelHash = "S_M_M_ChemSec_01",   x = -1209.82, y = 4585.97, z = 196.22, heading = 37.46},
  1993.         {id = 3,  Weapon = 0x05FC3C11,  modelHash = "S_M_M_ChemSec_01",   x = -1181.61, y = 4611.21, z = 172.68, heading = 57.46 },
  1994.         {id = 4,  Weapon = 0x687652CE,  modelHash = "S_M_M_ChemSec_01",  x = -1127.46, y = 4617.7, z = 153.66, heading = 161.84},
  1995.         {id = 5,  Weapon = 0x63AB0442,  modelHash = "S_M_M_ChemSec_01",  x = -1122.56, y = 4585.95, z = 137.82, heading = 234.6},
  1996.         {id = 6,  Weapon = 0xBFEFFF6D,  modelHash = "S_M_M_ChemSec_01",   x = -1159.03, y = 4555.89, z = 140.66, heading = 283.2},
  1997.         {id = 7,  Weapon = 0xAF113F99,  modelHash = "S_M_M_ChemSec_01",  x = -1173.78, y = 4564.25, z = 140.33, heading = 273.92 },
  1998.         {id = 8,  Weapon = 0x83BF0278,  modelHash = "S_M_M_ChemSec_01",    x = -1165.78, y = 4570.29, z = 142.66, heading = 254.67},
  1999.         {id = 9,  Weapon = 0xBFEFFF6D,  modelHash = "S_M_M_ChemSec_01",    x = -1157.42, y = 4573.4, z = 142.85, heading = 204.36},
  2000.  
  2001.        
  2002.     },
  2003.    
  2004.    
  2005.  
  2006.     Vehicles = {
  2007.       -- ID: id of NPC | name: Name of Blip | BlipID: Icone of Blip | VoiceName: NPC Talk When near it | Ambiance: Ambiance of Shop | Weapon: Hash of Weapon | modelHash: Model | X: Position x | Y: Position Y | Z: Position Z | heading: Where Npc look
  2008.       --**IMPORTANT: make sure the id of the ped starts from 1, each Peds id in above, increments by 1 and matches that entries index if it were in an array***
  2009.       --vehicles are not consistent, so use ExtraPeds at your own discretion.
  2010.       --Below takes a ped with id=1 from Peds above and will put it in seatid = -2  
  2011.       {id = 1, id2 = 1, Vehicle = "valkyrie", modelHash = "S_M_M_ChemSec_01",  x = -1166.42, y = 4641.5, z = 145.11, heading = 210.07,driving=true,pilot=true,isAircraft=true},
  2012.      -- {id = 2, id2 = 2, Vehicle = "toro2", modelHash = "s_m_y_ammucity_01",  x = -3014.83, y = -43.5, z = 0.13, heading = 151.19, driving=true},
  2013.     }
  2014.   } ,
  2015.  
  2016.   Mission10 = {
  2017.    
  2018.     StartMessage = "Stop the bandits from taking over the oil fields!",
  2019.     FinishMessage = "Mission Completed!",
  2020.     MissionTitle = "Fury Road",
  2021.     MissionMessage = "Stop the bandits from taking over the oil fields",   
  2022.     --Type = "Assassinate",
  2023.     Type = "Assassinate",  
  2024.     --TargetKillReward = 150,
  2025.     --KillReward = 150,
  2026.     IsDefend = true,
  2027.  
  2028.     Blip2 = {
  2029.       Title = "Mission End",
  2030.       Position = {x = 1453.72, y = -2282.69, z = 67.47}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2031.       Icon     = 58,
  2032.       Display  = 4,
  2033.       Size     = 1.2,
  2034.       Color    = 1,
  2035.       Alpha  =80, --Used for AddBlipForRadius with IsDefend Missions
  2036.     },
  2037.     Blip = {
  2038.       Title = "Bandit Location",
  2039.       Position = { x = 1564.8, y = 3221.98, z = 40.4}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2040.       Icon     = 58,
  2041.       Display  = 4,
  2042.       Size     = 1.2,
  2043.       Color    = 1,
  2044.       Alpha  =80, --Used for AddBlipForRadius with IsDefend Missions
  2045.     },
  2046.         BlipS = { --safehouse blip
  2047.           Title = "Mission Safehouse",
  2048.           Position = { x = -1694.94, y = -3152.18, z = 22.32}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2049.           Icon     = 417,
  2050.           Display  = 4,
  2051.           Size     = 1.2,
  2052.           Color    = 2,
  2053.           Alpha  =80,
  2054.         }, 
  2055.          MarkerS = { --safehouse marker
  2056.           Type     = 1,
  2057.           Position = { x = -1694.94, y = -3152.18, z = 23.32},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  2058.           Size     = {x = 6.0, y = 6.0, z = 2.0},
  2059.           Color    = {r = 117, g = 218, b = 255},
  2060.           DrawDistance = 200.0,
  2061.         },
  2062.         BlipSL = { --safehouse Vehicle blip
  2063.           Title = "Mission Vehicle Safehouse",
  2064.           Position = { x = -1469.37, y = -2967.27, z = 13.3}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2065.           Icon     = 421,
  2066.           Display  = 4,
  2067.           Size     = 1.2,
  2068.           Color    = 3,
  2069.           Alpha  =80,
  2070.         },
  2071.         BlipSB = { --safehouse boat blip
  2072.           Title = "Mission Boat Safehouse",
  2073.           Position = {x = 413.98, y = -3411.47, z = 0.23}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2074.          Icon     = 404,
  2075.           Display  = 4,
  2076.           Size     = 1.2,
  2077.           Color    = 3,
  2078.           Alpha  =80,
  2079.         },
  2080.  
  2081.     Marker = {
  2082.       Type     = 1,
  2083.       Position = {x = 1453.72, y = -2282.69, z = 67.47},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  2084.       Size     = {x = 150.0, y = 150.0, z = 2.0},
  2085.       Color    = {r = 100, g = 100, b = 204},
  2086.       DrawDistance = 200.0,
  2087.     },
  2088.     --***Must Set 'realId' too, which must is always the same as 'id' for props to not float***
  2089.     Props = {
  2090.    
  2091.    
  2092.     },
  2093.    
  2094.  
  2095.    
  2096.     Pickups = {
  2097.     },
  2098.     MissionPickups = {
  2099.        
  2100.     }, 
  2101.        
  2102.    
  2103.  
  2104.     Peds = {
  2105.    
  2106.         {id = 1,  Weapon = 0x13532244,  modelHash = "u_m_y_zombie_01",  x = 1046.11, y = 3061.58, z = 41.93, heading = 372.55,notzed=true,target=true,},
  2107.         {id = 2,  Weapon = 0x13532244,  modelHash = "u_m_y_zombie_01",   x = 1047.11, y = 3061.58, z = 41.93, heading = 372.55,notzed=true,target=true},
  2108.         {id = 3,  Weapon = 0x13532244, modelHash = "u_m_y_zombie_01",  x = 1048.11, y = 3061.58, z = 41.93, heading = 372.55 ,notzed=true,target=true},
  2109.         {id = 4,  Weapon = 0x13532244, modelHash = "u_m_y_zombie_01",  x = 1049.11, y = 3061.58, z = 41.93, heading = 372.55,notzed=true,target=true},
  2110.         {id = 5,  Weapon = 0x13532244, modelHash = "u_m_y_zombie_01",  x = 1050.11, y = 3061.58, z = 41.93, heading = 372.55,notzed=true,target=true},
  2111.         {id = 6,  Weapon = 0x13532244,  modelHash = "u_m_y_zombie_01",  x = 1051.11, y = 3061.58, z = 41.93, heading = 372.55 ,notzed=true,target=true},
  2112.         {id = 7, Weapon = 0x13532244, modelHash = "u_m_y_zombie_01",   x = 1052.11, y = 3061.58, z = 41.93, heading = 372.55 ,notzed=true,target=true},
  2113.         --{id = 8, Weapon = 0x13532244, modelHash = "u_m_y_zombie_01",   x = 1053.11, y = 3061.58, z = 41.93, heading = 372.55 ,notzed=true,target=true,conqueror=true},
  2114.         --{id = 9, Weapon = 0x2BE6766B, modelHash = "u_m_y_zombie_01",   x = 1054.11, y = 3061.58, z = 41.93, heading = 372.55 ,notzed=true,target=true,conqueror=true},
  2115.         --{id = 10, Weapon = 0x2BE6766B, modelHash = "u_m_y_zombie_01",   x = 1055.11, y = 3061.58, z = 41.93, heading = 372.55 ,notzed=true,target=true,conqueror=true},
  2116.            
  2117.  
  2118.        
  2119.        
  2120.     },
  2121.    
  2122.    
  2123.  
  2124.     Vehicles = {
  2125.       -- ID: id of NPC | name: Name of Blip | BlipID: Icone of Blip | VoiceName: NPC Talk When near it | Ambiance: Ambiance of Shop | Weapon: Hash of Weapon | modelHash: Model | X: Position x | Y: Position Y | Z: Position Z | heading: Where Npc look
  2126.       --**IMPORTANT: make sure the id of the ped starts from 1, each Peds id in above, increments by 1 and matches that entries index if it were in an array***
  2127.       --vehicles are not consistent, so use ExtraPeds at your own discretion.
  2128.       --Below takes a ped with id=1 from Peds above and will put it in seatid = -2  
  2129.     {id = 1, id2 = 1, Weapon= 0x13532244, Vehicle = "phantom2", modelHash = "u_m_y_zombie_01",ExtraPeds={{id=1,seatid=0}}, x = 1693.43, y = 3252.58, z = 40.91, heading = 283.22,notzed=true,target=true,conqueror=true}, --movetocoord={ x = 1453.72, y = -2282.69, z = 67.47},
  2130.     {id = 2, id2 = 2, Weapon= 0x13532244, Vehicle = "limo2", modelHash = "u_m_y_zombie_01",  x = 1716.09, y = 3263.64, z = 41.14, heading = 287.06,notzed=true,target=true,conqueror=true},
  2131.     {id = 3, id2 = 3, Weapon= 0x13532244, Vehicle = "barrage", modelHash = "u_m_y_zombie_01",x = 1675.94, y = 3235.49, z = 40.71, heading = 280.06, notzed=true,target=true,conqueror=true},
  2132.     {id = 4, id2 = 4, Weapon= 0x13532244, Vehicle = "gargoyle", modelHash = "u_m_y_zombie_01",  x = 1633.08, y = 3235.96, z = 40.41, heading = 280.53, notzed=true,target=true,conqueror=true},
  2133.     {id = 5, id2 = 5, Weapon= 0x13532244, Vehicle = "dukes2", modelHash = "u_m_y_zombie_01", ExtraPeds={{id=2,seatid=0}}, x = 1601.39, y = 3219.89, z = 40.41, heading = 281.29, notzed=true,target=true,conqueror=true},
  2134.     {id = 6, id2 = 6, Weapon= 0x13532244, Vehicle = "tampa3", modelHash = "u_m_y_zombie_01", x = 1564.8, y = 3221.98, z = 40.44, heading = 279.78, notzed=true,target=true,conqueror=true},
  2135.     {id = 7, id2 = 7, Weapon= 0x13532244, Vehicle = "ratbike", modelHash = "u_m_y_zombie_01",  x = 1530.94, y = 3195.49, z = 40.43, heading = 283.06, notzed=true,target=true,conqueror=true},
  2136.     {id = 8, id2 = 8, Weapon= 0x13532244, Vehicle = "sanctus", modelHash = "u_m_y_zombie_01",  x = 1507.08, y = 3207.04, z = 40.45, heading = -80.67, notzed=true,target=true,conqueror=true},
  2137. {id = 9, id2 = 9, Weapon= 0x13532244, Vehicle = "dune4", modelHash = "u_m_y_zombie_01", ExtraPeds={{id=3,seatid=0}}, x = 1718.96, y = 3258.17, z = 41.13, heading = 284.77 , notzed=true,target=true,conqueror=true},
  2138.         {id = 10, id2 = 10, Weapon= 0x13532244, Vehicle = "dune3", modelHash = "u_m_y_zombie_01",ExtraPeds={{id=4,seatid=0}}, x = 1480.56, y = 3181.15, z = 40.44, heading = 279.9, notzed=true,target=true,conqueror=true},
  2139.         {id = 11, id2 = 11, Weapon= 0x13532244, Vehicle = "dune2", modelHash = "u_m_y_zombie_01", ExtraPeds={{id=5,seatid=0}},x = 1443.97, y = 3190.27, z = 40.45, heading = 281.69, notzed=true,target=true,conqueror=true},
  2140.         {id = 12, id2 = 12, Weapon= 0x13532244, Vehicle = "dune", modelHash = "u_m_y_zombie_01", ExtraPeds={{id=6,seatid=0}}, x = 1062.02, y = 3084.72, z = 41.17, heading = 286.88, heading = 278.93, notzed=true,target=true,conqueror=true},
  2141.         {id = 13, id2 = 13, Weapon= 0x13532244, Vehicle = "technical2", modelHash = "u_m_y_zombie_01",  x = 1421.18, y = 3162.42, z = 40.47, heading = 280.8 , notzed=true,target=true,conqueror=true},
  2142.         {id = 14, id2 = 14, Weapon= 0x13532244, Vehicle = "technical2", modelHash = "u_m_y_zombie_01",ExtraPeds={{id=7,seatid=0}},x = 1376.34, y = 3172.96, z = 40.46, heading = 280.96, notzed=true,target=true,conqueror=true},
  2143.     {id = 15, id2 = 15, Weapon= 0x13532244, Vehicle = "boxville5", modelHash = "u_m_y_zombie_01",x = 1345.56, y = 3142.1, z = 40.47, heading = -78.9, notzed=true,target=true,conqueror=true},
  2144.    
