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FiveM Crackdown Missions Config guide

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  1.  
  2. FIVEM CRACKDOWN MISSIONS v3 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. --what distance to trigger the mission. Distance from Blip or from MissionTriggerStartPoint
  24. Config.MissionTriggerRadius = 15000.0
  25. —used with variable above
  26. MissionTriggerStartPoint={x=0.0,y=0.0,z=0.0}
  27.  
  28. 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:
  29. --https://forum.fivem.net/t/spawning-indoors-and-underground-have-invisible-peds-npcs/373532
  30. --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**)
  31.  
  32. 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.
  33. --if any player is in the line of sight it will not spawn. Sometimes you will not want this on.
  34.  
  35. VehicleGotoMissionTarget="trailersmall", —create an inert vehicle to make vehicle  NPCs that have the VehicleGotoMissionTarget=true attribute to circle/chase
  36. VehicleGotoMissionTargetPed   —index of npc ped for vehicles npcs that have the VehicleGotoMissionTarget=true attribute to circle/chase
  37. VehicleGotoMissionTargetVehicle —index of npc vehicle for vehicle npcs that have the VehicleGotoMissionTarget=true attribute to circle/chase
  38. —NOTE, you can set VehicleGotoMissionTargetPed or VehicleGotoMissionTargetPed attributes per vehicle definition as well. See below.
  39.  
  40.  
  41.  
  42. HostageRescue=true --: If a hostage NPC dies during the mission, the mission fails. Used for any Mission Type.
  43. --IsDefend settings are meant to be used with Type="Assassinate" missions:
  44. IsDefend=true --: Players must defend a zone from being reached by enemy NPCs, else the mission fails.
  45. IsDefendTarget=true --: Players must defend an NPC target from being eliminated by the enemy NPCs, else the mission failes. Requires IsDefend=true.
  46. 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.
  47. Config.IsDefendTargetMaxHealth = 600  --extra health buff for friendly NPC target
  48. ObjectiveRescueShortRangeBlip = true, --only show objectiverescue objective blips on the map when the players are close by (within 100m)
  49. IsDefendTargetGotoGoal — NPC target goes to Blip goal, escort them, or transport them to the goal Blip
  50. IsDefendTargetDoPlaneMission —call planemission task instead of plane chase task for ai.
  51.  
  52. IsDefendTargetRewardBlip, — when IsDefendTargetGotoGoal is true, create a marker with IsDefendTargetGoalDistance radius
  53.  
  54. IsDefendTargetGoalDistance —radius of goal reward area
  55.  
  56. IsDefendTargetChase —used to make enemy npcs chase NPC target:
  57. IsVehicleDefendTargetChase =—used to make enemy npcs vehicles chase NPC target/vehicle
  58. IsVehicleDefendTargetGotoBlipTargetOnly=true, —think this is deprecated, Makes only the npc target to defend go to the blip
  59. IsDefendTargetEnemySetBlockingOfNonTemporaryEvents=true, —used for when IsRandom=true to make enemies keep to task until IsDefendTargetAttackDistance or IsDefendTargetVehicleAttackDistance is reached
  60. IsDefendTargetSetBlockingOfNonTemporaryEvents=true, —used for when IsRandom=true make the target to defend npc stay still or keep to task
  61.  
  62. --How close to the target will peds on feet finally attack? Useful when SetBlockingOfNonTemporaryEvents is set for a ped.
  63. Config.IsDefendTargetAttackDistance = 10.0
  64.  
  65. Config.IsDefendTargetVehicleAttackDistance = 50.0
  66.  
  67. IsDefendTargetOnlyPlayersDamagePeds —Override, since for IsDefendTarget missions, SetEntityOnlyDamagedByPlayer is set to false.
  68.  
  69. IsDefendTargetPassenger —for escort mission, force target NPC to defend into passenger seat. default seatid 0
  70. IsDefendTargetPassengerSeatId —if IsDefendTargetPassenger= true, what seated if not 0?
  71.  
  72. —SEE FURTHER DOWN AS WELL, MORE IsDefendTarget settings explained above.
  73.  
  74.  
  75. --NOTE: only around 98 characters will display for these messages below:
  76. Config.StartMessage --Large mission intro text that pops up and disappears.
  77. Config.FinishMessage --Large mission outro text that pops up and disappears on completion. Used with $ reward text and reason why.
  78. Config.MissionTitle --red text on lower r.h.s. of the screen.
  79. Config.MissionMessage --green text on below MissionTitle that reminds players what to do.
  80. Config.FailedMessage --= Mission Failed Message. It will be used with a reason why text, and any money lost.
  81.  
  82.  
  83. --These are set per mission (see Mission42 in mission.lua)
  84. --This allows a mission to automatically lead into another mission (In this case Mission32)
  85. --This can allow for a campaign or a series of mini-missions to finish to complete the overall mission:
  86. NextMission="Mission32"
  87. --What mission to go to if the mission fails?
  88. NextMissionIfFailed="Mission42",
  89. --progress to NextMission even if the mission has failed?:
  90. ProgressToNextMissionIfFail=false,
  91.  
  92.  
  93. -- OPT-OUT/OPT-IN SETTINGS. NOT PER MISSION, ONLY GLOBAL:
  94.  
  95. --IF EITHER EnableOptIn OR EnableSafeHouseOptIn IS true, THE OTHER HAS TO BE false:
  96. --This allows players to simply press ‘Q’ and ‘[’ keys or RB + DPAD DOWN together to join an active mission:
  97. Config.EnableOptIn = false
  98. --requires the player to journey to the safehouse marker (they will see the safehouse blip on the map)
  99. --and press either ‘]’ key or DPAD UP in order to join the mission:
  100. Config.EnableSafeHouseOptIn = false
  101. --When set to true, when a mission is active and a player is not opted in, it displays text in the lower RHS
  102. --that there is an active mission with directions on how to join:
  103. Config.EnableOptInHUD = false
  104. --This forces all players to opt out of the mission system at mission end, forcing them to opt back in for the next mission.
  105. --Does not remove weapons, but removes buffs:
  106. Config.ForceOptOutAtMissionEnd = false
  107.  
  108. --END OPT-OUT/OPT-IN SETTINGS
  109.  
  110. --Set this to true to remove all weapons and upgrades (Crackdown mode buffs if enabled) at the mission end.
  111. --This should be used with one of the 2 OptIn bove settings set to true, else it will remove weapons from everyone.
  112. Config.RemoveWeaponsAndUpgradesAtMissionEnd = false
  113.  
  114. --same thing, but at mission start
  115. --RemoveWeaponsAndUpgradesAtMissionStart = true,
  116.  
  117.  
  118. -show help notifications on how to play and controls at mission start?
  119. Config.DoHelpScreens = false
  120.  
  121.  
  122. --Spawn mission vehicles with a random livery
  123. --provides more variety in how vehicles look
  124. Config.MissionVehicleRandomizeLiveries=true
  125.  
  126.  
  127. --show bottom of the screen mission description text when mission starts?
  128. --now replaced by SMS texts.
  129. Config.ShowMissionIntroText=false
  130.  
  131.  
  132.  
  133. --THESE MISSION SMS SETTINGS SHOULD BE SET PER MISSION:
  134. --LENGTH OF SMS_ContactPics, SMS_ContactNames, etc... NEED TO BE THE SAME LENGTH:
  135. --ONE WILL BE CHOSEN RANDOMLY.
  136. Config.SMS_ContactNames={"Military Contact","Agency Contact","Military Contact",
  137. "Agency Contact","Agency Contact"
  138. }
  139.  
  140. --see: https://wiki.rage.mp/index.php?title=Notification_Pictures
  141. Config.SMS_ContactPics={"CHAR_MP_ARMY_CONTACT","CHAR_AGENT14","CHAR_BOATSITE2",
  142. "DIA_PRINCESS","CHAR_STEVE"
  143. }
  144.  
  145. Config.SMS_ContactSubjects={"New Mission","New Mission","New Mission","New Mission","New Mission",}
  146.  
  147. Config.SMS_ContactMessages={"Need Help with a mission","Need Help with a mission",
  148. "Need Help with a mission","Need Help with a mission","Need Help with a mission"}
  149.  
  150.  
  151. Config.SMS_ContactPassedSubjects={"Great Job!","Great Job!","Great Job!","Great Job!","Great Job!",}
  152.  
  153. Config.SMS_ContactPassedMessages={"Good working with you","Good working with you",
  154. "Good working with you","Good working with you","Good working with you"}
  155.  
  156. Config.SMS_ContactFailedSubjects={"What happened?","What happened?","What happened?","What happened?","What happened?",}
  157.  
  158. Config.SMS_ContactFailedMessages={"This is terrible news!","This is terrible news!",
  159. "This is terrible news!","This is terrible news!","This is terrible news!"}
  160.  
  161. Config.SMS_PlaySound = true
  162.  
  163.  
  164. --MORE SMS MISSION SEND OPTIONS, SET PER MISSION, THESE will OVERRIDE ABOVE VALUES:
  165. SMS_Subject="Capture the goods",
  166. --99 char limit per message, so can use up to 3 SMS texts:
  167. SMS_Message=""
  168. SMS_Message2=""
  169. SMS_Message3=""
  170.  
  171. --WHAT TO SEND FROM MISSION CONTACT AFTER MISSION FAIL:
  172. SMS_FailedSubject="HAHA",
  173. SMS_FailedMessage="You should have stayed away, this is much bigger than you",
  174. --WHAT TO SEND FROM MISSION CONTACT AFTER PASSING MISSION:
  175. SMS_PassedSubject="It Exists!",
  176. SMS_PassedMessage="The legends were true afterall! Enjoy your reimbursement"
  177.  
  178. --DONT SEND ANY FAIL/PASS SMS? SO can leave above blank if true:
  179. SMS_NoFailedMessage=true,
  180. SMS_NoPassedMessage=true,
  181.  
  182.  
  183. --Make mission title the sms subject, ignoring SMS_ContactSubjects array?