  2145.      -- {id = 2, id2 = 2, Vehicle = "toro2", modelHash = "s_m_y_ammucity_01",  x = -3014.83, y = -43.5, z = 0.13, heading = 151.19, driving=true},
  2146.     }
  2147.   },
  2148.  
  2149.  
  2150.  
  2151.    Mission11 = {
  2152.    
  2153.     StartMessage = "The miners dug too greedily.~n~They awoke something in the darkness~n~Find the lost treasure!",
  2154.     FinishMessage = "Mission Completed!",
  2155.     MissionTitle = "Hollow Earth Theory",
  2156.     MissionMessage = "Find and retrieve the legendary lost treasure from the abandoned mine",  
  2157.     Type = "Objective",
  2158.     --TargetKillReward = 150,
  2159.     --KillReward = 150,
  2160.     SpawnRewardPickups = {"weapon_rayminigun","weapon_raypistol","weapon_firework"},    
  2161.  
  2162.     Blip = {
  2163.       Title = "Objective",
  2164.       Position = {  x = -595.88, y = 2088.7, z = 131.41},
  2165.       Icon     = 58,
  2166.       Display  = 4,
  2167.       Size     = 1.2,
  2168.       Color    = 1,
  2169.     },
  2170.  
  2171.     Marker = {
  2172.       Type     = 1,
  2173.       Position = { x = -423.38, y = 2064.82, z = 118.99},
  2174.       Size     = {x = 6.0, y = 6.0, z = 2.0},
  2175.       Color    = {r = 100, g = 100, b = 204},
  2176.       DrawDistance = 100.0,
  2177.     },
  2178.     BlipS = { --safehouse blip
  2179.           Title = "Mission Safehouse",
  2180.           Position = { x = 1731.94, y = 3308.24, z = 41.22}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2181.           Icon     = 417,
  2182.           Display  = 4,
  2183.           Size     = 1.2,
  2184.           Color    = 2,
  2185.           Alpha  =80,
  2186.         }, 
  2187.          MarkerS = { --safehouse marker
  2188.           Type     = 1,
  2189.           Position = { x = 1731.94, y = 3308.24, z = 40.22},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  2190.           Size     = {x = 6.0, y = 6.0, z = 2.0},
  2191.           Color    = {r = 117, g = 218, b = 255},
  2192.           DrawDistance = 200.0,
  2193.         },
  2194.         BlipSL = { --safehouse Vehicle blip
  2195.           Title = "Mission Vehicle Safehouse",
  2196.           Position = { x = 1480.63, y = 3167.93, z = 40.99}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2197.           Icon     = 421,
  2198.           Display  = 4,
  2199.           Size     = 1.2,
  2200.           Color    = 3,
  2201.           Alpha  =80,
  2202.         },
  2203.         BlipSB = { --safehouse boat blip
  2204.           Title = "Mission Boat Safehouse",
  2205.           Position = {x = 1481.84, y = 3873.37, z = 30.04}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2206.          Icon     = 404,
  2207.           Display  = 4,
  2208.           Size     = 1.2,
  2209.           Color    = 3,
  2210.           Alpha  =80,
  2211.         },
  2212.     --***Must Set 'realId' too, which must is always the same as 'id' for props to not float***
  2213.     Props = {
  2214.         { id=1, realId=1, Name = "prop_idol_01_error", Position = {x = -423.91, y = 2064.71, z = 120.03, heading = 278.44}}, --prop_idol_case
  2215.    
  2216.     },
  2217.    
  2218.  
  2219.    
  2220.     Pickups = {
  2221.     },
  2222.     MissionPickups = {
  2223.        
  2224.     }, 
  2225.        
  2226.    
  2227.  
  2228.     Peds = {
  2229.    
  2230.         {id = 1,  Weapon = 0x476BF155,  modelHash = "ig_orleans",  x = -461.9, y = 2057.86, z = 121.63, heading = 203.57,armor=500},
  2231.         {id = 2,  Weapon = 0xAF3696A1,  modelHash = "ig_orleans",  x = -463.17, y = 2056.08, z = 121.79, heading = 205.38,armor=500},
  2232.         {id = 3,  Weapon = 0x476BF155, modelHash = "ig_orleans",   x = -456.42, y = 2052.18, z = 122.36, heading = 154.51,armor=500 },
  2233.         {id = 4,  Weapon = 0xAF3696A1, modelHash = "ig_orleans",   x = -449.67, y = 2057.85, z = 122.07, heading = 120.81,armor=500},
  2234.         {id = 5,  Weapon = 0x476BF155, modelHash = "ig_orleans",   x = -436.34, y = 2062.19, z = 121.36, heading = 101.34 ,armor=500},
  2235.     {id = 6,  Weapon = 0xAF3696A1,  modelHash = "ig_orleans",x = -428.27, y = 2064.24, z = 120.64, heading = 106.58 ,armor=500},
  2236.         {id = 7, Weapon = 0x476BF155, modelHash = "ig_orleans", x = -428.8, y = 2063.0, z = 120.72, heading = 100.6,armor=500},
  2237.  
  2238.        
  2239.     },
  2240.    
  2241.    
  2242.  
  2243.     Vehicles = {
  2244.  
  2245.      -- {id = 2, id2 = 2, Vehicle = "toro2", modelHash = "s_m_y_ammucity_01",  x = -3014.83, y = -43.5, z = 0.13, heading = 151.19, driving=true},
  2246.     }
  2247.   },
  2248.  
  2249.  
  2250.    
  2251.  Mission12 = {
  2252.    
  2253.     StartMessage = "Rescue the hostages",
  2254.     FinishMessage = "Mission Completed!",
  2255.     MissionTitle = "Rescue",
  2256.     MissionMessage = "Rescue the hostages!",   
  2257.    
  2258.     --Obj/Ass values are the messages used depending on which random Type is selected Objective or Assassinate
  2259.     --The real messages (values above), will be set to the below, based on which Type
  2260.     StartMessageObj = "Capture the objective!",
  2261.     FinishMessageObj = "Mission Completed!",
  2262.     MissionTitleObj = "Takeover",
  2263.     MissionMessageObj = "Capture the objective!",  
  2264.    
  2265.     StartMessageAss = "Eliminate the targets!",
  2266.     FinishMessageAss = "Mission Completed!",
  2267.     MissionTitleAss = "Elimination",
  2268.     MissionMessageAss = "Eliminate the targets",   
  2269.     RandomMissionDoLandBattle=false, --needed for pier npcs to spawn!
  2270.     Type = "Objective",
  2271.     --RandomMissionTypes ={"Objective","HostageRescue"},
  2272.     IsRandomEvent=true,
  2273.     IsRandom = true,
  2274.     --RandomMissionTypes ={"Objective"},   
  2275.     --Config.RandomMissionPositions = {
  2276. --{ x = 57.0, y = 3717.01, z = 39.75, MissionTitle="Trailer Park"},--lost caravans
  2277. --}
  2278.     --IsDefend = true,
  2279.     --IsDefendTarget = true,
  2280.     --IsDefendTargetChase = true,
  2281.     --IsDefendTargetGotoBlip=true,
  2282.     --IsRandomSpawnAnywhere = true,
  2283.     --what x and y coordinate range should these mission spawn in?
  2284.     --IsRandomSpawnAnywhereCoordRange = {xrange={-3500,4200},yrange={-3700,7700}},
  2285.     --RandomLocation = true, --for completely random location..
  2286.    
  2287.     Blip = {
  2288.       Title = "Objective",
  2289.       Position = { x = -10000, y = 0, z =  0},
  2290.       Icon     = 58,
  2291.       Display  = 4,
  2292.       Size     = 1.2,
  2293.       Color    = 1,
  2294.     },
  2295.    
  2296.    
  2297.  
  2298.     Marker = {
  2299.       Type     = 1,
  2300.       Position = { x = -10000, y = 0, z = 0},
  2301.       Size     = {x = 6.0, y = 6.0, z = 2.0},
  2302.       Color    = {r = 100, g = 100, b = 204},
  2303.       DrawDistance = 100.0,
  2304.     },
  2305.     BlipS = { --safehouse blip
  2306.       Title = "Mission Safehouse",
  2307.       Position = { x = 137.06, y = -3093.18, z = 4.9}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2308.       Icon     = 417,
  2309.       Display  = 4,
  2310.       Size     = 1.2,
  2311.       Color    = 2,
  2312.       Alpha  =80, --Used for AddBlipForRadius with IsDefend Missions
  2313.     }, 
  2314.      MarkerS = { --safehouse marker
  2315.       Type     = 1,
  2316.       Position = { x = 137.06, y = -3093.18, z = 4.9},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  2317.       Size     = {x = 6.0, y = 6.0, z = 2.0},
  2318.       Color    = {r = 117, g = 218, b = 255},
  2319.       DrawDistance = 200.0,
  2320.     },
  2321.     BlipSL = { --safehouse Vehicle blip
  2322.           Title = "Mission Vehicle Safehouse",
  2323.           Position = { x = -1228.1, y = -2267.77, z = 13.94}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2324.           Icon     = 421,
  2325.           Display  = 4,
  2326.           Size     = 1.2,
  2327.           Color    = 3,
  2328.           Alpha  =80,
  2329.         },
  2330.     BlipSB = { --safehouse boat blip
  2331.           Title = "Mission Boat Safehouse",
  2332.           Position = {x = 413.98, y = -3411.47, z = 0.23}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2333.          Icon     = 404,
  2334.           Display  = 4,
  2335.           Size     = 1.2,
  2336.           Color    = 3,
  2337.           Alpha  =80,
  2338.         },
  2339.    
  2340.     Props = {
  2341.         --**need a stub entry set for the random prop**
  2342.         { id=1, Name="",Position = { x = 0, y = 0, z = 0, heading = 0 }},
  2343.    
  2344.     },
  2345.    
  2346.     Peds = {
  2347.         --**need a stub entry set for the random ped hostage for HostageRescue=true**
  2348.       {id = 1, Position = { x = 0, y = 0, z = 0, heading = 0 }},
  2349.      },
  2350.      Vehicles = {
  2351.         --**need a stub entry set for the random prop**
  2352.        
  2353.    
  2354.     },   
  2355.     Events = {
  2356.         --**need a stub entry set for the random default event**
  2357.         --add custom events for mission with id=1 onwards
  2358.       {id = 1,
  2359.         Position = { x = 50000.0, y = 50000.0, z = 50000.0, heading = 0 },
  2360.           Size     = {radius=1000.0},
  2361.           SpawnHeight = 200.0,
  2362.           FacePlayer = true,
  2363.           --NumberPeds=1,
  2364.           isBoss=false,
  2365.           Target=false,
  2366.           SquadSpawnRadius=25.0,
  2367.          
  2368.      
  2369.       },
  2370.      },
  2371.  
  2372.     Pickups = {
  2373.        
  2374.     },
  2375.     MissionPickups = {
  2376.        
  2377.        
  2378.     }
  2379.  
  2380.  
  2381.  
  2382.   },
  2383.  
  2384.  
  2385.    Mission13 = {
  2386.    
  2387.     StartMessage = "Rescue the witness from the police station!",
  2388.     FinishMessage = "Mission Completed!",
  2389.     MissionTitle = "Assault on Precinct 13",
  2390.     MissionMessage = "Stop the terrorists from eliminating the important witness", 
  2391.     Type = "Assassinate",  
  2392.     --TargetKillReward = 150,
  2393.     --KillReward = 150,
  2394.     IsDefend = true,
  2395.     IsDefendTarget = true,
  2396.     IsDefendTargetRescue = true,
  2397.     IsDefendTargetChase = true,
  2398.    
  2399.  
  2400.  
  2401.      Blip2 = {
  2402.       Title = "Protect the witness",
  2403.       Position = { x = 459.26, y = -997.97, z = 24.91},
  2404.       Icon     = 58,
  2405.       Display  = 4,
  2406.       Size     = 1.2,
  2407.       Color    = 1,
  2408.     },
  2409.  
  2410.     Marker = {
  2411.       Type     = 1,
  2412.       Position = { x = -423.38, y = 2064.82, z = 118.99},
  2413.       Size     = {x = 6.0, y = 6.0, z = 2.0},
  2414.       Color    = {r = 100, g = 100, b = 204},
  2415.       DrawDistance = 100.0,
  2416.     },
  2417.         BlipS = { --safehouse blip
  2418.           Title = "Mission Safehouse",
  2419.           Position = { x = -1694.94, y = -3152.18, z = 22.32}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2420.           Icon     = 417,
  2421.           Display  = 4,
  2422.           Size     = 1.2,
  2423.           Color    = 2,
  2424.           Alpha  =80,
  2425.         }, 
  2426.          MarkerS = { --safehouse marker
  2427.           Type     = 1,
  2428.           Position = { x = -1694.94, y = -3152.18, z = 23.32},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  2429.           Size     = {x = 6.0, y = 6.0, z = 2.0},
  2430.           Color    = {r = 117, g = 218, b = 255},
  2431.           DrawDistance = 200.0,
  2432.         },
  2433.         BlipSL = { --safehouse Vehicle blip
  2434.           Title = "Mission Vehicle Safehouse",
  2435.           Position = { x = -1469.37, y = -2967.27, z = 13.3}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2436.           Icon     = 421,
  2437.           Display  = 4,
  2438.           Size     = 1.2,
  2439.           Color    = 3,
  2440.           Alpha  =80,
  2441.         },
  2442.         BlipSB = { --safehouse boat blip
  2443.           Title = "Mission Boat Safehouse",
  2444.           Position = {x = 413.98, y = -3411.47, z = 0.23}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2445.          Icon     = 404,
  2446.           Display  = 4,
  2447.           Size     = 1.2,
  2448.           Color    = 3,
  2449.           Alpha  =80,
  2450.         },
  2451.     --***Must Set 'realId' too, which must is always the same as 'id' for props to not float***
  2452.     Props = {
  2453.         { id=1, realId=1, Name = "prop_idol_01_error", Position = {x = -423.91, y = 2064.71, z = 120.03, heading = 278.44}}, --prop_idol_case
  2454.    
  2455.     },
  2456.    
  2457.  
  2458.    
  2459.     Pickups = {
  2460.     },
  2461.     MissionPickups = {
  2462.        
  2463.     },
  2464.     IsDefendTargetEntity = { --**Uses Blip2 location to spawn... except for heading**
  2465.         --Only define 1, Add 'id2' w. 'Vehicle' to add ped to vehicle.
  2466.         {id = 1,  Weapon = 0x2BE6766B,  modelHash = "u_f_y_princess", heading = 258.54},
  2467.         --{id = 1, id2 = 1, Weapon= 0x2BE6766B, Vehicle = "windsor", modelHash = "ig_bankman",heading = 283.22,}, --movetocoord={  x = 1564.8, y = 3221.98, z = 40.4}
  2468.    
  2469.     }, 
  2470.        
  2471.  
  2472.  
  2473.     Peds = {
  2474.    
  2475.         {id = 1,  Weapon = 0x1B06D571,  modelHash = "g_m_y_lost_01", x = 392.22, y = -948.11, z = 29.4, heading = 235.57,armor=500,movespeed=1.0,target=true},
  2476.         {id = 2,  Weapon = 0x99B507EA,  modelHash = "g_m_y_lost_02", x = 452.02, y = -939.25, z = 28.52, heading = 174.14,armor=500,movespeed=1.0,target=true},
  2477.         {id = 3,  Weapon = 0xCD274149, modelHash = "g_m_y_lost_03", x = 491.22, y = -962.64, z = 27.24, heading = 121.6,armor=500,movespeed=1.0,target=true },
  2478.         {id = 4,  Weapon = 0x1B06D571, modelHash = "g_f_y_lost_01", x = 504.32, y = -1019.43, z = 28.01, heading = 90.92,armor=500,movespeed=1.0,target=true},
  2479.         {id = 5,  Weapon = 0x99B507EA,  modelHash = "g_m_y_lost_01", x = 479.23, y = -1067.98, z = 29.21, heading = 69.27,armor=500,movespeed=1.0,target=true},
  2480.         {id = 6,  Weapon = 0xCD274149,  modelHash = "g_m_y_lost_02",x = 407.46, y = -1068.29, z = 29.36, heading = 355.52 ,armor=500,movespeed=1.0,target=true},
  2481.         {id = 7,  Weapon = 0x1B06D571, modelHash = "g_m_y_lost_03", x = 379.15, y = -1033.22, z = 29.31, heading = 313.98,armor=500,movespeed=1.0,target=true },
  2482.         --{id = 4,  Weapon = 0x2BE6766B, modelHash = " g_f_y_lost_01",   x = 451.2, y = -984.93, z = 43.69, heading = 274.59,armor=500,movespeed=1},
  2483.         --{id = 5,  Weapon = 0x476BF155, modelHash = "ig_orleans",   x = -436.34, y = 2062.19, z = 121.36, heading = 101.34 ,armor=500},
  2484.     --{id = 6,  Weapon = 0xAF3696A1,  modelHash = "ig_orleans",x = -428.27, y = 2064.24, z = 120.64, heading = 106.58 ,armor=500},
  2485.         --{id = 7, Weapon = 0x476BF155, modelHash = "ig_orleans", x = -428.8, y = 2063.0, z = 120.72, heading = 100.6,armor=500},
  2486.  
  2487.        
  2488.     },
  2489.    
  2490.  
  2491.     Vehicles = {
  2492.  
  2493.      -- {id = 2, id2 = 2, Vehicle = "toro2", modelHash = "s_m_y_ammucity_01",  x = -3014.83, y = -43.5, z = 0.13, heading = 151.19, driving=true},
  2494.     }
  2495.   },
  2496.  
  2497.  
  2498.   Mission14 = {
  2499.    
  2500.     StartMessage = "Help the road warrior survive the bandits!",
  2501.     FinishMessage = "Mission Completed!",
  2502.     MissionTitle = "The Road Warrior",
  2503.     MissionMessage = "Help the road warrior survive the bandits!", 
  2504.     --Type = "Assassinate",
  2505.     Type = "Assassinate",  
  2506.     --TargetKillReward = 150,
  2507.     --KillReward = 150,
  2508.     IsDefend = true,
  2509.     IsDefendTarget = true,
  2510.     --IsDefendTargetChase = true, --**Peds and vehicles chase target. NOTE: for vehicles to chase, target needs to be in a vehicle**
  2511.     IsDefendTargetRescue = true, --**Rescuing the target wins the mission, like a hostage rescue
  2512.     --Makes NPCs go to Blip location, and Target go from Blip2 to Blip location, when IsDefendTargetChase=true, NPCs chase Target instead
  2513.     IsDefendTargetGotoBlip = true,
  2514.  
  2515.     Blip2 = {
  2516.       Title = "Protect the road warrior",
  2517.       Position = {x = 1872.28, y = 3219.21, z = 45.4}, --{x = 1453.72, y = -2282.69, z = 67.47},  x = 1872.28, y = 3219.21, z = 45.4
  2518.       Icon     = 58,
  2519.       Display  = 4,
  2520.       Size     = 1.2,
  2521.       Color    = 1,
  2522.       Alpha  =80, --Used for AddBlipForRadius with IsDefend Missions
  2523.     },
  2524.     Blip = {
  2525.       Title = "Mission End",
  2526.       Position = {x = 1416.86, y = 6591.29, z = 12.92}, --{ x = 1453.72, y = -2282.69, z = 67.47}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2527.       Icon     = 38,
  2528.       Display  = 4,
  2529.       Size     = 1.2,
  2530.       Color    = 1,
  2531.       Alpha  =80, --Used for AddBlipForRadius with IsDefend Missions
  2532.     },
  2533.     Marker = {
  2534.       Type     = 1,
  2535.       Position = {x = 1453.72, y = -2282.69, z = 67.47},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  2536.       Size     = {x = 150.0, y = 150.0, z = 2.0},
  2537.       Color    = {r = 100, g = 100, b = 204},
  2538.       DrawDistance = 200.0,
  2539.     },
  2540.         BlipS = { --safehouse blip
  2541.           Title = "Mission Safehouse",
  2542.           Position = { x = 1731.94, y = 3308.24, z = 41.22}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2543.           Icon     = 417,
  2544.           Display  = 4,
  2545.           Size     = 1.2,
  2546.           Color    = 2,
  2547.           Alpha  =80,
  2548.         }, 
  2549.          MarkerS = { --safehouse marker
  2550.           Type     = 1,
  2551.           Position = { x = 1731.94, y = 3308.24, z = 40.22},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  2552.           Size     = {x = 6.0, y = 6.0, z = 2.0},
  2553.           Color    = {r = 117, g = 218, b = 255},
  2554.           DrawDistance = 200.0,
  2555.         },
  2556.         BlipSL = { --safehouse Vehicle blip
  2557.           Title = "Mission Vehicle Safehouse",
  2558.           Position = { x = 1480.63, y = 3167.93, z = 40.99}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2559.           Icon     = 421,
  2560.           Display  = 4,
  2561.           Size     = 1.2,
  2562.           Color    = 3,
  2563.           Alpha  =80,
  2564.         },
  2565.         BlipSB = { --safehouse boat blip
  2566.           Title = "Mission Boat Safehouse",
  2567.           Position = {x = 1481.84, y = 3873.37, z = 30.04}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2568.          Icon     = 404,
  2569.           Display  = 4,
  2570.           Size     = 1.2,
  2571.           Color    = 3,
  2572.           Alpha  =80,
  2573.         },
  2574.     --***Must Set 'realId' too, which must is always the same as 'id' for props to not float***
  2575.     Props = {
  2576.    