  184. Config.SMS_MissionTitle = true
  185. --Make mission message the sms message, ignoring SMS_ContactMessages array?
  186. Config.SMS_MissionMessage = true
  187.  
  188.  
  189. --accuracy range of peds, default is 60, max is 100
  190. Config.SetPedMinAccuracy = 60
  191. Config.SetPedMaxAccuracy = 60
  192.  
  193. Config.StartMissionsOnSpawn=true --Start a mission as soon as the first player joins? Use with 'ExtraTimeToWaitToStartNextMission' in server.lua
  194.  
  195. --set to true, to turn off only damaged by player
  196. --Makes HostageRescue missions a little harder
  197. Config.DelicateHostages = false
  198.  
  199.  
  200. --Draw markers on the top of Enemy Targets:
  201. Config.DrawTargetMarker = true
  202.  
  203. --Draw markers on the top of Friendly Targets:
  204. Config.DrawRescueMarker = true
  205.  
  206. --Draw markers on the top of Friendly IsDefend Target:
  207. Config.DrawIsDefendTargetMarker = true
  208.  
  209. --Draw markers on the top of ObjectiveRescue Objectives:
  210. Config.DrawObjectiveRescueMarker = true
  211.  
  212. --Draw markers on the top of Objective mission Objectve:
  213. Config.DrawObjectiveMarker = true
  214.  
  215. --Draw extra 'Defend Zone' text for ISDefend mission zone:
  216. Config.DrawIsDefendMarker = true
  217.    
  218.  
  219. --Time till mission is over:
  220. Config.MissionLengthMinutes = 60
  221.  
  222. --Do not timeout mission?:
  223. Config.MissionNoTimeout = false
  224.  
  225.  
  226. --set false for linear progression, true for any random mission chosen (GLOBAL only)
  227. Config.RandomMissions = true
  228.  
  229.  
  230. --Time after the end of the mission, before starting the next mission
  231. Config.MissionSpaceTime = 30000 --milliseconds between missions
  232.  
  233.  
  234. --set player default max health (Global Only)
  235. Config.DefaultPlayerMaxHealthAmount = 200  
  236.  
  237. --***MONEY REWARDS***
  238.  
  239. --For killing an enemy target in Assassinate, or any NPC with target=true in any regular mission:
  240. Config.TargetKillReward = 250 --cash
  241.  
  242. --For killing an enemy NPC in any mission that is not target:
  243. Config.KillReward = 250 --cash
  244.  
  245. --Extra money given for killing enemy NPCs/NPC targets that are in vehicles:
  246. Config.KillVehiclePedBonus = 150 --cash
  247.  
  248. --Extra money given for killing enemy NPC 'Bosses' (they have full auto chainguns and different models)
  249. Config.KillBossPedBonus = 150 --cash
  250.  
  251. --For capturing the objective:
  252. Config.FinishedObjectiveReward = 5000 --cash
  253.  
  254. --Self explanatory:
  255. Config.HostageKillPenalty = 500  --cash
  256.  
  257. --Move up to a hostage and wait a second, and they will be rescued:
  258. Config.HostageRescueReward = 500  --cash
  259.  
  260. ---Move up to a friendly NPC target and wait a second, and they will be rescued:
  261. Config.IsDefendTargetRescueReward = 5000 --cash
  262.  
  263. --Self explanatory:
  264. Config.IsDefendTargetKillPenalty = 5000 --cash
  265.  
  266. --Reward for capturing an ObjectiveRescue objective:
  267. Config.ObjectRescueReward = 3000 --cash
  268.  
  269.  
  270. —Reward for helping IsDefendTarget NPC to the goal.
  271. Config.GoalReachedReward = 2000
  272.  
  273.  
  274. --List of vehicles with their seatids
  275. --**You can use seatids to auto-fill passengers as well, not just turrets**
  276. --**All vehicle seats for all vehicles get auto-populated for NPCs by default**
  277. --**Use this to override that, to set only certain seatids**
  278. Config.VehicleTurretSeatIds = {
  279.     apc = {0},
  280.     barrage = {1,2},
  281.     halftrack = {1},
  282.     dune3 = {0},
  283.     insurgent = {7},
  284.     insurgent3 = {7},
  285.     technical = {1},
  286.     technical2 = {1},
  287.     technical3 = {1},
  288.     limo2 = {3},
  289.     menacer = {3},
  290.     boxville5 = {3},
  291.     toro2={0,1,2,3}
  292. }
  293.  
  294.  
  295. --**Nerfs are deprecated EXCEPT FOR NerfValkyrieHelicopterCannon**, all fire patterns are done per vehicle in doVehicleMods function now in client.lua:
  296. Config.NerfValkyrieHelicopterCannon = true
  297. --make the cannon on the APC shoot much slower like a slow tank
  298. Config.NerfAPCCannon = true
  299. --make the cannon on the khanjali and rhino tanks shooter more like a slow tank
  300. Config.NerfTankCannon = false
  301. --make all other turrets in any other vehicle nerfed? (burst shots vs 30-50 rounds at a time)
  302. Config.NerfTurrets = false
  303.  
  304. --Fast firing NPC peds, make them all shoot full auto (if they can). Can potentially make it MUCH more difficult
  305. Config.FastFiringPeds = false
  306.  
  307. --Configure Boss health. Chance to appear in IsRandom missions with RandomMissionBossChance
  308. --in regular missions, use isBoss=true
  309. Config.BossHealth = 1000
  310.  
  311. --***ON GROUND PICKUP SPAWN SETTINGS***
  312.  
  313. --In regular missions you can specify 'mission pickups' that spawn on the ground at mission start
  314. --and 'reward pickups' that spawn on the ground at mission completion
  315.  
  316. --cleanup any remaining mission and reward pickups when a new mission starts?
  317. Config.CleanupPickups = true
  318.  
  319. --extra pickups that dead enemy NPC spawns at mission completion:  
  320. Config.EnemiesCanSpawnPickups = false
  321.  
  322. --Percent Chance to spawn an extra pickup:
  323. Config.EnemySpawnedPickupsChance = 10
  324.  
  325. --Types of extra pickups:
  326. Config.EnemySpawnedPickups = {
  327.     "PICKUP_HEALTH_SNACK",
  328.     "PICKUP_HEALTH_STANDARD",
  329. }  
  330.  
  331. --Enable/Disable native NPC weapon drops:
  332. Config.SetPedDropsWeaponsWhenDead = true
  333.                                  
  334.  
  335. --***DIRECT 'PICKUP' SETTINGS***--
  336. --Alternatively, mission and reward 'pickups' can be given directly to players.
  337. --These need to be weapons or gadgets or components and use weapon/weapon component hashes instead
  338.  
  339. --Give Players weapons at mission start?:
  340. Config.SpawnMissionPickupsOnPlayer = false
  341.  
  342. --Give Players weapon components at mission start?:
  343. Config.SpawnMissionComponentsOnPlayer = false
  344.  
  345. --What weapons to give the player at mission start:
  346. Config.SpawnMissionPickups = {"WEAPON_CARBINERIFLE","WEAPON_COMBATPISTOL","WEAPON_KNIFE","GADGET_NIGHTVISION"}
  347.  
  348. --What components to give the player at mission start:
  349. -NOTE: Need a space between attachment/component and weapon it goes on
  350. Config.SpawnMissionComponents = {"COMPONENT_AT_PI_SUPP WEAPON_COMBATPISTOL"}
  351.  
  352.  
  353. --Same for reward pickups for mission completion:
  354. Config.SpawnRewardPickupsOnPlayer = false
  355. Config.SpawnRewardComponentsOnPlayer = false
  356. Config.SpawnRewardPickups = {
  357. "WEAPON_CARBINERIFLE","WEAPON_COMBATPISTOL","WEAPON_KNIFE","GADGET_NIGHTVISION","WEAPON_GRENADE","WEAPON_PROXMINE","WEAPON_STICKYBOMB","WEAPON_PIPEBOMB","WEAPON_FLARE",
  358. "weapon_hominglauncher","weapon_marksmanrifle_mk2","weapon_assaultshotgun",
  359. "WEAPON_RPG","WEAPON_COMBATPISTOL","WEAPON_KNIFE","GADGET_PARACHUTE","weapon_grenadelauncher","weapon_specialcarbine_mk2","weapon_molotov","weapon_combatmg","weapon_assaultsmg",
  360. "weapon_heavyshotgun","weapon_heavysniper_mk2","weapon_minigun"
  361.  
  362. }    
  363. Config.SpawnRewardComponents = {"COMPONENT_AT_PI_FLSH WEAPON_COMBATPISTOL","COMPONENT_AT_PI_SUPP WEAPON_COMBATPISTOL"}
  364.  
  365.  
  366. --**REGEN SETTINGS**--
  367.  
  368. --Beyond regular GTA V 1/2 health regen:
  369.  
  370. --give player full health and armor when they get any type of $ reward for a mission?  
  371. Config.RegenHealthAndArmourOnReward = true
  372.    
  373. --Turn on Regen like Halo for Health (and armour if they have any)?
  374. --Regen will stop if player loses health, or is active, so they need to rest
  375. Config.RegenHealthAndArmour = true 
  376.  
  377.  
  378. --***SAFEHOUSE SETTINGS***
  379.  
  380. --Safe houses are on by default and are places where player visit
  381. --to get mission health, armor, upgrades and vehicles at an optional cost
  382. --Players can 'claim' a mission vehicle where only they can drive, but other players
  383. --can be passengers.
  384.  
  385. --turn safehouses off/on
  386. Config.UseSafeHouse = true
  387.  
  388. --turn safehouse crate drops on/off (uses Config.SafeHouseTimeTillNextUse as well to stop spamming)
  389. Config.UseSafeHouseCrateDrop = true
  390.  
  391. --turn on bandito remote detonate bomb deploys?
  392. Config.UseSafeHouseBanditoDrop = true
  393.  
  394. --$ cost to use:
  395. Config.SafeHouseCost = 2000
  396.  