  2577.    
  2578.     },
  2579.     IsDefendTargetEntity = { --**Uses Blip2 location to spawn... except for heading**
  2580.         --Only define 1, Add 'id2' w. 'Vehicle' to add ped to vehicle.
  2581.         --{id = 1,  Weapon = 0x2BE6766B,  modelHash = "u_f_y_princess", heading = 372.55},
  2582.         {id = 1, id2 = 1, Weapon= 0x2BE6766B, Vehicle = "kuruma2", modelHash = "ig_mp_agent14",heading = 283.22,armor=100}, --movetocoord={  x = 1564.8, y = 3221.98, z = 40.4}
  2583.    
  2584.     },
  2585.  
  2586.  
  2587.     Pickups = {
  2588.     },
  2589.     MissionPickups = {
  2590.        
  2591.     }, 
  2592.        
  2593.    
  2594.  
  2595.     Peds = {
  2596.    
  2597.         {id = 1,  Weapon = 0x13532244,  modelHash = "u_m_y_zombie_01",  x = 1046.11, y = 3061.58, z = 41.93, heading = 372.55,notzed=true,target=true,},
  2598.         {id = 2,  Weapon = 0x13532244,  modelHash = "u_m_y_zombie_01",   x = 1047.11, y = 3061.58, z = 41.93, heading = 372.55,notzed=true,target=true},
  2599.         {id = 3,  Weapon = 0x13532244, modelHash = "u_m_y_zombie_01",  x = 1048.11, y = 3061.58, z = 41.93, heading = 372.55 ,notzed=true,target=true},
  2600.         {id = 4,  Weapon = 0x13532244, modelHash = "u_m_y_zombie_01",  x = 1049.11, y = 3061.58, z = 41.93, heading = 372.55,notzed=true,target=true},
  2601.         {id = 5,  Weapon = 0x13532244, modelHash = "u_m_y_zombie_01",  x = 1050.11, y = 3061.58, z = 41.93, heading = 372.55,notzed=true,target=true},
  2602.         {id = 6,  Weapon = 0x13532244,  modelHash = "u_m_y_zombie_01",  x = 1051.11, y = 3061.58, z = 41.93, heading = 372.55 ,notzed=true,target=true},
  2603.         {id = 7, Weapon = 0x13532244, modelHash = "u_m_y_zombie_01",   x = 1052.11, y = 3061.58, z = 41.93, heading = 372.55 ,notzed=true,target=true},
  2604.            
  2605.        
  2606.        
  2607.     },
  2608.    
  2609.    
  2610.  
  2611.     Vehicles = {
  2612.       -- ID: id of NPC | name: Name of Blip | BlipID: Icone of Blip | VoiceName: NPC Talk When near it | Ambiance: Ambiance of Shop | Weapon: Hash of Weapon | modelHash: Model | X: Position x | Y: Position Y | Z: Position Z | heading: Where Npc look
  2613.       --**IMPORTANT: make sure the id of the ped starts from 1, each Peds id in above, increments by 1 and matches that entries index if it were in an array***
  2614.       --vehicles are not consistent, so use ExtraPeds at your own discretion.
  2615.       --Below takes a ped with id=1 from Peds above and will put it in seatid = -2  
  2616.     {id = 1, id2 = 1, Weapon= 0x13532244, Vehicle = "phantom2", modelHash = "u_m_y_zombie_01",ExtraPeds={{id=1,seatid=0}}, x = 1693.43, y = 3252.58, z = 40.91, heading = 283.22,notzed=true,target=true,conqueror=true}, --movetocoord={ x = 1453.72, y = -2282.69, z = 67.47},
  2617.     {id = 2, id2 = 2, Weapon= 0x13532244, Vehicle = "limo2", modelHash = "u_m_y_zombie_01",  x = 1716.09, y = 3263.64, z = 41.14, heading = 287.06,notzed=true,target=true,conqueror=true},
  2618.     {id = 3, id2 = 3, Weapon= 0x13532244, Vehicle = "barrage", modelHash = "u_m_y_zombie_01",x = 1675.94, y = 3235.49, z = 40.71, heading = 280.06, notzed=true,target=true,conqueror=true},
  2619.     {id = 4, id2 = 4, Weapon= 0x13532244, Vehicle = "gargoyle", modelHash = "u_m_y_zombie_01",  x = 1633.08, y = 3235.96, z = 40.41, heading = 280.53, notzed=true,target=true,conqueror=true},
  2620.     {id = 5, id2 = 5, Weapon= 0x13532244, Vehicle = "dukes2", modelHash = "u_m_y_zombie_01", ExtraPeds={{id=2,seatid=0}}, x = 1601.39, y = 3219.89, z = 40.41, heading = 281.29, notzed=true,target=true,conqueror=true},
  2621.     {id = 6, id2 = 6, Weapon= 0x13532244, Vehicle = "tampa3", modelHash = "u_m_y_zombie_01", x = 1564.8, y = 3221.98, z = 40.44, heading = 279.78, notzed=true,target=true,conqueror=true},
  2622.     {id = 7, id2 = 7, Weapon= 0x13532244, Vehicle = "ratbike", modelHash = "u_m_y_zombie_01",  x = 1530.94, y = 3195.49, z = 40.43, heading = 283.06, notzed=true,target=true,conqueror=true},
  2623.     {id = 8, id2 = 8, Weapon= 0x13532244, Vehicle = "sanctus", modelHash = "u_m_y_zombie_01",  x = 1507.08, y = 3207.04, z = 40.45, heading = -80.67, notzed=true,target=true,conqueror=true},
  2624. {id = 9, id2 = 9, Weapon= 0x13532244, Vehicle = "dune4", modelHash = "u_m_y_zombie_01", ExtraPeds={{id=3,seatid=0}}, x = 1718.96, y = 3258.17, z = 41.13, heading = 284.77 , notzed=true,target=true,conqueror=true},
  2625.         {id = 10, id2 = 10, Weapon= 0x13532244, Vehicle = "dune3", modelHash = "u_m_y_zombie_01",ExtraPeds={{id=4,seatid=0}}, x = 1480.56, y = 3181.15, z = 40.44, heading = 279.9, notzed=true,target=true,conqueror=true},
  2626.         {id = 11, id2 = 11, Weapon= 0x13532244, Vehicle = "dune2", modelHash = "u_m_y_zombie_01", ExtraPeds={{id=5,seatid=0}},x = 1443.97, y = 3190.27, z = 40.45, heading = 281.69, notzed=true,target=true,conqueror=true},
  2627.         {id = 12, id2 = 12, Weapon= 0x13532244, Vehicle = "dune", modelHash = "u_m_y_zombie_01", ExtraPeds={{id=6,seatid=0}}, x = 1062.02, y = 3084.72, z = 41.17, heading = 286.88, heading = 278.93, notzed=true,target=true,conqueror=true},
  2628.         {id = 13, id2 = 13, Weapon= 0x13532244, Vehicle = "technical2", modelHash = "u_m_y_zombie_01",  x = 1421.18, y = 3162.42, z = 40.47, heading = 280.8 , notzed=true,target=true,conqueror=true},
  2629.         {id = 14, id2 = 14, Weapon= 0x13532244, Vehicle = "technical2", modelHash = "u_m_y_zombie_01",ExtraPeds={{id=7,seatid=0}},x = 1376.34, y = 3172.96, z = 40.46, heading = 280.96, notzed=true,target=true,conqueror=true},
  2630.     {id = 15, id2 = 15, Weapon= 0x13532244, Vehicle = "boxville5", modelHash = "u_m_y_zombie_01",x = 1345.56, y = 3142.1, z = 40.47, heading = -78.9, notzed=true,target=true,conqueror=true},
  2631.    
  2632.      -- {id = 2, id2 = 2, Vehicle = "toro2", modelHash = "s_m_y_ammucity_01",  x = -3014.83, y = -43.5, z = 0.13, heading = 151.19, driving=true},
  2633.     }
  2634.   },
  2635.  
  2636.  
  2637.     Mission15 = {
  2638.    
  2639.     StartMessage = "Protect the secret agent from the terrorists!",
  2640.     FinishMessage = "Mission Completed!",
  2641.     MissionTitle = "Fast and Furious",
  2642.     MissionMessage = "Stop the terrorists from eliminating the secret agent who stole their secrets",  
  2643.     Type = "Assassinate",  
  2644.     --TargetKillReward = 150,
  2645.     --KillReward = 150,
  2646.     IsDefend = true,
  2647.     IsDefendTarget = true,
  2648.     IsDefendTargetRescue = true,
  2649.     IsDefendTargetChase = true,
  2650.    
  2651. --[[
  2652.     Blip = {
  2653.       Title = "Mission Start",
  2654.       Position = {   x = 44.29, y = 6423.54, z = 31.3},
  2655.       Icon     = 58,
  2656.       Display  = 4,
  2657.       Size     = 1.2,
  2658.       Color    = 1,
  2659.     },]]--
  2660.      Blip2 = {
  2661.       Title = "Protect the target",
  2662.       Position = { x = 44.29, y = 6423.54, z = 31.3},
  2663.       Icon     = 58,
  2664.       Display  = 4,
  2665.       Size     = 1.2,
  2666.       Color    = 1,
  2667.     },
  2668.  
  2669.     Marker = {
  2670.       Type     = 1,
  2671.       Position = { x = -423.38, y = 2064.82, z = 118.99},
  2672.       Size     = {x = 6.0, y = 6.0, z = 2.0},
  2673.       Color    = {r = 100, g = 100, b = 204},
  2674.       DrawDistance = 100.0,
  2675.     },
  2676.     BlipS = { --safehouse blip
  2677.           Title = "Mission Safehouse",
  2678.           Position = {x = -2108.16, y = 3275.45, z = 37.73}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2679.           Icon     = 417,
  2680.           Display  = 4,
  2681.           Size     = 1.2,
  2682.           Color    = 2,
  2683.           Alpha  =80,
  2684.         }, 
  2685.          MarkerS = { --safehouse marker
  2686.           Type     = 1,
  2687.           Position = { x = -2108.16, y = 3275.45, z = 37.73},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  2688.           Size     = {x = 6.0, y = 6.0, z = 2.0},
  2689.           Color    = {r = 117, g = 218, b = 255},
  2690.           DrawDistance = 200.0,
  2691.         },
  2692.         BlipSL = { --safehouse Vehicle blip
  2693.           Title = "Mission Vehicle Safehouse",
  2694.           Position = { x = -2451.21, y = 3134.29, z = 32.82, heading = 156.25}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2695.           Icon     = 421,
  2696.           Display  = 4,
  2697.           Size     = 1.2,
  2698.           Color    = 3,
  2699.           Alpha  =80,
  2700.         },
  2701.         BlipSB = { --safehouse boat blip
  2702.           Title = "Mission Boat Safehouse",
  2703.           Position = {x = -3238.09, y = 3380.0, z = 0.18}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2704.          Icon     = 404,
  2705.           Display  = 4,
  2706.           Size     = 1.2,
  2707.           Color    = 3,
  2708.           Alpha  =80,
  2709.         },
  2710.     --***Must Set 'realId' too, which must is always the same as 'id' for props to not float***
  2711.     Props = {
  2712.         --{ id=1, realId=1, Name = "prop_idol_01_error", Position = {x = -423.91, y = 2064.71, z = 120.03, heading = 278.44}}, --prop_idol_case
  2713.    