  397. --$cost to use crate drop (players hit LB & RB on gamepad or Q & E key):
  398. Config.SafeHouseCostCrate = 1000
  399.  
  400. --$ cost to 'claim' a vehicle
  401. Config.SafeHouseCostVehicle = 2000
  402.  
  403. --Max amount of vehicles a player can claim per mission:
  404. Config.SafeHouseVehiclesMaxClaim = 2
  405.  
  406. --immediate give of upgrade and weapons when the player enters the safehouse
  407. SafeHouseGiveImmediately = true,
  408.  
  409. --no countdown with safehouse.
  410. SafeHouseGiveNoCountDown = true,
  411.  
  412. --Time in milliseconds till the safe house can next be used by the player?:
  413. Config.SafeHouseTimeTillNextUse = 180000 --3 minutes default
  414.  
  415. --reset safehouse access when player respawns?
  416. --(really need to use ESX& database to stop
  417. --players disconnecting and reconnecting
  418. --to record.)
  419. Config.ResetSafeHouseOnRespawn = false
  420. --do we also reset player next use for the safe house for the next mission?
  421. Config.ResetSafeHouseOnNewMission = false
  422.  
  423.  
  424.  
  425. --pawns player to the current mission safehouse when they spawn/respawn
  426. Config.TeleportToSafeHouseOnSpawn = true
  427.  
  428. --teleport player to safe house on mission start?:
  429. Config.TeleportToSafeHouseOnMissionStart = true
  430.  
  431. --Will teleport all mission players OUT of vehicles
  432. --to the safehouse marker (useful as well if no BlipSL set):
  433. Config.TeleportToSafeHouseOnMissionStartNoVehicle = true
  434.  
  435. --Time after mission start to teleport, default is 5000 (5 seconds to read the mission text)
  436. Config.TeleportToSafeHouseOnMissionStartDelay = 5000
  437.  
  438. --minimum distance from safehouse in order to teleport Player to safehouse
  439. Config.TeleportToSafeHouseMinDistance = 50
  440.  
  441. --minimum distance from vehicle safe house zone (BlipSL) in order to teleport Player + Vehicle to safehouse
  442. Config.TeleportToSafeHouseMinVehicleDistance = 200
  443.  
  444.  
  445. --when going to safe house for mission equipment armor and
  446. --health, will also  give super jump
  447. -- and fast sprint, fast swim and 2000 health by default (global only)
  448. Config.SafeHouseCrackDownMode = true
  449.  
  450. --Amount of health to give (global only):
  451. Config.SafeHouseCrackDownModeHealthAmount = 2000
  452.  
  453. --doctor peds at safe house:
  454. Config.SafeHousePedDoctors = {"s_m_m_doctor_01","a_f_y_business_02","u_f_y_princess"}
  455.  
  456. --mission leader peds at safe house:
  457. Config.SafeHousePedLeaders = {"s_m_y_blackops_02","s_m_y_blackops_01","s_m_y_blackops_03"}
  458.  
  459. --safe house prop:
  460. Config.SafeHouseProps = {"v_ilev_liconftable_sml"}--{"ex_prop_crate_expl_bc"}
  461.  
  462. --weapons the leader can have:
  463. Config.SafeHousePedWeapons = {0x83BF0278,0x05FC3C11}
  464.  
  465.  
  466. --Amount of safe house vehicles, aircraft and boats to spawn:
  467. --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
  468. --**They need to be placed *after* any vehicles  with 'id2' attribute which are NPC vehicles** See MISSION SETUP below.
  469. Config.SafeHouseVehicleCount = 5
  470. Config.SafeHouseAircraftCount = 2
  471. Config.SafeHouseBoatCount = 3
  472.  
  473. --Weapon Hashes that player gets at the safe house:
  474. Config.SpawnSafeHousePickups = {"WEAPON_CARBINERIFLE","WEAPON_COMBATPISTOL","WEAPON_KNIFE","GADGET_NIGHTVISION","WEAPON_GRENADE","WEAPON_PROXMINE","WEAPON_STICKYBOMB","WEAPON_PIPEBOMB","WEAPON_FLARE",
  475. "weapon_hominglauncher","weapon_sniperrifle","weapon_bullpupshotgun",
  476. }
  477.  
  478. --Weapon Component Hashes the player gets (NOTE: use a space between weapon and it's component):
  479. Config.SpawnSafeHouseComponents = {"COMPONENT_AT_PI_SUPP WEAPON_COMBATPISTOL"} --space between attachment/component and weapon it goes on
  480.  
  481. --potential available vehicles at the safe house:
  482. Config.SafeHouseVehicles = {    "apc",
  483.     "barrage",
  484.     "halftrack",
  485.     "dune3",
  486.     "insurgent",
  487.     "insurgent3",
  488.     "technical",
  489.     "technical2",
  490.     "technical3",
  491.     "limo2",
  492.     "menacer",
  493.     "rhino",
  494.     "khanjali",
  495.     "trailersmall2",
  496.     "tampa3"
  497. }
  498.  
  499. --potential available safe house aircraft:
  500. Config.SafeHouseAircraft = {
  501. "hydra",
  502. "lazer",
  503. "strikeforce"
  504. }
  505.  
  506.  
  507. --potential available safe house boats:  
  508. Config.SafeHouseBoat = {
  509. "dinghy4",
  510. "seashark",
  511. "toro2",
  512. "jetmax"
  513. }
  514.  
  515. --For IsRandom=true Random Mission Generator missions...
  516. --When a random mission is spawned, use a safe house location from the
  517. --SafeHouseLocations table? The closest (>500m away) safe house to the
  518. --mission will be chosen.
  519. Config.UseSafeHouseLocations = true
  520.  
  521.  
  522. --Safe houses need BlipS for safe house map blip, MarkerS for the safe house enterable
  523. --BlipSL for where the vehicles/aircraft spawn (optional), BlipSB for boat spawns (optional)
  524. Config.SafeHouseLocations = {
  525.  
  526.     --Los Santos Airport
  527.     {
  528.         BlipS = { --safehouse blip
  529.           Title = "Mission Safehouse",
  530.           Position = { x = -1694.94, y = -3152.18, z = 23.32}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  531.           Icon     = 417,
  532.           Display  = 4,
  533.           Size     = 1.2,
  534.           Color    = 2,
  535.           Alpha  =80,
  536.         }, 
  537.          MarkerS = { --safehouse marker
  538.           Type     = 1,
  539.           Position = { x = -1694.94, y = -3152.18, z = 24.32},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  540.           Size     = {x = 6.0, y = 6.0, z = 2.0},
  541.           Color    = {r = 117, g = 218, b = 255},
  542.           DrawDistance = 200.0,
  543.         },
  544.         BlipSL = { --safehouse Vehicle blip
  545.           Title = "Mission Vehicle Safehouse",
  546.           Position = { x = -1469.37, y = -2967.27, z = 13.3}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  547.           Icon     = 421,
  548.           Display  = 4,
  549.           Size     = 1.2,
  550.           Color    = 3,
  551.           Alpha  =80,
  552.         },
  553.         BlipSB = { --safehouse boat blip
  554.           Title = "Mission Boat Safehouse",
  555.           Position = {x = 413.98, y = -3411.47, z = 0.23}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  556.          Icon     = 404,
  557.           Display  = 4,
  558.           Size     = 1.2,
  559.           Color    = 3,
  560.           Alpha  =80,
  561.         },
  562.     },
  563.    
  564.     --Desert Airstrip
  565.     {
  566.         BlipS = { --safehouse blip
  567.           Title = "Mission Safehouse",
  568.           Position = { x = 1731.94, y = 3308.24, z = 41.22}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  569.           Icon     = 417,
  570.           Display  = 4,
  571.           Size     = 1.2,
  572.           Color    = 2,
  573.           Alpha  =80,
  574.         }, 
  575.          MarkerS = { --safehouse marker
  576.           Type     = 1,
  577.           Position = { x = 1731.94, y = 3308.24, z = 41.22},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  578.           Size     = {x = 6.0, y = 6.0, z = 2.0},
  579.           Color    = {r = 117, g = 218, b = 255},
  580.           DrawDistance = 200.0,
  581.         },
  582.         BlipSL = { --safehouse Vehicle blip
  583.           Title = "Mission Vehicle Safehouse",
  584.           Position = { x = 1480.63, y = 3167.93, z = 40.99}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  585.           Icon     = 421,
  586.           Display  = 4,
  587.           Size     = 1.2,
  588.           Color    = 3,
  589.           Alpha  =80,
  590.         },
  591.         BlipSB = { --safehouse boat blip
  592.           Title = "Mission Boat Safehouse",
  593.           Position = {x = 1481.84, y = 3873.37, z = 30.04}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  594.          Icon     = 404,
  595.           Display  = 4,
  596.           Size     = 1.2,
  597.           Color    = 3,
  598.           Alpha  =80,
  599.         },
  600.     }, 
  601.    
  602.     --Military Base
  603.    
  604.     {
  605.         BlipS = { --safehouse blip
  606.           Title = "Mission Safehouse",
  607.           Position = {x = -2108.16, y = 3275.45, z = 38.73}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  608.           Icon     = 417,
  609.           Display  = 4,
  610.           Size     = 1.2,
  611.           Color    = 2,
  612.           Alpha  =80,
  613.         }, 
  614.          MarkerS = { --safehouse marker
  615.           Type     = 1,
  616.           Position = { x = -2108.16, y = 3275.45, z = 38.73},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  617.           Size     = {x = 6.0, y = 6.0, z = 2.0},
  618.           Color    = {r = 117, g = 218, b = 255},
  619.           DrawDistance = 200.0,
  620.         },
  621.         BlipSL = { --safehouse Vehicle blip
  622.           Title = "Mission Vehicle Safehouse",
  623.           Position = { x = -2451.21, y = 3134.29, z = 32.82, heading = 156.25}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  624.           Icon     = 421,
  625.           Display  = 4,
  626.           Size     = 1.2,
  627.           Color    = 3,
  628.           Alpha  =80,
  629.         },
  630.         BlipSB = { --safehouse boat blip
  631.           Title = "Mission Boat Safehouse",
  632.           Position = {x = -3238.09, y = 3380.0, z = 0.18}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  633.          Icon     = 404,
  634.           Display  = 4,
  635.           Size     = 1.2,
  636.           Color    = 3,
  637.           Alpha  =80,
  638.         },
  639.     }, 
  640.  
  641.    
  642. }
  643.  
  644.  
  645. --START HOSTILE AMBIENT PEDS
  646.  
  647. --VALUES: 0: no hostiles, 1: hostiles have less infighting (most dangerous)
  648. --2: a little more infighthing between hostiles.
  649. --3: riot mode, virtually all peds hate each other as well.
  650. Config.HostileAmbientPeds = 0
  651.  
  652. --mostly melee weapons and pistols, with a few heavier weapons, also rpg + homing launcher
  653. Config.RandomHostileZoneWeapons = {0xDD5DF8D9,0xDFE37640,0x958A4A8F,0x92A27487,0x84BD7BFD,0xF9E6AA4B,0x440E4788,0x4E875F73,
  654. 0xF9DCBF2D,0xD8DF3C3C,0x99B507EA,0x19044EE0,0xCD274149,0x94117305,0x3813FC08,
  655. 0xBFE256D4,0x22D8FE39,0x99AEEB3B,0x88374054,0xD205520E,0xCB96392F,0xEF951FBB,0xA89CB99E,0x7846A318,0xBD248B55,0x394F415C,0x05FC3C11,
  656. 0x63AB0442,0xB1CA77B1,0x84D6FAFD,0x0781FE4A,0x42BF8A85
  657.  }
  658.  --melee, pistols and some micro smg, and rpg and homing missile
  659.  --**they will get out of the vehicle if they have non-drive by weapons**
  660. Config.RandomHostileZoneVehicleWeapons = {
  661. 0xDD5DF8D9,0xDFE37640,0x958A4A8F,0x92A27487,0x84BD7BFD,0xF9E6AA4B,0x440E4788,0x4E875F73,
  662. 0xF9DCBF2D,0xD8DF3C3C,0x99B507EA,0x19044EE0,0xCD274149,0x94117305,0x3813FC08,
  663. 0xBFE256D4,0x22D8FE39,0x99AEEB3B,0x88374054,0xCB96392F,0x13532244,0x13532244,0xD205520E,
  664. 0xB1CA77B1,0x63AB0442,0x0781FE4A,0x42BF8A85
  665. }
  666.  
  667.  
  668. --override for quads,bikes, bicycles and boats for compact rifle,grenade launcher and sweeper shotgun
  669. Config.RandomHostileZoneBikeQuadBoatVehicleWeapons = {
  670. 0xDD5DF8D9,0xDFE37640,0x958A4A8F,0x92A27487,0x84BD7BFD,0xF9E6AA4B,0x440E4788,0x4E875F73,
  671. 0xF9DCBF2D,0xD8DF3C3C,0x99B507EA,0x19044EE0,0xCD274149,0x94117305,0x3813FC08,
  672. 0xBFE256D4,0x22D8FE39,0x99AEEB3B,0x88374054,0xCB96392F,0x13532244,0x13532244,0xD205520E,
  673. 0xB1CA77B1,0x63AB0442,0x0781FE4A,0x42BF8A85,0x624FE830,0x12E82D3D
  674. }
  675.  
  676. --END HOSTILE AMBIENT PEDS
  677.  
  678.  
  679. --START PARADROPS. (USED BY Events, see MISSION SETUP section Below)
  680.  
  681. 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"}
  682.  
  683. Config.RandomParadropWeapons = {0x1B06D571,0xBFE256D4,0x88374054,0xCB96392F,0x5EF9FEC4,0xE284C527,0x83BF0278,0xBFEFFF6D,0xD205520E,0x13532244,
  684. 0x2BE6766B, 0x2BE6766B, 0xEFE7E2DF,0x0A3D4D34,0xDB1AA450,0xBD248B55,0x1D073A89,0x555AF99A,0x7846A318,0xE284C527,0x9D61E50F,0x3AABBBAA,0xEF951FBB,
  685.  0x12E82D3D,0x42BF8A85,0x42BF8A85,0x42BF8A85,0xC734385A,0xBFEFFF6D,0x42BF8A85,
  686.  0xBFEFFF6D,0xBFEFFF6D,0x394F415C,0x394F415C,0x83BF0278,0x83BF0278,0xFAD1F1C9,0xFAD1F1C9,0xAF113F99,0xC0A3098D,0x969C3D67,0x7F229F94,0x84D6FAFD,
  687.  0x624FE830,0x9D07F764,0x7FD62962,0xDBBD7280,0x61012683,0x83BF0278,0x83BF0278,0x83BF0278,0xBFEFFF6D,0xBFEFFF6D,0x394F415C,0x394F415C,0xC0A3098D,
  688.  0x969C3D67,0x05FC3C11,0x05FC3C11,0x05FC3C11,0xB1CA77B1,0xB1CA77B1,0xB1CA77B1,0x63AB0442,0x63AB0442,0x63AB0442,0xB1CA77B1,0x0781FE4A,0x0781FE4A,
  689.  0x0C472FE2,0x0C472FE2,0xC1B3C3D1,0xC1B3C3D1,0xEFE7E2DF,0xEFE7E2DF
  690.  
  691.  }
  692.  
  693.  Config.RandomParadropAircraft = {
  694.  "avenger","titan","cargobob"--,"cargoplane",
  695.  }
  696.  
  697. --END PARADROPS
  698.  
  699. --**RANDOM MISSION GENERATOR SETTINGS**--
  700. --IsRandom=true missions. 2 types:
  701. --IsRandomSpawnAnywhere=true will spawn anywhere on the map, including water.
  702. --Else the generator will choose a location from RandomMissionPositions table
  703. --IsRandomSpawnAnywhere=true does not support IsDefend=true missions.
  704.  
  705.  
  706. RandomMissionGoalDestinationMinDistance —min distance to determine where a RandomMissionDestinations value is from the RandomMissionPositions value used for IsDefendTargetGotoGoal
  707.  
  708.  
  709. --spawn any where on the map:
  710. Config.IsRandomSpawnAnywhere=true
  711.  
  712. --if so, what coordinate range to use on the map:
  713. Config.IsRandomSpawnAnywhereCoordRange = {xrange={-3500,4200},yrange={-3700,7700}}, --this is the whole rectangle around all land
  714.  
  715. --forces only land spawns for IsRandomSpawnAnywhere=true missions
  716. --if false, and the mission spawns on water, NPCs in boats are spawned.  
  717. Config.RandomMissionDoLandBattle = true
  718.  
  719.  
  720. --chance that an Event (see MISSION SETUP Below) will happen within 200m to 1500m away from the mission epicenter (Blip) for the random mission
  721. Config.IsRandomEventChance= 100
  722.  
  723.  
  724. --Generator settings:
  725. --Spawn Radius:
  726. Config.RandomMissionSpawnRadius = 25.0 --keep a float for enemy ped wandering to work
  727. --Max/Min NPCs to spawn:
  728. Config.RandomMissionMaxPedSpawns = 20
  729. Config.RandomMissionMinPedSpawns = 5
  730.  
  731. --Max/Min NPC Vehicles to spawn:
  732. Config.RandomMissionMaxVehicleSpawns = 3
  733. Config.RandomMissionMinVehicleSpawns = 1
  734.  
  735. --Chance of spawning a vehicle per try for more randomization:
  736. Config.RandomMissionChanceToSpawnVehiclePerTry = 75
  737. --Chance of spawning an aircraft:
  738. Config.RandomMissionAircraftChance = 25
  739.  
  740. --% population of "Boss"'s from  RandomMissionBossPeds will spawn.
  741. Config.RandomMissionBossChance = 5
  742.  
  743. RandomIsDefendTargetWander —when IsRandom=true as well, does the target NPC to defend on foot, wander randomly if not fighting?
  744.  
  745. RandomMissionDoBoats —spawn a boat if a random vehicle location is found on water?
  746.  
  747.  
  748.  
  749. --Types of random missions to generate:
  750. Config.RandomMissionTypes = {"Assassinate","Objective","HostageRescue","BossRush"}
  751.  
  752. --How to set the messages Based on Mission Type.
  753. --Can be defined **per RandomMissionPositions location as well** (See Mission12, Mission19 for examples):
  754. --StartMessageObj = "Capture the objective!"
  755. --FinishMessageObj = "Mission Completed!"
  756. --.MissionTitleObj = "Takeover"
  757. --MissionMessageObj = "Capture the objective!" 
  758.    
  759. --StartMessageAss = "Eliminate the targets!"
  760. --FinishMessageAss = "Mission Completed!"
  761. --MissionTitleAss = "Elimination"
  762. --MissionMessageAss = "Eliminate the targets"
  763.  
  764. --This can be set per RandomMissionPositions location to cover any type of random mission, and can override both above:
  765. --StartMessage = "Eliminate the targets!"
  766. --FinishMessage = "Mission Completed!"
  767. --MissionTitle = "Elimination"
  768. --MissionMessage = "Eliminate the targets"
  769.  
  770.    
  771.    
  772. --What Weapons NPCs can use:
  773. Config.RandomMissionWeapons = {0x1B06D571,0xBFE256D4,0x88374054,0xCB96392F,0x5EF9FEC4,0xE284C527,0x83BF0278,0xBFEFFF6D,0xD205520E,0x13532244,
  774. 0x2BE6766B, 0x2BE6766B, 0xEFE7E2DF,0x0A3D4D34,0xDB1AA450,0xBD248B55,0x1D073A89,0x555AF99A,0x7846A318,0xE284C527,0x9D61E50F,0x3AABBBAA,0xEF951FBB,
  775.  0x12E82D3D,
  776.  0xBFEFFF6D,0xBFEFFF6D,0x394F415C,0x394F415C,0x83BF0278,0x83BF0278,0xFAD1F1C9,0xFAD1F1C9,0xAF113F99,0xC0A3098D,0x969C3D67,0x7F229F94,0x84D6FAFD,
  777.  0x624FE830,0x9D07F764,0x7FD62962,0xDBBD7280,0x61012683,0x83BF0278,0x83BF0278,0x83BF0278,0xBFEFFF6D,0xBFEFFF6D,0x394F415C,0x394F415C,0xC0A3098D,
  778.  0x969C3D67,0x05FC3C11,0x05FC3C11,0x05FC3C11,0xB1CA77B1,0xB1CA77B1,0xB1CA77B1,0x63AB0442,0x63AB0442,0x63AB0442,0xB1CA77B1
  779.  