  2714.     },
  2715.    
  2716.  
  2717.    
  2718.     Pickups = {
  2719.     },
  2720.     MissionPickups = {
  2721.        
  2722.     },
  2723.     IsDefendTargetEntity = { --**Uses Blip2 location to spawn... except for heading**
  2724.         --Only define 1, Add 'id2' w. 'Vehicle' to add ped to vehicle.
  2725.         --{id = 1,  Weapon = 0x2BE6766B,  modelHash = "ig_mp_agent14", heading = 258.54},
  2726.         {id = 1, id2 = 1, Weapon= 0x2BE6766B, Vehicle = "kuruma2", modelHash = "ig_mp_agent14",heading = 132.01,armor=100,driving=true}, --movetocoord={  x = 1564.8, y = 3221.98, z = 40.4}
  2727.    
  2728.     }, 
  2729.        
  2730.  
  2731.  
  2732.     Peds = {
  2733.         --{id = 1,  Weapon = 0x13532244, Vehicle = "tampa3", modelHash = "g_m_y_lost_03", x = 67.76, y = 6444.12, z = 31.3, heading = 133.24,},
  2734.         --{id = 2,  Weapon = 0x13532244, Vehicle = "tampa3", modelHash = "g_m_y_lost_02",x = 78.04, y = 6419.11, z = 31.29, heading = 44.07, },
  2735.         --{id = 3, Weapon = 0x13532244, Vehicle = "tampa3", modelHash = "g_m_y_lost_01",x = 50.66, y = 6458.93, z = 31.41, heading = 183.7, },
  2736.        
  2737.    
  2738.     --[[
  2739.         {id = 1,  Weapon = 0x2BE6766B,  modelHash = "g_m_y_lost_01", x = 392.22, y = -948.11, z = 29.4, heading = 235.57,armor=500,movespeed=1},
  2740.         {id = 2,  Weapon = 0x2BE6766B,  modelHash = "g_m_y_lost_02", x = 452.02, y = -939.25, z = 28.52, heading = 174.14,armor=500,movespeed=1},
  2741.         {id = 3,  Weapon = 0x2BE6766B, modelHash = "g_m_y_lost_03", x = 491.22, y = -962.64, z = 27.24, heading = 121.6,armor=500,movespeed=1 },
  2742.         {id = 4,  Weapon = 0x2BE6766B, modelHash = "g_f_y_lost_01", x = 504.32, y = -1019.43, z = 28.01, heading = 90.92,armor=500,movespeed=1},
  2743.         {id = 5,  Weapon = 0x2BE6766B,  modelHash = "g_m_y_lost_01", x = 479.23, y = -1067.98, z = 29.21, heading = 69.27,armor=500,movespeed=1},
  2744.         {id = 6,  Weapon = 0x2BE6766B,  modelHash = "g_m_y_lost_02",x = 407.46, y = -1068.29, z = 29.36, heading = 355.52 ,armor=500,movespeed=1},
  2745.         {id = 7,  Weapon = 0x2BE6766B, modelHash = "g_m_y_lost_03", x = 379.15, y = -1033.22, z = 29.31, heading = 313.98,armor=500,movespeed=1 },
  2746.         ]]--
  2747.         --{id = 4,  Weapon = 0x2BE6766B, modelHash = " g_f_y_lost_01",   x = 451.2, y = -984.93, z = 43.69, heading = 274.59,armor=500,movespeed=1},
  2748.         --{id = 5,  Weapon = 0x476BF155, modelHash = "ig_orleans",   x = -436.34, y = 2062.19, z = 121.36, heading = 101.34 ,armor=500},
  2749.     --{id = 6,  Weapon = 0xAF3696A1,  modelHash = "ig_orleans",x = -428.27, y = 2064.24, z = 120.64, heading = 106.58 ,armor=500},
  2750.         --{id = 7, Weapon = 0x476BF155, modelHash = "ig_orleans", x = -428.8, y = 2063.0, z = 120.72, heading = 100.6,armor=500},
  2751.  
  2752.        
  2753.     },
  2754.    
  2755.    
  2756.  
  2757.     Vehicles = {
  2758.  
  2759.      {id = 1, id2 = 1, Weapon = 0x13532244, Vehicle = "tampa3", nomods=true, modelHash = "g_m_y_lost_03", x = 67.76, y = 6444.12, z = 31.3, heading = 133.24, movespeed=120.0, conqueror=true,driving=true,target=true},
  2760.      {id = 2, id2 = 2, Weapon = 0x13532244, Vehicle = "tampa3", nomods=true,  modelHash = "g_m_y_lost_02",x = 78.04, y = 6419.11, z = 31.29, heading = 44.07, movespeed=120.0, conqueror=true,driving=true,target=true},
  2761.      {id = 3, id2 = 3, Weapon = 0x13532244, Vehicle = "tampa3",  nomods=true,  modelHash = "g_m_y_lost_01",x = 50.66, y = 6458.93, z = 31.41, heading = 183.7, movespeed=120.0, conqueror=true,driving=true,target=true},
  2762.     }
  2763.   },
  2764.  
  2765.  
  2766.    Mission16 = {
  2767.    
  2768.     StartMessage = "Stop the mercenaries from taking over Los Santos!",
  2769.     FinishMessage = "Mission Completed!",
  2770.     MissionTitle = "Battle for Los Santos",
  2771.     MissionMessage = "Stop the mercenaries from taking over Los Santos!",  
  2772.     --Type = "Assassinate",
  2773.     Type = "Assassinate",  
  2774.     --TargetKillReward = 150,
  2775.     --KillReward = 150,
  2776.     IsDefend = true,
  2777.     Blip2 = {
  2778.       Title = "Mission End",
  2779.       Position = { x = -29.44, y = -950.3, z = 29.41}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2780.       Icon     = 58,
  2781.       Display  = 4,
  2782.       Size     = 1.2,
  2783.       Color    = 1,
  2784.       Alpha  =80, --Used for AddBlipForRadius with IsDefend Missions
  2785.     },
  2786.     Blip = {
  2787.       Title = "Defend",
  2788.       Position = { x = -29.44, y = -950.3, z = 29.41}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2789.       Icon     = 58,
  2790.       Display  = 4,
  2791.       Size     = 1.2,
  2792.       Color    = 1,
  2793.       Alpha  =80, --Used for AddBlipForRadius with IsDefend Missions
  2794.     },
  2795.  
  2796.  
  2797.     Marker = {
  2798.       Type     = 1,
  2799.       Position = { x = -29.44, y = -950.3, z = 29.41},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  2800.       Size     = {x = 150.0, y = 150.0, z = 2.0},
  2801.       Color    = {r = 100, g = 100, b = 204},
  2802.       DrawDistance = 200.0,
  2803.     },
  2804.         BlipS = { --safehouse blip
  2805.           Title = "Mission Safehouse",
  2806.           Position = { x = -1694.94, y = -3152.18, z = 23.32}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2807.           Icon     = 417,
  2808.           Display  = 4,
  2809.           Size     = 1.2,
  2810.           Color    = 2,
  2811.           Alpha  =80,
  2812.         }, 
  2813.          MarkerS = { --safehouse marker
  2814.           Type     = 1,
  2815.           Position = { x = -1694.94, y = -3152.18, z = 23.32},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  2816.           Size     = {x = 6.0, y = 6.0, z = 2.0},
  2817.           Color    = {r = 117, g = 218, b = 255},
  2818.           DrawDistance = 200.0,
  2819.         },
  2820.         BlipSL = { --safehouse Vehicle blip
  2821.           Title = "Mission Vehicle Safehouse",
  2822.           Position = { x = -1469.37, y = -2967.27, z = 13.3}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2823.           Icon     = 421,
  2824.           Display  = 4,
  2825.           Size     = 1.2,
  2826.           Color    = 3,
  2827.           Alpha  =80,
  2828.         },
  2829.         BlipSB = { --safehouse boat blip
  2830.           Title = "Mission Boat Safehouse",
  2831.           Position = {x = 413.98, y = -3411.47, z = 0.23}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2832.          Icon     = 404,
  2833.           Display  = 4,
  2834.           Size     = 1.2,
  2835.           Color    = 3,
  2836.           Alpha  =80,
  2837.         },
  2838.     --***Must Set 'realId' too, which must is always the same as 'id' for props to not float***
  2839.     Props = {
  2840.    
  2841.    
  2842.     },
  2843.    
  2844.  
  2845.    
  2846.     Pickups = {
  2847.     },
  2848.     MissionPickups = {
  2849.        
  2850.     }, 
  2851.        
  2852.    
  2853.  
  2854.     Peds = {
  2855.    
  2856.  
  2857.     },
  2858.    
  2859.    
  2860.    
  2861.    
  2862.  
  2863.     Vehicles = {
  2864.       -- ID: id of NPC | name: Name of Blip | BlipID: Icone of Blip | VoiceName: NPC Talk When near it | Ambiance: Ambiance of Shop | Weapon: Hash of Weapon | modelHash: Model | X: Position x | Y: Position Y | Z: Position Z | heading: Where Npc look
  2865.       --**IMPORTANT: make sure the id of the ped starts from 1, each Peds id in above, increments by 1 and matches that entries index if it were in an array***
  2866.       --vehicles are not consistent, so use ExtraPeds at your own discretion.
  2867.       --Below takes a ped with id=1 from Peds above and will put it in seatid = -2  
  2868.     {id = 1, id2 = 1, Weapon= 0x2BE6766B, Vehicle = "khanjali", modelHash = "s_m_y_ammucity_01",x = -909.58, y = -3472.0, z = 13.94, heading = 320.58,target=true,}, --movetocoord={ x = 1453.72, y = -2282.69, z = 67.47},
  2869.     {id = 2, id2 = 2, Weapon= 0x2BE6766B, Vehicle = "rhino", modelHash = "s_m_y_ammucity_01",  x = 1255.7, y = -3334.67, z = 5.8, heading = 357.43,target=true,},
  2870.     {id = 3, id2 = 3, Weapon= 0x2BE6766B, Vehicle = "khanjali", modelHash = "s_m_y_ammucity_01",  x = 285.41, y = -3304.03, z = 5.62, heading = 352.1, target=true,},
  2871.    
  2872.     {id = 4, id2 = 4, Weapon= 0x2BE6766B, Vehicle = "rhino", modelHash = "s_m_y_ammucity_01", x = -2616.08, y = 2971.87, z = 16.68, heading = 172.79, target=true,},
  2873.     {id = 5, id2 = 5, Weapon= 0x2BE6766B, Vehicle = "khanjali", modelHash = "s_m_y_ammucity_01",x = 216.18, y = 3134.58, z = 42.35, heading = 184.52, target=true,},
  2874.     {id = 6, id2 = 6, Weapon= 0x2BE6766B, Vehicle = "rhino", modelHash = "s_m_y_ammucity_01",x = 2906.09, y = 4446.63, z = 48.17, heading = 107.07,target=true,},
  2875.    
  2876.     {id = 7, id2 = 7, Weapon= 0x2BE6766B, Vehicle = "apc", modelHash = "s_m_y_ammucity_01", x = -385.54, y = 5994.55, z = 31.47, heading = 134.79, target=true,conqueror=true},
  2877.    