  780.  }
  781.  
  782. --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
  783. --will inherit the weapon as well.
  784. Config.RandomMissionVehicleWeapons = {0x13532244}
  785.  
  786. --override for bike,quad,Boat only drivebyweapons
  787. Config.RandomMissionBikeQuadBoatWeapons = {0x13532244,0xBD248B55,0xDB1AA450,0x12E82D3D,0x624FE830,0x0781FE4A}
  788.  
  789. --Randomize passenger drive by weapons?..rather than inherit passenger weapon (default) USED BY REGULAR MISSIONS TOO, WHEN PASSENGER SEATS ARE AUTO-FILLED
  790. Config.RandomizePassengerWeapons = true
  791.  
  792.  
  793. --What Enemy NPC models to use:
  794. Config.RandomMissionPeds = {"s_m_y_ammucity_01","s_m_y_xmech_02","U_M_Y_Tattoo_01","g_m_m_chicold_01"}
  795.  
  796. --juggernauts will spawn with railgun others minigun:
  797. 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"}
  798.  
  799. --What hostage friendly models to use:
  800. 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"}
  801.  
  802. --What enemy NPC vehicles to use:
  803. Config.RandomMissionVehicles = {    "apc",
  804.     "barrage",
  805.     "halftrack",
  806.     "dune3",
  807.     "insurgent",
  808.     "insurgent3",
  809.     "technical",
  810.     "technical2",
  811.     "technical3",
  812.     "limo2",
  813.     "menacer",
  814.     "rhino",
  815.     "khanjali",
  816.     "trailersmall2",
  817.     "tampa3"
  818. }
  819.  
  820. --What enemy NPC aircraft to use:
  821. Config.RandomMissionAircraft = {
  822. "hydra",
  823. "lazer",
  824. "strikeforce"
  825. }
  826.  
  827.  
  828. —what aircraft to spawn around random mission objective to protect it.
  829. -Config.RandomMissionGuardAircraftSpawns = {"strikeforce"}
  830.  
  831. --used for IsRandomSpawnAnywhere missions, for when the random position is on water.
  832. Config.RandomMissionBoat = {
  833. "dinghy4",
  834. "seashark",
  835. "toro2",
  836. "jetmax",
  837. "technical2",
  838. "blazer5",
  839. "apc",
  840. }
  841.  
  842. --used for IsRandomSpawnAnywhere=true missions, for when the random position is on water.
  843. --What NPC boats to use:
  844. Config.RandomMissionBoat = {
  845. "dinghy4",
  846. "seashark",
  847. "toro2",
  848. "jetmax"
  849. }
  850.  
  851. --Used for Type="Objective" random missions
  852. --Spawns a prop at the objective point.
  853. --If HostageRescue=true, will spawn a hostage instead.
  854. Config.RandomMissionProps = {
  855.     "ba_prop_battle_crate_m_hazard",
  856.     "imp_prop_impexp_boxcoke_01",
  857.     "ex_prop_crate_expl_sc",
  858.     "sm_prop_smug_crate_l_narc",
  859.     "ex_prop_crate_money_sc",
  860.     "ex_prop_crate_jewels_racks_sc",
  861.     "prop_large_gold",
  862.     "xm_prop_crates_sam_01a",
  863.     "prop_drop_crate_01_set",
  864.     "prop_box_ammo03a_set2",
  865.     "prop_biotech_store",
  866.     "prop_air_cargo_04c",
  867.     "prop_air_cargo_04a",
  868.     "hei_prop_carrier_bombs_1",
  869.     "ex_prop_crate_narc_sc",
  870.     "prop_weed_pallet",
  871.     "prop_cash_crate_01",
  872.     "prop_box_ammo03a_set",
  873.     "hei_prop_heist_weed_pallet_02",
  874.     "hei_prop_carrier_cargo_05b"
  875.    
  876.    
  877.     }
  878.  
  879.  
  880. --For regular (non IsRandomSpawnAnywhere=true) random missions, pick from this location list.
  881. --Can define MarkerS, Blip, Blip2, Marker, MarkerS, BlipS, BlipSL, BlipSB on each location as well.
  882. --for IsDefend, IsDefendTarget, and Safe houses per mission location if not using SafeHouseLocations table.
  883. --Also MissionTitle, MissionMessage,StartMessage, FinishMessage.
  884. --'force=true' can be added to make NPC spawn underground or below buildings for the location. Beware, only use for small
  885. --amount of peds to spawn, since GTA V seems to make them go invisible when many are spawned this way.
  886. --also 'force=true' can cause NPCs to spawn within a building and not be accessible, so the Mission Type will always become Type="Objective",
  887. --to allow it to be finished on time.
  888. —For IsDefendTarget missions, can also have:
  889. —DefendTargetInVehicle = true,
  890. —DefendTargetVehicleIsBoat=true,
  891. —DefendTargetVehicleIsAircraft=true,
  892. -DefendTargetVehicleMoveSpeedRatio = 0.5, --have vehicle move at 1/2 top speed etc...
  893.  
  894. —See mission 26
  895. Config.RandomMissionPositions = {
  896.  
  897.  
  898.  
  899. { x = -973.87, y = -273.67, z = 38.26, MissionTitle="Arcade"}, --cul de sac near studios
  900.  
  901. { x = -1102.97, y = -424.98, z = 44.37, MissionTitle="News Studio" }, --news channel/studio building roof
  902. { x = -1223.9, y = -493.83, z = 31.51, MissionTitle="Back Alley" }, --news channel/studio in cul de sac
  903.  
  904. { x = 2840.52, y = -1449.96, z = 11.95, MissionTitle="The Island"}, --island
  905.  
  906. { x = 1074.41, y = 3072.94, z = 40.82, MissionTitle="Desert Airstrip"}, --desert airstrip
  907.  
  908. {x = -149.29, y = -960.51, z = 269.13, MissionTitle="High Rise"}, --construction tower
  909.  
  910. { x = -1393.62, y = -2562.09, z = 13.95, MissionTitle="Airport" }, --airport
  911.  
  912. { x = 137.07, y = -3204.05, z = 5.86,  MissionTitle="Docks" }, --walkers docks
  913. { x = -1828.32, y = -1218.22, z = 13.03, MissionTitle="The Pier" }, --pier
  914.  
  915. { x = -547.74, y = -1477.3, z = 10.14, MissionTitle="Freeway Hideaway" }, --center greenery
  916.  
  917. { x = 1485.24, y = -2358.31, z = 72.44, MissionTitle="Oil Fields" }, --oilfields
  918.  
  919.  
  920. { x = 58.43, y = -1133.28, z = 29.34, MissionTitle="Street Smart"}, --los santos road
  921. { x = -808.9, y = -1302.95, z = 5.0, MissionTitle="Marina" }, --yacht club
  922.  
  923. { x = 31.0, y = -767.1, z = 44.24, MissionTitle="Business District" }, --center los santos
  924.  
  925. { x = 1874.74, y = 299.22, z = 162.82, MissionTitle="Resevoir" }, --resevoir
  926.  
  927. { x = 1373.59, y = -739.58, z = 67.23, MissionTitle="Suburban Sprawl"}, --cul de sac
  928.  
  929. { x = 1150.09, y = 124.3, z = 82.12, MissionTitle="Race Track"}, --race track
  930.  
  931. --'force = true' stops ray trace checking for spawn points for peds and vehicles, so peds/vehicles can spawn underneath structures... near the spawn location
  932. --this also means that peds/vehicles can spawn hidden in buildings, so this forces the mission type to be "Objective"
  933. --{ x = -177.69, y = -165.11, z = 44.03, force=true }, --hotel north los santos
  934.  
  935. { x = -2237.38, y = 266.45, z = 174.62, MissionTitle="The Ritz" },
  936.  --ritz hotel
  937.  
  938. { x = -412.9, y = 1170.53, z = 325.84, MissionTitle="Observatory"}, --observatory
  939.  
  940. { x = 756.1, y = 1284.89, z = 360.3, MissionTitle="Vinewood" }, --vinewood sign
  941.  
  942. { x = -1907.85, y = 2037.05, z = 140.74, MissionTitle="Wine Country"}, --vineyard
  943.  
  944. { x = -1833.24, y = 2152.89, z = 115.7, MissionTitle="Vinery"}, --vineyard 2
  945.  
  946. { x = -2548.21, y = 2705.28, z = 2.84, MissionTitle="Secret Bunker" }, --outside base
  947.  
  948. { x = -2405.68, y = 4253.63, z = 9.82, MissionTitle="Point Break"}, --nw beach
  949.  
  950. { x = 57.0, y = 3717.01, z = 39.75, MissionTitle="Trailer Park"},--lost caravans
  951. { x = 1816.42, y = 3794.64, z = 33.65, MissionTitle="Dust Bowl"}, --south salton
  952. { x = 1313.35, y = 4327.67, z = 38.21, MissionTitle="Fish Monger" }, --north salton
  953.  
  954. { x = 3572.73, y = 3665.03, z = 33.89, MissionTitle="The Complex"}, --humane labs
  955.  
  956. { x = 3803.26, y = 4462.52, z = 4.75, MissionTitle="Getaway" }, --north east coast
  957.  
  958. { x = -1122.74, y = 4924.89, z = 218.67, MissionTitle="Compound"  }, --cult
  959.  
  960. { x = -578.96, y = 5321.1, z = 70.21, MissionTitle="Sawmill" }, --sawmill
  961.  
  962. { x = -31.49, y = 6441.9, z = 31.43, MissionTitle="Community Chest"  }, --parking lot uppoer NW
  963.  
  964. { x = 28.76, y = 6216.7, z = 31.54, MissionTitle="Railyard"  }, --by railyard upper nw
  965. { x = 1429.43, y = 6517.94, z = 18.91, MissionTitle="Scenic Route"  }, --uppper coast
  966.  
  967. }
  968.  
  969.  
  970. —used for IsDefendTargetGotoGoal. Can have SpawnAt attribute that defines coordinates for NPCs to spawn at. See Mission26
  971.  
  972. Config.RandomMissionDestinations = {
  973.  
  974. { x = -973.87, y = -273.67, z = 38.26, MissionTitle="Arcade"}, --cul de sac near studios
  975.  
  976. { x = -1102.97, y = -424.98, z = 44.37, MissionTitle="News Studio" }, --news channel/studio building roof
  977. { x = -1223.9, y = -493.83, z = 31.51, MissionTitle="Back Alley" }, --news channel/studio in cul de sac
  978.  
  979. { x = 2840.52, y = -1449.96, z = 11.95, MissionTitle="The Island"}, --island
  980.  
  981. { x = 1074.41, y = 3072.94, z = 40.82, MissionTitle="Desert Airstrip"}, --desert airstrip
  982.  
  983. --{x = -149.29, y = -960.51, z = 269.13, MissionTitle="High Rise"}, --construction tower
  984.  
  985. { x = -1393.62, y = -2562.09, z = 13.95, MissionTitle="Airport" }, --airport
  986.  
  987. { x = 137.07, y = -3204.05, z = 5.86,  MissionTitle="Docks" }, --walkers docks
  988. { x = -1828.32, y = -1218.22, z = 13.03, MissionTitle="The Pier" }, --pier
  989.  
  990. { x = -547.74, y = -1477.3, z = 10.14, MissionTitle="Freeway Hideaway" }, --center greenery
  991.  
  992. { x = 1485.24, y = -2358.31, z = 72.44, MissionTitle="Oil Fields" }, --oilfields
  993.  
  994.  
  995. { x = 58.43, y = -1133.28, z = 29.34, MissionTitle="Street Smart"}, --los santos road
  996. { x = -808.9, y = -1302.95, z = 5.0, MissionTitle="Marina" }, --yacht club
  997.  
  998. { x = 31.0, y = -767.1, z = 44.24, MissionTitle="Business District" }, --center los santos
  999.  
  1000. { x = 1874.74, y = 299.22, z = 162.82, MissionTitle="Resevoir" }, --resevoir
  1001.  
  1002. { x = 1373.59, y = -739.58, z = 67.23, MissionTitle="Suburban Sprawl"}, --cul de sac
  1003.  
  1004. { x = 1150.09, y = 124.3, z = 82.12, MissionTitle="Race Track"}, --race track
  1005.  
  1006. --'force = true' stops ray trace checking for spawn points for peds and vehicles, so peds/vehicles can spawn underneath structures... near the spawn location
  1007. --this also means that peds/vehicles can spawn hidden in buildings, so this forces the mission type to be "Objective"
  1008. { x = -177.69, y = -165.11, z = 44.03, MissionTitle="Concierge Service", force=true}, --hotel north los santos
  1009.  
  1010. --{ x = -2237.38, y = 266.45, z = 174.62, MissionTitle="The Ritz" },
  1011.  --ritz hotel
  1012.  
  1013. { x = -412.9, y = 1170.53, z = 325.84, MissionTitle="Observatory"}, --observatory
  1014.  
  1015. { x = 756.1, y = 1284.89, z = 360.3, MissionTitle="Vinewood" }, --vinewood sign
  1016.  
  1017. { x = -1907.85, y = 2037.05, z = 140.74, MissionTitle="Wine Country"}, --vineyard
  1018.  
  1019. { x = -1833.24, y = 2152.89, z = 115.7, MissionTitle="Vinery"}, --vineyard 2
  1020.  
  1021. { x = -2548.21, y = 2705.28, z = 2.84, MissionTitle="Secret Bunker" }, --outside base
  1022.  
  1023. { x = -2405.68, y = 4253.63, z = 9.82, MissionTitle="Point Break"}, --nw beach
  1024.  
  1025. { x = 57.0, y = 3717.01, z = 39.75, MissionTitle="Trailer Park"},--lost caravans
  1026. { x = 1816.42, y = 3794.64, z = 33.65, MissionTitle="Dust Bowl"}, --south salton
  1027. { x = 1313.35, y = 4327.67, z = 38.21, MissionTitle="Fish Monger" }, --north salton
  1028.  
  1029. --{ x = 3572.73, y = 3665.03, z = 33.89, MissionTitle="The Complex"}, --humane labs
  1030.  
  1031. { x = 3803.26, y = 4462.52, z = 4.75, MissionTitle="Getaway" }, --north east coast
  1032.  
  1033. { x = -1122.74, y = 4924.89, z = 218.67, MissionTitle="Compound"  }, --cult
  1034.  
  1035. { x = -578.96, y = 5321.1, z = 70.21, MissionTitle="Sawmill" }, --sawmill
  1036.  
  1037. { x = -31.49, y = 6441.9, z = 31.43, MissionTitle="Community Chest"  }, --parking lot uppoer NW
  1038.  
  1039. { x = 28.76, y = 6216.7, z = 31.54, MissionTitle="Railyard"  }, --by railyard upper nw
  1040. { x = 1429.43, y = 6517.94, z = 18.91, MissionTitle="Scenic Route"  }, --uppper coast
  1041.  
  1042.  
  1043. }
  1044.  
  1045.  
  1046. --Random Missions that use RandomMissionPositions locations can also use IsDefend=true and IsDefendTarget=true
  1047. --You need to define a 'Blip2' and optional 'Blip' for the location in RandomMissionPositions.
  1048. --Blip2 is where the friendly target NPC spawns for IsDefendTarget=true. Else, for just IsDefend=true,
  1049. --Blip2 will use the Marker defined to create a defend zone where NPCs which players must stop enemy  NPCs from getting to.
  1050. --For Random missions with IsDefendTarget=true, you can define if the friendly Target NPC is in a vehicle or not via:
  1051. --DefendTargetInVehicle=true. See Mission18 for an example.
  1052. --(Also, DefendTargetInAircraft=true, DefendTargetInBoat=true per location, may or may not work)
  1053.  
  1054. --***NOTE, IsDefend (and IsDefendTarget) missions work best as Type="Assassinate".
  1055. --You also need tell the random mission generator to just use "Assassinate", so you need to set
  1056. --RandomMissionTypes = {"Assassinate"}
  1057. --as well for the random missions of these type***
  1058.  
  1059. --(See MISSION SETUP section below as well)
  1060.  
  1061. --Random friendly target spawns:
  1062. Config.IsDefendTargetRandomPeds = {"ig_bankman","a_f_y_business_02","u_f_y_princess","ig_tomepsilon"}
  1063.  
  1064. --Random friendly target weapons:
  1065. Config.IsDefendTargetRandomPedWeapons = {0xE284C527,0x83BF0278,0xBFEFFF6D}
  1066.  
  1067. --Random friendly target vehicles:
  1068. Config.IsDefendTargetRandomVehicles = { "windsor",
  1069. "fbi2",
  1070. "chino",
  1071. "nightblade",
  1072. "cavalcade",
  1073. "riot",
  1074.  
  1075. }
  1076.  
  1077. --Random friendly target aircraft (may or may not work)
  1078. Config.IsDefendTargetRandomAircraft = {
  1079. "hydra",
  1080. "lazer",
  1081. "strikeforce"
  1082. }
  1083.  
  1084. --Random friendly target boat (may or may not work)
  1085. Config.IsDefendTargetRandomBoat = {
  1086. "dinghy4",
  1087. "seashark",
  1088. "toro2",
  1089. "marquis",
  1090. "jetmax"
  1091. }
  1092.  
  1093. --**START IsBountyHunt Random mission type of Assassinate missions Settings
  1094. --SEE Mission4,Mission5,Mission6 and Mission7 in missions.lua
  1095. --Essentially setting IsBountyHunt=true on a IsRandom=true,IsRandomSpawnAnywhere=true mission
  1096. --Allows a squad of peds to also spawn with the regular peds and vehicles, whose numbers are defined
  1097. --in the mission or global settings.
  1098. --NOTES: ***By default peds will try and spawn at the lowest flat surface rather than roofs, so typically only on roads
  1099. --The squads with IsBountyHunt=true will spawn at the first flat surface (GroundZ)... so roofs.
  1100. --I found it was hard to get peds to spawn properly always around Mt Chiliad and other similar areas, by the default method,
  1101. --and they would spawn under tha map frequently, showing up at the nearest road.
  1102. --So spawning with squads this way may be better suited for more natural areas. ***
  1103.  
  1104. --IsBountyHunt=true guardian Peds, since when this is true, RandomMissionPeds should be set
  1105. --per mission for special peds that are the actual bounty/targets
  1106. Config.RandomMissionBountyPeds = {"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"}
  1107.  
  1108. Config.RandomMissionBountyBossChance=15 -- % of squad that will be bosses,
  1109.                                         --set RandomMissionBossChance =0 for the mission to not make Bosses a bounty/target
  1110. Config.IsBountyHuntMaxSquadSize = 12    --squad will be a max of this size,
  1111.                                         --spawned with a bounty target
  1112.  
  1113. Config.IsBountyHuntMinSquadSize = 1 --squad will be a min of this size,
  1114.                                         --spawned with a bounty target     
  1115.  
  1116. Config.IsBountySquadMinRadius = 25  --squad will spawn around a max radius  of this size,
  1117.                                        
  1118.  
  1119. Config.IsBountySquadMaxRadius = 150 --squad will spawn around a max radius of this size,
  1120.  