  2878.     {id = 8, id2 = 8, Weapon= 0x2BE6766B, Vehicle = "apc", modelHash = "s_m_y_ammucity_01",  x = 1323.05, y = 6485.61, z = 19.99, heading = 256.07, target=true,conqueror=true},
  2879.    
  2880.     {id = 9, id2 = 9, Weapon= 0x2BE6766B, Vehicle = "valkyrie", modelHash = "s_m_y_ammucity_01",   x = -101.92, y = -1144.27, z = 550.79, heading = 268.87,movespeed=120.0, driving=true,isAircraft=true,target=true},
  2881.    
  2882.     {id = 9, id2 = 9, Weapon= 0x2BE6766B, Vehicle = "hydra", modelHash = "s_m_y_ammucity_01",  x = -229.57, y = -670.27, z = 380.46, heading = 78.99,movespeed=120.0, driving=true,isAircraft=true,target=true},
  2883.  
  2884.      -- {id = 2, id2 = 2, Vehicle = "toro2", modelHash = "s_m_y_ammucity_01",  x = -3014.83, y = -43.5, z = 0.13, heading = 151.19, driving=true},
  2885.     }
  2886.   },
  2887.  
  2888.   Mission17 = {
  2889.    
  2890.     StartMessage = "Rescue the hostages",
  2891.     FinishMessage = "Mission Completed!",
  2892.     MissionTitle = "Rescue",
  2893.     MissionMessage = "Rescue the hostages!",   
  2894.    
  2895.     --Obj/Ass values are the messages used depending on which random Type is selected Objective or Assassinate
  2896.     --The real messages (values above), will be set to the below, based on which Type
  2897.     StartMessageObj = "Capture the objective!",
  2898.     FinishMessageObj = "Mission Completed!",
  2899.     MissionTitleObj = "Takeover",
  2900.     MissionMessageObj = "Capture the objective!",  
  2901.    
  2902.     StartMessageAss = "Eliminate the targets!",
  2903.     FinishMessageAss = "Mission Completed!",
  2904.     MissionTitleAss = "Elimination",
  2905.     MissionMessageAss = "Eliminate the targets",
  2906.     Type = "Objective",  --placeholder
  2907.     RandomMissionDoLandBattle = true,
  2908.     IsRandom = true,
  2909.     IsRandomEvent=true,
  2910.     --RandomMissionBoat={"apc"},
  2911.     --IsDefend = true,
  2912.     --IsDefendTarget = true,
  2913.     --IsDefendTargetChase = true,
  2914.     --IsDefendTargetGotoBlip=true,
  2915.     IsRandomSpawnAnywhere = true,
  2916.     --what x and y coordinate range should these mission spawn in?
  2917.     IsRandomSpawnAnywhereCoordRange = {xrange={-3500,4200},yrange={-3700,7700}},
  2918.     --RandomLocation = true, --for completely random location..
  2919.    
  2920.     Blip = {
  2921.       Title = "Objective",
  2922.       Position = { x = -10000, y = 0, z =  0},
  2923.       Icon     = 58,
  2924.       Display  = 4,
  2925.       Size     = 1.2,
  2926.       Color    = 1,
  2927.     },
  2928.    
  2929.  
  2930.     Marker = {
  2931.       Type     = 1,
  2932.       Position = { x = -10000, y = 0, z = 0},
  2933.       Size     = {x = 6.0, y = 6.0, z = 2.0},
  2934.       Color    = {r = 100, g = 100, b = 204},
  2935.       DrawDistance = 100.0,
  2936.     },
  2937.     BlipS = { --safehouse blip
  2938.       Title = "Mission Safehouse",
  2939.       Position = { x = 137.06, y = -3093.18, z = 4.9}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2940.       Icon     = 417,
  2941.       Display  = 4,
  2942.       Size     = 1.2,
  2943.       Color    = 2,
  2944.       Alpha  =80, --Used for AddBlipForRadius with IsDefend Missions
  2945.     }, 
  2946.      MarkerS = { --safehouse marker
  2947.       Type     = 1,
  2948.       Position = { x = 137.06, y = -3093.18, z = 4.9},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  2949.       Size     = {x = 6.0, y = 6.0, z = 2.0},
  2950.       Color    = {r = 117, g = 218, b = 255},
  2951.       DrawDistance = 200.0,
  2952.     },
  2953.     BlipSL = { --safehouse Vehicle blip
  2954.           Title = "Mission Vehicle Safehouse",
  2955.           Position = { x = -1228.1, y = -2267.77, z = 13.94}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2956.           Icon     = 421,
  2957.           Display  = 4,
  2958.           Size     = 1.2,
  2959.           Color    = 3,
  2960.           Alpha  =80,
  2961.         },
  2962.     BlipSB = { --safehouse boat blip
  2963.           Title = "Mission Boat Safehouse",
  2964.           Position = {x = 413.98, y = -3411.47, z = 0.23}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2965.          Icon     = 404,
  2966.           Display  = 4,
  2967.           Size     = 1.2,
  2968.           Color    = 3,
  2969.           Alpha  =80,
  2970.         },
  2971.    
  2972.     Props = {
  2973.         --**need a stub entry set for the random prop**
  2974.         { id=1, Name="",Position = { x = 0, y = 0, z = 0, heading = 0 }},
  2975.    
  2976.     },
  2977.    
  2978.      Vehicles = {
  2979.         --**need a stub entry set for the random prop**
  2980.        
  2981.    
  2982.     }, 
  2983.     Events = {
  2984.         --**need a stub entry set for the random default event**
  2985.         --add custom events for mission with id=1 onwards
  2986.       {id = 1,
  2987.         Position = { x = 50000.0, y = 50000.0, z = 50000.0, heading = 0 },
  2988.           Size     = {radius=1000.0},
  2989.           SpawnHeight = 200.0,
  2990.           FacePlayer = true,
  2991.           --NumberPeds=1,
  2992.           isBoss=false,
  2993.           Target=false,
  2994.           SquadSpawnRadius=25.0,
  2995.          
  2996.      
  2997.       },
  2998.      },
  2999.    
  3000.     Peds = {
  3001.         --**need a stub entry set for the random ped hostage for HostageRescue=true**
  3002.       {id = 1, Position = { x = 0, y = 0, z = 0, heading = 0 }},
  3003.      },
  3004.    
  3005.  
  3006.     Pickups = {
  3007.        
  3008.     },
  3009.     MissionPickups = {
  3010.        
  3011.        
  3012.     }
  3013.  
  3014.  
  3015.  
  3016.   },
  3017.  
  3018.   Mission18 = {
  3019.    
  3020.     StartMessage = "New Mission",
  3021.     FinishMessage = "Mission Completed!",
  3022.     MissionTitle = "Extraction",
  3023.     MissionMessage = "New Mission",
  3024.    
  3025.     --Obj/Ass values are the messages used depending on which random Type is selected Objective or Assassinate
  3026.     --The real messages (values above), will be set to the below, based on which Type
  3027.     StartMessageObj = "Capture the objective!",
  3028.     FinishMessageObj = "Mission Completed!",
  3029.     MissionTitleObj = "Takeover",
  3030.     MissionMessageObj = "Capture the objective!",  
  3031.    
  3032.     StartMessageAss = "Rescue the target!",
  3033.     FinishMessageAss = "Mission Completed!",
  3034.     MissionTitleAss = "Extraction",
  3035.     MissionMessageAss = "Rescue the target!",      
  3036.     Type = "Assassinate",
  3037.     RandomMissionTypes ={"Assassinate"},   
  3038.     IsRandom = true,
  3039.     IsDefend = true,
  3040.     IsDefendTarget = true,
  3041.     --IsDefendTargetChase = true,
  3042.     IsDefendTargetGotoBlip=true,
  3043.     RandomMissionTypes = {"Assassinate"},
  3044.     --IsRandomSpawnAnywhere = true,
  3045.     --what x and y coordinate range should these mission spawn in?
  3046.     IsRandomSpawnAnywhereCoordRange = {xrange={-3500,4200},yrange={-3700,7700}},
  3047.     --RandomLocation = true, --for completely random location..
  3048.    
  3049.     Blip = {
  3050.       Title = "Objective",
  3051.       Position = { x = -10000, y = 0, z =  0},
  3052.       Icon     = 58,
  3053.       Display  = 4,
  3054.       Size     = 1.2,
  3055.       Color    = 1,
  3056.     },
  3057.    
  3058.     Blip2 = {
  3059.       Title = "Objective",
  3060.       Position = { x = -10000, y = 0, z =  0},
  3061.       Icon     = 58,
  3062.       Display  = 4,
  3063.       Size     = 1.2,
  3064.       Color    = 1,
  3065.     },
  3066.  
  3067.     Marker = {
  3068.       Type     = 1,
  3069.       Position = { x = -10000, y = 0, z = 0},
  3070.       Size     = {x = 6.0, y = 6.0, z = 2.0},
  3071.       Color    = {r = 100, g = 100, b = 204},
  3072.       DrawDistance = 100.0,
  3073.     },
  3074.     BlipS = { --safehouse blip
  3075.       Title = "Mission Safehouse",
  3076.       Position = { x = 137.06, y = -3093.18, z = 4.9}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  3077.       Icon     = 417,
  3078.       Display  = 4,
  3079.       Size     = 1.2,
  3080.       Color    = 2,
  3081.       Alpha  =80, --Used for AddBlipForRadius with IsDefend Missions
  3082.     }, 
  3083.      MarkerS = { --safehouse marker
  3084.       Type     = 1,
  3085.       Position = { x = 137.06, y = -3093.18, z = 4.9},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  3086.       Size     = {x = 6.0, y = 6.0, z = 2.0},
  3087.       Color    = {r = 117, g = 218, b = 255},
  3088.       DrawDistance = 200.0,
  3089.     },
  3090.     BlipSL = { --safehouse Vehicle blip
  3091.           Title = "Mission Vehicle Safehouse",
  3092.           Position = { x = -1228.1, y = -2267.77, z = 13.94}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  3093.           Icon     = 421,
  3094.           Display  = 4,
  3095.           Size     = 1.2,
  3096.           Color    = 3,
  3097.           Alpha  =80,
  3098.         },
  3099.     BlipSB = { --safehouse boat blip
  3100.           Title = "Mission Boat Safehouse",
  3101.           Position = {x = 413.98, y = -3411.47, z = 0.23}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  3102.          Icon     = 404,
  3103.           Display  = 4,
  3104.           Size     = 1.2,
  3105.           Color    = 3,
  3106.           Alpha  =80,
  3107.         },
  3108.    
  3109.     Props = {
  3110.         --**need a stub entry set for the random prop**
  3111.         { id=1, Name="",Position = { x = 0, y = 0, z = 0, heading = 0 }},
  3112.    
  3113.     },
  3114.    
  3115.     Peds = {
  3116.         --**need a stub entry set for the random ped hostage for HostageRescue=true**
  3117.       {id = 1, Position = { x = 0, y = 0, z = 0, heading = 0 }},
  3118.      },
  3119.    
  3120.  
  3121.     Pickups = {
  3122.        
  3123.     },
  3124.     MissionPickups = {
  3125.        
  3126.        
  3127.     },
  3128.    
  3129.     RandomMissionPositions = {
  3130.    