  1121. Config.IsBountyHuntDoBoats = false --spawn enemies in boats as well as on land?
  1122.                                                                                
  1123. --this is a HACK to not have the same
  1124.                     --identical 'boss' models like in a multi-seat vehicle
  1125.                     --since the turrets subroutine I never felt
  1126.                     --I fixed correctly to place random passengers                                     
  1127. Config.RandomMissionIsBountyOverrideVehPeds = {"hc_hacker","hc_gunman","u_m_m_bankman","u_m_m_jewelsec_01","s_m_m_highsec_02","a_m_m_og_boss_01","u_m_m_jewelthief","s_m_m_movprem_01","g_m_m_korboss_01","g_m_m_armboss_01","g_m_m_chiboss_01","g_m_m_mexboss_01","g_m_m_mexboss_02","g_m_y_salvaboss_01","s_m_m_ammucountry","u_m_y_babyd","u_m_y_militarybum","a_m_y_musclbeac_02","s_m_y_pestcont_01","u_m_o_taphillbilly","a_f_y_femaleagent","g_m_importexport_01","g_f_importexport_01","mp_f_cardesign_01","mp_f_chbar_01","mp_f_cocaine_01","mp_f_execpa_01","mp_f_forgery_01","mp_f_meth_01","mp_f_weed_01","mp_m_cocaine_01","mp_m_counterfeit_01","mp_m_execpa_01","mp_m_forgery_0","mp_m_meth_01","mp_m_weapwork_01","mp_m_weed_01","a_m_y_breakdance_01","g_f_y_vagos_01","mp_m_g_vagfun_01","a_m_y_vindouche_01","a_m_m_tranvest_01","g_m_y_strpunk_01","g_m_y_strpunk_02","s_m_m_strpreach_01","a_m_y_gay_01","a_f_m_bodybuild_01",
  1128.         }  
  1129.                                    
  1130.                                        
  1131. --**END IsBountyHunt mission random type of Assassinate missions Settings
  1132.  
  1133. --**END RANDOM MISSION GENERATOR SETTINGS**--
  1134.  
  1135.  
  1136. --**MISSION SETUP**-
  1137. --Regular missions, that do not have IsRandom=true, can be used to setup very specific missions, with specific NPCs, vehicles and NPC behaviors,
  1138. --and locations. IsRandom=true will use the Random Mission Generator which can be configured per mission, so you can a variety of different
  1139. --types of random missions in rotation as well. Mission1 through Mission11 are regular missions. Mission12 is a regular IsRandom mission,
  1140. --Mission17 is a IsRandom,IsRandomSpawnAnywhere mission, Mission19 is a IsRandom,IsRandomSpawnAnywhere mission with larger spawns etc..
  1141.  
  1142. --IsDefend, IsDefendTarget missions should be used with Type="Assassinate" missions. Mission10, Mission16 are IsDefend=true.
  1143. -- Mission13 to Mission15 and Mission20 are IsDefend, IsDefendTarget missions. IsDefend requires a Blip2 to define where the zone is to
  1144. --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,
  1145. -- and uses Blip2 to define where the friendly NPC target that needs to be rescued goes.
  1146. --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**
  1147. --IsDefendTarget also has 2 more settings for missions, for NPC behavior, which overrides default NPC behaviors defined by attributes (see below) in most cases.
  1148. --It also overrides IsDefend behaviors.
  1149. --These are:
  1150. --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.
  1151. --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.
  1152. —SEE FURTHER UP AS WELL, MORE IsDefendTarget settings explained above.
  1153.  
  1154. --'Blip' defines the mission location blip
  1155. --'Marker' defines the capture zone for Type="Ojective" missions
  1156. --'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),
  1157. --  if IsDefendTarget=true, is where the friendly target NPC spawns.
  1158. --'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
  1159.  
  1160. --'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.
  1161. --Props have attributes:
  1162. --  'isObjective=true' This makes the prop an objective for $ reward, and for ObjectiveRescue missions, will need to be captured for mission completion.
  1163. -- 'Freeze=true' Makes the prop frozen at the coordinates it is set at.
  1164.  
  1165. --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
  1166.  
  1167. --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
  1168.  
  1169.  
  1170. --'Peds', for regular missions, you define what model, weapon, location etc.. 'id' needs to be 1, 2, 3, with no gaps for multiple props.
  1171. --Peds have behavioral flags:
  1172. --  'target=true' makes them an enemy target to be killed. At least one ped needs this for Assassinate missions.
  1173. --      '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
  1174. --  'friendly=true' makes a friendly 'hostage' ped that can be rescued.
  1175. --  'dead=true' makes NPC a corpse for prop effect
  1176. --  'outside=true' Use for when 'IndoorsMission=-true' is set, to make the Ped spawn at mission start, not dynamically
  1177. --      'invincible=true' good for friendly prop npcs that would ruin plot if killed
  1178. --  'movespeed=5.0' speed to move at for below attributes. If left out, will use 20.0 by default a fast speed
  1179. --  'wanderinarea=true' makes NPC wander within  25 meter radius of their spawn position. Works when players are not far away.
  1180. --  'wander=true' makes NPC wander to wherever...  Works when players are not far away.
  1181. --  '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.
  1182. --  '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'
  1183. --  '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
  1184. --      act like a zombie. Use notzed=true to override this for the models.
  1185. -    SetBlockingOfNonTemporaryEvents=true, make peds stick to task, oblivious to events around them
  1186.  
  1187. --'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.
  1188. --  'id2' needs to be 1, 2, 3 with no gaps as well. 'Weapon' defines driver weapon, modelhash the Ped driver model.
  1189. --  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.
  1190. --Vehicles have attributes as well:
  1191. --  'outside=true' Use for when 'IndoorsMission=-true' is set, to make the Vehicle spawn at mission start, not dynamically
  1192. --  '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)
  1193. --  '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)
  1194. --  '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.
  1195. --      'invincible=true' good for friendly prop npcs that would ruin plot if killed
  1196. --       'driverfiringpattern=' --hash to use for the driver firing pattern
  1197. --       'turretfiringpattern=' --hash to use for the passnger/turret firing pattern
  1198. --  'flee=true' makes the enemy vehicle driver less combative and more prone to flee, which can make better chase missions
  1199. --  'driving=true' makes the driver drive to wherever. Works when players are a long way away as well.
  1200. --  '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.
  1201. --  '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.
  1202. --  '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
  1203. --  if you have the same amount of passengers for the vehicle in every mission.
  1204. --  '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'
  1205. --  '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
  1206. --       act like a zombie. Use notzed=true to override this for the models.
  1207. -    SetBlockingOfNonTemporaryEvents=true, make peds stick to task, oblivious to events around them 
  1208.  
  1209. --  '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,
  1210. --  like in 'Vehicles' with an 'id2' attribute. See Mission14 below as an example. has attributes like movetocoord, driving, as well to define the npc behavior. Also SpawnAt attribute
  1211. -    to define coords to spawn at if not the Blip coords.
  1212. --'Events',This is basically a trigger than spawns something when a player is within a certain distance away.
  1213. --      Used in *both* Regular and IsRandom Mission. 5 Event types: Paradrop, Squad, Vehicle and Aircraft and Boat
  1214. --      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
  1215. --      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
  1216. --   IsRandomEvent=true event and regular events together if you wish.
  1217. --  Common attributes:
  1218. --  Message='' --any custom message to notify players with when event is spawned?
  1219. --  '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)
  1220. --      'Size = {radius=1000.0},' radius defines how far away a player must be to trigger the Event  
  1221. --  '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.
  1222. --      '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)
  1223. --       'driverfiringpattern=' --hash to use for the driver firing pattern (Type = Vehicle or Aircraft)
  1224. --       'turretfiringpattern=' --hash to use for the passnger/turret firing pattern  (Type = Vehicle or Aircraft)
  1225. --  '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)
  1226. --       'FacePlayer=true' Face direction of the triggering player? Else random heading. (Type = Squad, Vehicle or Aircraft)
  1227. --       '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.
  1228. --          Else for Paradrop, will use the paradrop ped, vehicle and weapon arrays. RandomMissionBossChance is also used to spawn % "Boss" peds
  1229. --        'isBoss'. used to spawn a "Boss", which means buffed up peds
  1230. --      'NumberPeds' Number of peds to spawn, if not set, 4 to 10 peds are spawn (Type = Squad and Paradrop)
  1231. --  'SquadSpawnRadius', what radius to spawn the peds around the Event (Type = Squad)
  1232. --      'CheckGroundZ=true', Recommended for any SquadSpawnRadius > 1m (Type = Squad)
  1233. --      'SpawnHeight', what extra height above the event (typically water/ground) to spawn the aircraft (Type = Aircraft)
  1234. -    DoSetBlockingOfNonTemporaryEvents=true, —make npcs stick to task, oblivious to events around them
  1235. -    DoIsDefendBehavior=true, —make  npcs take on is defend tasks
  1236. -    IsDefendTargetTriggersEvent = true,— IsDefendTarget NPC can trigger the event
  1237.  
  1238.  
  1239. --IsRandom=true missions are easier to set up, they are missions: Mission12, Mission17, Mission19, Mission18 and Mission20
  1240.  
  1241. --Example Per Mission Configurations:
  1242.  
  1243. Config.Missions = {
  1244.  
  1245.   Mission1 = {
  1246.     --only around 98 characters will display for these messages
  1247.     StartMessage = "Mercenaries for hire have taken over a construction site~n~for ransom. Secure it!",
  1248.     FinishMessage = "Mission Completed!",
  1249.     MissionTitle = "Blackwater",
  1250.     MissionMessage = "Go to the construction site and secure it from the mercenaries",
  1251.     MissionSpaceTime = 10000,
  1252.     Type = "Objective",
  1253.     --FinishedObjectiveReward = 10000,
  1254.     --KillReward = 150,
  1255.     --SpawnMissionPickups = {"WEAPON_CARBINERIFLE","WEAPON_COMBATPISTOL","WEAPON_KNIFE","GADGET_NIGHTVISION"},
  1256.     --SpawnRewardPickups = {"WEAPON_RPG","WEAPON_COMBATPISTOL","WEAPON_KNIFE","GADGET_PARACHUTE"},    
  1257.     --SpawnMissionComponents = {"COMPONENT_AT_PI_SUPP WEAPON_COMBATPISTOL"}, --space between attachment/component and weapon it goes on
  1258.     --SpawnRewardComponents = {"COMPONENT_AT_PI_FLSH WEAPON_COMBATPISTOL"},   --space between attachment/component and weapon it goes on
  1259.  