  3131.     { x = 58.43, y = -1133.28, z = 29.34, MissionTitle="Extraction",
  3132.     Blip2 = {
  3133.       Title = "Mission Start",
  3134.       Position = { x = -1389.86, y = -388.47, z = 36.7}, -- x = 2365.07, y = 2958.56, z = 49.06 --{ x = 1944.96, y = 3150.6, z = 46.77}, --x = 1345.43, y = 3152.51, z = 40.41
  3135.       Icon     = 309,
  3136.       Display  = 4,
  3137.       Size     = 1.2,
  3138.       Color    = 1,
  3139.       Alpha  =80, --Used for AddBlipForRadius with IsDefend Missions
  3140.     },
  3141.  
  3142.     Blip = {
  3143.       Title = "Defend The Target",
  3144.       Position = {x = 103.87, y = -1001.07, z = 29.4}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  3145.       Icon     = 58,
  3146.       Display  = 4,
  3147.       Size     = 1.2,
  3148.       Color    = 1,
  3149.       Alpha  =80, --Used for AddBlipForRadius with IsDefend Missions
  3150.     }, 
  3151.     --[[
  3152.     Marker = {
  3153.       Type     = 1,
  3154.       Position = {x = 1345.43, y = 3152.51, z = 40.41,},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  3155.       Size     = {x = 10.0, y = 10.0, z = 5.0},
  3156.       Color    = {r = 100, g = 100, b = 204},
  3157.       DrawDistance = 200.0,
  3158.     },]]--
  3159.     DefendTargetInVehicle = true,
  3160.    
  3161.    
  3162.     },
  3163.    
  3164.    
  3165. { x = 1074.41, y = 3072.94, z = 40.82, MissionTitle="Extraction",
  3166.  
  3167.     Blip2 = {
  3168.       Title = "Mission Start",
  3169.       Position = { x = 2365.07, y = 2958.56, z = 49.06}, -- x = 2365.07, y = 2958.56, z = 49.06 --{ x = 1944.96, y = 3150.6, z = 46.77}, --x = 1345.43, y = 3152.51, z = 40.41
  3170.       Icon     = 309,
  3171.       Display  = 4,
  3172.       Size     = 1.2,
  3173.       Color    = 1,
  3174.       Alpha  =80, --Used for AddBlipForRadius with IsDefend Missions
  3175.     },
  3176.  
  3177.     Blip = {
  3178.       Title = "Defend The Target",
  3179.       Position = {x = 1155.28, y = 3031.23, z = 40.3}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  3180.       Icon     = 58,
  3181.       Display  = 4,
  3182.       Size     = 1.2,
  3183.       Color    = 1,
  3184.       Alpha  =80, --Used for AddBlipForRadius with IsDefend Missions
  3185.     }, 
  3186.     --[[
  3187.     Marker = {
  3188.       Type     = 1,
  3189.       Position = {x = 1345.43, y = 3152.51, z = 40.41,},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  3190.       Size     = {x = 10.0, y = 10.0, z = 5.0},
  3191.       Color    = {r = 100, g = 100, b = 204},
  3192.       DrawDistance = 200.0,
  3193.     },
  3194.     ]]--
  3195.     DefendTargetInVehicle = true,
  3196.     --DefendTargetVehicleIsAircraft = true,
  3197.    
  3198.  
  3199. },  
  3200.  
  3201. }
  3202.    
  3203.    
  3204.  },
  3205.  
  3206.  
  3207.  Mission19 = {
  3208.    
  3209.     StartMessage = "Rescue the hostages",
  3210.     FinishMessage = "Mission Completed!",
  3211.     MissionTitle = "Warfare",
  3212.     MissionMessage = "Rescue the hostages!",   
  3213.    
  3214.     --Obj/Ass values are the messages used depending on which random Type is selected Objective or Assassinate
  3215.     --The real messages (values above), will be set to the below, based on which Type
  3216.     StartMessageObj = "Capture the objective!",
  3217.     FinishMessageObj = "Mission Completed!",
  3218.     MissionTitleObj = "Warfare",
  3219.     MissionMessageObj = "Capture the objective!",  
  3220.    
  3221.     StartMessageAss = "Eliminate the targets!",
  3222.     FinishMessageAss = "Mission Completed!",
  3223.     MissionTitleAss = "Warfare",
  3224.     MissionMessageAss = "Eliminate the targets",
  3225.     --RandomMissionWeapons = {0x63AB0442},
  3226.    
  3227.     Type = "Objective",
  3228.     IsRandom = true,
  3229.     IsRandomEvent=true,
  3230.     --IsDefend = true,
  3231.     --IsDefendTarget = true,
  3232.     --IsDefendTargetChase = true,
  3233.     --IsDefendTargetGotoBlip=true,
  3234.     IsRandomSpawnAnywhere = true,
  3235.     RandomMissionSpawnRadius = 150.0, --keep a float for enemy ped wandering to work
  3236.     RandomMissionMaxPedSpawns = 75,
  3237.     RandomMissionMinPedSpawns = 50,
  3238.     RandomMissionMaxVehicleSpawns = 6,
  3239.     RandomMissionMinVehicleSpawns = 3,
  3240.     RandomMissionChanceToSpawnVehiclePerTry = 100,
  3241.     RandomMissionAircraftChance = 30,
  3242.     MissionLengthMinutes = 60,
  3243.     SafeHouseVehiclesMaxClaim = 3,
  3244.     SafeHouseVehicleCount = 9,
  3245.     SafeHouseAircraftCount = 3,
  3246.     SafeHouseBoatCount = 3,
  3247.     --SafeHouseVehicles ={'rcbandito'},
  3248.     --RandomMissionVehicles={"tampa3"},
  3249.     --RandomMissionAircraft={"volatol"},   
  3250.     --what x and y coordinate range should these mission spawn in?
  3251.     IsRandomSpawnAnywhereCoordRange = {xrange={-3500,4200},yrange={-3700,7700}},
  3252.     --RandomLocation = true, --for completely random location..
  3253.     --RandomMissionPeds = {"mp_m_freemode_01"},
  3254.     --RandomMissionAircraft = {"bombushka"},
  3255.     --RandomMissionVehicles = {"pounder2"},
  3256.    
  3257.     Blip = {
  3258.       Title = "Objective",
  3259.       Position = { x = -10000, y = 0, z =  0},
  3260.       Icon     = 58,
  3261.       Display  = 4,
  3262.       Size     = 1.2,
  3263.       Color    = 1,
  3264.     },
  3265.    
  3266.  
  3267.     Marker = {
  3268.       Type     = 1,
  3269.       Position = { x = -10000, y = 0, z = 0},
  3270.       Size     = {x = 6.0, y = 6.0, z = 2.0},
  3271.       Color    = {r = 100, g = 100, b = 204},
  3272.       DrawDistance = 100.0,
  3273.     },
  3274.     BlipS = { --safehouse blip
  3275.       Title = "Mission Safehouse",
  3276.       Position = { x = 137.06, y = -3093.18, z = 4.9}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  3277.       Icon     = 417,
  3278.       Display  = 4,
  3279.       Size     = 1.2,
  3280.       Color    = 2,
  3281.       Alpha  =80, --Used for AddBlipForRadius with IsDefend Missions
  3282.     }, 
  3283.      MarkerS = { --safehouse marker
  3284.       Type     = 1,
  3285.       Position = { x = 137.06, y = -3093.18, z = 4.9},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  3286.       Size     = {x = 6.0, y = 6.0, z = 2.0},
  3287.       Color    = {r = 117, g = 218, b = 255},
  3288.       DrawDistance = 200.0,
  3289.     },
  3290.     BlipSL = { --safehouse Vehicle blip
  3291.           Title = "Mission Vehicle Safehouse",
  3292.           Position = { x = -1228.1, y = -2267.77, z = 13.94}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  3293.           Icon     = 421,
  3294.           Display  = 4,
  3295.           Size     = 1.2,
  3296.           Color    = 3,
  3297.           Alpha  =80,
  3298.         },
  3299.     BlipSB = { --safehouse boat blip
  3300.           Title = "Mission Boat Safehouse",
  3301.           Position = {x = 413.98, y = -3411.47, z = 0.23}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  3302.          Icon     = 404,
  3303.           Display  = 4,
  3304.           Size     = 1.2,
  3305.           Color    = 3,
  3306.           Alpha  =80,
  3307.         },
  3308.    
  3309.     Props = {
  3310.         --**need a stub entry set for the random prop**
  3311.         { id=1, Name="",Position = { x = 0, y = 0, z = 0, heading = 0 }},
  3312.    
  3313.     },
  3314.    
  3315.     Peds = {
  3316.         --**need a stub entry set for the random ped hostage for HostageRescue=true**
  3317.       {id = 1, Position = { x = 0, y = 0, z = 0, heading = 0 }},
  3318.      },
  3319.     Events = {
  3320.         --**need a stub entry set for the random default event**
  3321.         --add custom events for mission with id=1 onwards
  3322.       {id = 1,
  3323.         Position = { x = 50000.0, y = 50000.0, z = 50000.0, heading = 0 },
  3324.           Size     = {radius=1000.0},
  3325.           SpawnHeight = 200.0,
  3326.           FacePlayer = true,
  3327.           --NumberPeds=1,
  3328.           isBoss=false,
  3329.           Target=false,
  3330.           SquadSpawnRadius=25.0,
  3331.          
  3332.      
  3333.       },
  3334.      },  
  3335.      
  3336.      Vehicles = {
  3337.         --**need a stub entry set for the random prop**
  3338.        
  3339.    
  3340.     }, 
  3341.  
  3342.     Pickups = {
  3343.        
  3344.     },
  3345.     MissionPickups = {
  3346.        
  3347.        
  3348.     }
  3349.  
  3350.  
  3351.  
  3352.   },
  3353.  
  3354. Mission20 = {
  3355.    
  3356.     StartMessage = "New Mission",
  3357.     FinishMessage = "Mission Completed!",
  3358.     MissionTitle = "Extraction",
  3359.     MissionMessage = "New Mission",
  3360.    
  3361.     --Obj/Ass values are the messages used depending on which random Type is selected Objective or Assassinate
  3362.     --The real messages (values above), will be set to the below, based on which Type
  3363.     StartMessageObj = "Capture the objective!",
  3364.     FinishMessageObj = "Mission Completed!",
  3365.     MissionTitleObj = "Takeover",
  3366.     MissionMessageObj = "Capture the objective!",  
  3367.    
  3368.     StartMessageAss = "Rescue the target!",
  3369.     FinishMessageAss = "Mission Completed!",
  3370.     MissionTitleAss = "Extraction",
  3371.     MissionMessageAss = "Rescue the target!",      
  3372.     Type = "Assassinate",  
  3373.     IsRandom = true,
  3374.     RandomMissionTypes ={"Assassinate"},
  3375.     IsDefend = true,
  3376.     IsDefendTarget = true,
  3377.     IsDefendTargetRescue = true,
  3378.     IsDefendTargetChase = true,
  3379.     --IsDefendTargetGotoBlip=true,
  3380.     --TeleportToSafeHouseOnMissionStart = false,
  3381.     RandomMissionSpawnRadius = 100.0, --keep a float for enemy ped wandering to work
  3382.     RandomMissionMaxPedSpawns = 10,
  3383.     RandomMissionMinPedSpawns = 10,
  3384.     RandomMissionMaxVehicleSpawns = 0,
  3385.     RandomMissionMinVehicleSpawns = 0,
  3386.     RandomMissionChanceToSpawnVehiclePerTry = 100,
  3387.     RandomMissionAircraftChance = 0,
  3388.     RandomMissionWeapons = {0xDD5DF8D9,0x99B507EA,0xCD274149,0x1B06D571},
  3389.     --IsRandomSpawnAnywhere = true,
  3390.     --what x and y coordinate range should these mission spawn in?
  3391.     --RandomLocation = true, --for completely random location..
  3392.    
  3393.     Blip = {
  3394.       Title = "Objective",
  3395.       Position = { x = -10000, y = 0, z =  0},
  3396.       Icon     = 58,
  3397.       Display  = 4,
  3398.       Size     = 1.2,
  3399.       Color    = 1,
  3400.     },
  3401.    
  3402.     Blip2 = {
  3403.       Title = "Objective",
  3404.       Position = { x = -10000, y = 0, z =  0},
  3405.       Icon     = 58,
  3406.       Display  = 4,
  3407.       Size     = 1.2,
  3408.       Color    = 1,
  3409.     },
  3410.  
  3411.     Marker = {
  3412.       Type     = 1,
  3413.       Position = { x = -10000, y = 0, z = 0},
  3414.       Size     = {x = 6.0, y = 6.0, z = 2.0},
  3415.       Color    = {r = 100, g = 100, b = 204},
  3416.       DrawDistance = 100.0,
  3417.     },
  3418.     BlipS = { --safehouse blip
  3419.       Title = "Mission Safehouse",
  3420.       Position = { x = 137.06, y = -3093.18, z = 4.9}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  3421.       Icon     = 417,
  3422.       Display  = 4,
  3423.       Size     = 1.2,
  3424.       Color    = 2,
  3425.       Alpha  =80, --Used for AddBlipForRadius with IsDefend Missions
  3426.     }, 
  3427.      MarkerS = { --safehouse marker
  3428.       Type     = 1,
  3429.       Position = { x = 137.06, y = -3093.18, z = 4.9},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  3430.       Size     = {x = 6.0, y = 6.0, z = 2.0},
  3431.       Color    = {r = 117, g = 218, b = 255},
  3432.       DrawDistance = 200.0,
  3433.     },
  3434.     BlipSL = { --safehouse Vehicle blip
  3435.           Title = "Mission Vehicle Safehouse",
  3436.           Position = { x = -1228.1, y = -2267.77, z = 13.94}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  3437.           Icon     = 421,
  3438.           Display  = 4,
  3439.           Size     = 1.2,
  3440.           Color    = 3,
  3441.           Alpha  =80,
  3442.         },
  3443.     BlipSB = { --safehouse boat blip
  3444.           Title = "Mission Boat Safehouse",
  3445.           Position = {x = 413.98, y = -3411.47, z = 0.23}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  3446.          Icon     = 404,
  3447.           Display  = 4,
  3448.           Size     = 1.2,
  3449.           Color    = 3,
  3450.           Alpha  =80,
  3451.         },
  3452.    
  3453.     Props = {
  3454.         --**need a stub entry set for the random prop**
  3455.         { id=1, Name="",Position = { x = 0, y = 0, z = 0, heading = 0 }},
  3456.    
  3457.     },
  3458.    
  3459.     Peds = {
  3460.         --**need a stub entry set for the random ped hostage for HostageRescue=true**
  3461.       {id = 1, Position = { x = 0, y = 0, z = 0, heading = 0 }},
  3462.      },
  3463.    
  3464.  
  3465.     Pickups = {
  3466.        
  3467.     },
  3468.     MissionPickups = {
  3469.        
  3470.        
  3471.     },
  3472.    
  3473.     RandomMissionPositions = {
  3474.    
  3475.     { x = 31.0, y = -767.1, z = 44.24,  MissionTitle="Extraction",
  3476.     Blip2 = { --safehouse blip
  3477.       Title = "Mission Start",
  3478.       Position = { x = 31.0, y = -767.1, z = 44.24}, -- x = 2365.07, y = 2958.56, z = 49.06 --{ x = 1944.96, y = 3150.6, z = 46.77}, --x = 1345.43, y = 3152.51, z = 40.41
  3479.       Icon     = 58,
  3480.       Display  = 4,
  3481.       Size     = 1.2,
  3482.       Color    = 1,
  3483.       Alpha  =80, --Used for AddBlipForRadius with IsDefend Missions
  3484.     },
  3485.  
  3486.    
  3487.    --[[ Marker = {
  3488.       Type     = 1,
  3489.       Position = {x = 31.0, y = -767.1, z = 44.24},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  3490.       Size     = {x = 10.0, y = 10.0, z = 5.0},
  3491.       Color    = {r = 100, g = 100, b = 204},
  3492.       DrawDistance = 200.0,
  3493.     },]]--
  3494.     --DefendTargetInVehicle = true,
  3495.    
  3496.    
  3497.     },
  3498.    
  3499.    
  3500.     {  x = -547.74, y = -1477.3, z = 10.14, MissionTitle="Extraction",
  3501.  
  3502.     Blip2 = {
  3503.       Title = "Mission Start",
  3504.       Position = {  x = -547.74, y = -1477.3, z = 10.14}, -- x = 2365.07, y = 2958.56, z = 49.06 --{ x = 1944.96, y = 3150.6, z = 46.77}, --x = 1345.43, y = 3152.51, z = 40.41
  3505.       Icon     = 58,
  3506.       Display  = 4,
  3507.       Size     = 1.2,
  3508.       Color    = 1,
  3509.       Alpha  =80, --Used for AddBlipForRadius with IsDefend Missions
  3510.     },
  3511.  
  3512.    
  3513.     --[[Marker = {
  3514.       Type     = 1,
  3515.       Position = { x = -547.74, y = -1477.3, z = 10.14},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  3516.       Size     = {x = 10.0, y = 10.0, z = 5.0},
  3517.       Color    = {r = 100, g = 100, b = 204},
  3518.       DrawDistance = 200.0,
  3519.     },]]--
  3520.     --DefendTargetInVehicle = true,
  3521.     --DefendTargetVehicleIsAircraft = true,
  3522.    
  3523.  
  3524.     },
  3525.  
  3526.     }, 
  3527.  
  3528. },
  3529. -- uncomment if you have red dead desert map installed:  https://github.com/KSA01/Red-Dead-Desert
  3530. --[[
  3531. Mission21 = {
  3532.    
  3533.     StartMessage = "Recapture the prison colony Westworld from the convict uprising!",
  3534.     FinishMessage = "Mission Completed!",
  3535.     MissionTitle = "Westworld",
  3536.     MissionMessage = "Recapture the prison colony Westworld from the convict uprising",
  3537.    
  3538.     --Obj/Ass values are the messages used depending on which random Type is selected Objective or Assassinate
  3539.     --The real messages (values above), will be set to the below, based on which Type
  3540.     StartMessageObj = "Recapture the prison colony Westworld from the convict uprising!",
  3541.     FinishMessageObj = "Mission Completed!",
  3542.     MissionTitleObj = "Westworld",
  3543.     MissionMessageObj = "Recapture the prison colony Westworld from the convict uprising", 
  3544.    
  3545.     StartMessageAss = "Recapture the prison colony Westworld from the convict uprising!",
  3546.     FinishMessageAss = "Mission Completed!",
  3547.     MissionTitleAss = "Westworld",
  3548.     MissionMessageAss = "Recapture the prison colony Westworld from the convict uprising",
  3549.     --RandomMissionWeapons = {0x63AB0442},
  3550.    
  3551.     Type = "Objective",
  3552.     IsRandom = true,
  3553.     RandomMissionTypes ={"Objective"},
  3554.     --IsDefend = true,
  3555.     --IsDefendTarget = true,
  3556.     --IsDefendTargetChase = true,
  3557.     --IsDefendTargetGotoBlip=true,
  3558.     IsRandomSpawnAnywhere = true,
  3559.     UseSafeHouseLocations = false,
  3560.     RandomMissionDoLandBattle = true,
  3561.     RandomMissionSpawnRadius = 150.0, --keep a float for enemy ped wandering to work
  3562.     RandomMissionMaxPedSpawns = 75,
  3563.     RandomMissionMinPedSpawns = 50,
  3564.     RandomMissionMaxVehicleSpawns = 6,
  3565.     RandomMissionMinVehicleSpawns = 3,
  3566.     RandomMissionChanceToSpawnVehiclePerTry = 100,
  3567.     RandomMissionAircraftChance = 25,
  3568.     MissionLengthMinutes = 60,
  3569.     SafeHouseVehiclesMaxClaim = 3,
  3570.     SafeHouseVehicleCount = 9,
  3571.     SafeHouseAircraftCount = 3,
  3572.     SafeHouseBoatCount = 3,
  3573.     RandomMissionPeds = {"s_m_y_prismuscl_01","u_m_y_prisoner_01","s_m_y_prisoner_01"},
  3574.     --what x and y coordinate range should these mission spawn in?
  3575.     IsRandomSpawnAnywhereCoordRange = {xrange={4647,7756},yrange={-1181,1950}},
  3576.     --RandomLocation = true, --for completely random location..
  3577.    
  3578.     Blip = {
  3579.       Title = "Objective",
  3580.       Position = { x = -10000, y = 0, z =  0},
  3581.       Icon     = 58,
  3582.       Display  = 4,
  3583.       Size     = 1.2,
  3584.       Color    = 1,
  3585.     },
  3586.    
  3587.  
  3588.     Marker = {
  3589.       Type     = 1,
  3590.       Position = { x = -10000, y = 0, z = 0},
  3591.       Size     = {x = 6.0, y = 6.0, z = 2.0},
  3592.       Color    = {r = 100, g = 100, b = 204},
  3593.       DrawDistance = 100.0,
  3594.     },
  3595.     BlipS = { --safehouse blip
  3596.       Title = "Mission Safehouse",
  3597.       Position = {x = 6605.16, y = -787.53, z = 23.78}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  3598.       Icon     = 417,
  3599.       Display  = 4,
  3600.       Size     = 1.2,
  3601.       Color    = 2,
  3602.       Alpha  =80, --Used for AddBlipForRadius with IsDefend Missions
  3603.     }, 
  3604.      MarkerS = { --safehouse marker
  3605.       Type     = 1,
  3606.       Position = { x = 6605.16, y = -787.53, z = 22.78},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  3607.       Size     = {x = 6.0, y = 6.0, z = 2.0},
  3608.       Color    = {r = 117, g = 218, b = 255},
  3609.       DrawDistance = 200.0,
  3610.     },
  3611.     BlipSL = { --safehouse Vehicle blip
  3612.           Title = "Mission Vehicle Safehouse",
  3613.           Position = {x = 6837.65, y = -942.43, z = 31.4}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  3614.           Icon     = 421,
  3615.           Display  = 4,
  3616.           Size     = 1.2,
  3617.           Color    = 3,
  3618.           Alpha  =80,
  3619.         },
  3620.     BlipSB = { --safehouse boat blip
  3621.           Title = "Mission Boat Safehouse",
  3622.           Position = {x = 6992.71, y = -1301.72, z = 0.28}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  3623.          Icon     = 404,
  3624.           Display  = 4,
  3625.           Size     = 1.2,
  3626.           Color    = 3,
  3627.           Alpha  =80,
  3628.         },
  3629.    
  3630.    
  3631.     Props = {
  3632.         --**need a stub entry set for the random prop**
  3633.         { id=1, Name="",Position = { x = 0, y = 0, z = 0, heading = 0 }},
  3634.    
  3635.     },
  3636.    
  3637.     Peds = {
  3638.         --**need a stub entry set for the random ped hostage for HostageRescue=true**
  3639.       {id = 1, Position = { x = 0, y = 0, z = 0, heading = 0 }},
  3640.      },
  3641.    
  3642.  
  3643.     Pickups = {
  3644.        
  3645.     },
  3646.     MissionPickups = {
  3647.        
  3648.        
  3649.     }
  3650.  
  3651.  
  3652.  
  3653.   },
  3654.   ]]--
  3655.  
  3656. }
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