  1260.  
  1261.     Blip = {
  1262.       Title = "Objective",
  1263.       Position = { x = -146.84, y = -1080.72, z = 42.02 },
  1264.       Icon     = 58,
  1265.       Display  = 4,
  1266.       Size     = 1.2,
  1267.       Color    = 1,
  1268.     },
  1269.  
  1270.     Marker = {
  1271.       Type     = 1,
  1272.       Position = { x = -146.84, y = -1080.72, z = 41.02 },
  1273.       Size     = {x = 5.0, y = 5.0, z = 2.0},
  1274.       Color    = {r = 100, g = 100, b = 204},
  1275.       DrawDistance = 100.0,
  1276.     },
  1277.     BlipS = { --safehouse blip
  1278.           Title = "Mission Safehouse",
  1279.           Position = { x = -1694.94, y = -3152.18, z = 23.32}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1280.           Icon     = 417,
  1281.           Display  = 4,
  1282.           Size     = 1.2,
  1283.           Color    = 2,
  1284.           Alpha  =80,
  1285.     }, 
  1286.         MarkerS = { --safehouse marker
  1287.           Type     = 1,
  1288.           Position = { x = -1694.94, y = -3152.18, z = 23.32},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  1289.           Size     = {x = 6.0, y = 6.0, z = 2.0},
  1290.           Color    = {r = 117, g = 218, b = 255},
  1291.           DrawDistance = 200.0,
  1292.     },
  1293.     BlipSL = { --safehouse Vehicle blip
  1294.           Title = "Mission Vehicle Safehouse",
  1295.           Position = { x = -1469.37, y = -2967.27, z = 13.3}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1296.           Icon     = 421,
  1297.           Display  = 4,
  1298.           Size     = 1.2,
  1299.           Color    = 3,
  1300.           Alpha  =80,
  1301.     },
  1302.     BlipSB = { --safehouse boat blip
  1303.           Title = "Mission Boat Safehouse",
  1304.           Position = {x = 413.98, y = -3411.47, z = 0.23}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1305.          Icon     = 404,
  1306.           Display  = 4,
  1307.           Size     = 1.2,
  1308.           Color    = 3,
  1309.           Alpha  =80,
  1310.     },
  1311.    
  1312.     Events = {
  1313.  
  1314.        {
  1315.           Type="Paradrop",
  1316.           Position = {  x = -146.84, y = -1080.72, z = 42.02 },
  1317.           Size     = {radius=100.0},
  1318.           SpawnHeight = 200.0,
  1319.           FacePlayer = true,
  1320.           NumberPeds=10,
  1321.         },
  1322.    
  1323.     }, 
  1324.    
  1325.     Peds = {
  1326.         -- 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
  1327.         {id = 1, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = -187.2, y = -1091.96, z = 27.16, heading = 27.16},
  1328.         {id = 2, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = -179.47, y = -1078.39, z = 30.14, heading = 82.01,wanderinarea=true},
  1329.         {id = 3, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = -173.8, y = -1062.78, z = 30.14, heading = 60.94,wanderinarea=true},
  1330.         {id = 4, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = -160.2, y = -1067.93, z = 30.14, heading = 3.31448912620544,},
  1331.         {id = 5, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = -165.83, y = -1083.26, z = 30.14, heading = 3.31448912620544},
  1332.         {id = 6, Weapon = 0xB1CA77B1, modelHash = "s_m_y_ammucity_01", x = -179.47, y = -1078.39, z = 36.13, heading = 82.01,},
  1333.         {id = 7, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = -173.8, y = -1062.78, z = 36.13, heading = 60.94,wanderinarea=true},
  1334.         {id = 8, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = -160.2, y = -1067.93, z = 36.13, heading = 3.31448912620544},
  1335.         {id = 9, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = -165.83, y = -1083.26, z = 36.13, heading = 3.31448912620544,wanderinarea=true},
  1336.         {id = 10, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = -179.47, y = -1078.39, z = 42.13, heading = 82.01,wanderinarea=true},
  1337.         {id = 11, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = -173.8, y = -1062.78, z = 42.13, heading = 60.94,},
  1338.         {id = 12, Weapon = 0x63AB0442, modelHash = "s_m_y_ammucity_01", x = -160.2, y = -1067.93, z = 42.13, heading = 3.31448912620544},
  1339.         {id = 13, Weapon = 0x83BF0278, modelHash = "s_m_y_ammucity_01", x = -165.83, y = -1083.26, z = 42.13, heading = 3.31448912620544},
  1340.        
  1341.     },
  1342.  
  1343.     Vehicles = {
  1344.       -- 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
  1345.       {id = 1, id2 = 1, Vehicle = "rhino", modelHash = "s_m_y_ammucity_01", x = -203.92, y = -1096.21, z = 21.16, heading = 143.9},
  1346.       {id = 2, id2 = 2, Vehicle = "trailersmall2", modelHash = "s_m_y_ammucity_01", x = -187.1, y = -1100.09, z = 42.14, heading = 68.51},
  1347.      {id = 3, id2 = 3, Vehicle = "trailersmall2", modelHash = "s_m_y_ammucity_01", x = -140.47, y = -1091.98, z = 42.14, heading = 250.11},
  1348.       {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},
  1349.       {id = 5, id2 = 5, Vehicle = "trailersmall2", modelHash = "s_m_y_ammucity_01", x = -175.84, y = -1060.36, z = 42.14, heading = 20.14},
  1350.    
  1351.       --{id = 6,  Vehicle = "insurgent",x = 2929.89, y = 4715.79, z = 50.24, heading = -27.45},
  1352.      -- {id = 7,  Vehicle = "blazer4",  x = 2907.93, y = 4703.54, z = 49.38, heading = 287.97},
  1353.    
  1354.    }
  1355.   },
  1356.   Mission2 = {
  1357.    
  1358.     StartMessage = "The Church of Chantixology are holding~n~TV nature specialist Des Proud captive~n~Go rescue him!",
  1359.     FinishMessage = "Des Proud is free!",
  1360.     MissionTitle = "OT VIII",
  1361.     MissionMessage = "Rescue TV celebrity Des Proud. He is being held captive at a Church of Chantixology mansion",
  1362.     Type = "HostageRescue",
  1363.     --TargetKillReward = 1500,
  1364.     --KillReward = 150,
  1365.  
  1366.     Blip = {
  1367.       Title = "Objective",
  1368.       Position = { x = -138.08, y = 869.04, z = 232.69},
  1369.       Icon     = 58,
  1370.       Display  = 4,
  1371.       Size     = 1.2,
  1372.       Color    = 1,
  1373.     },
  1374.  
  1375.     Marker = {
  1376.       Type     = 1,
  1377.       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
  1378.       Size     = {x = 5.0, y = 5.0, z = 2.0},
  1379.       Color    = {r = 100, g = 100, b = 204},
  1380.       DrawDistance = 100.0,
  1381.     },
  1382.     BlipS = { --safehouse blip
  1383.           Title = "Mission Safehouse",
  1384.           Position = { x = 1731.94, y = 3308.24, z = 41.22}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1385.           Icon     = 417,
  1386.           Display  = 4,
  1387.           Size     = 1.2,
  1388.           Color    = 2,
  1389.           Alpha  =80,
  1390.     }, 
  1391.     MarkerS = { --safehouse marker
  1392.           Type     = 1,
  1393.           Position = { x = 1731.94, y = 3308.24, z = 40.22},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  1394.           Size     = {x = 6.0, y = 6.0, z = 2.0},
  1395.           Color    = {r = 117, g = 218, b = 255},
  1396.           DrawDistance = 200.0,
  1397.     },
  1398.     BlipSL = { --safehouse Vehicle blip
  1399.           Title = "Mission Vehicle Safehouse",
  1400.           Position = { x = 1480.63, y = 3167.93, z = 40.99}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1401.           Icon     = 421,
  1402.           Display  = 4,
  1403.           Size     = 1.2,
  1404.           Color    = 3,
  1405.           Alpha  =80,
  1406.     },
  1407.     BlipSB = { --safehouse boat blip
  1408.           Title = "Mission Boat Safehouse",
  1409.           Position = {x = 1481.84, y = 3873.37, z = 30.04}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1410.          Icon     = 404,
  1411.           Display  = 4,
  1412.           Size     = 1.2,
  1413.           Color    = 3,
  1414.           Alpha  =80,
  1415.     },
  1416.    
  1417.     Events = {
  1418.  
  1419.        {
  1420.           Type="Squad",
  1421.           Position = {  x = -137.68, y = 883.01, z = 233.76, heading = 297.23},
  1422.           Size     = {radius=300.0},
  1423.           SpawnHeight = 200.0,
  1424.           FacePlayer = true,
  1425.           NumberPeds=25,
  1426.           SquadSpawnRadius=50.0,
  1427.           modelHash="mp_m_boatstaff_01",
  1428.           CheckGroundZ=true,         
  1429.         },
  1430.    
  1431.     },     
  1432.    
  1433.     --***Must Set 'realId' too, which must is always the same as 'id' for props to not float***
  1434.     Props = {
  1435.    
  1436.     },
  1437.  
  1438.     Pickups = {
  1439.         --{ id=1, Name = "PICKUP_WEAPON_ASSAULTRIFLE", Amount = 1.0, Position = { x = -2953.06, y = 10.81, z = 7.96, heading = 232.22 }},
  1440.     },
  1441.     MissionPickups = {
  1442.     --{ id=1, Name = "PICKUP_WEAPON_COMBATMG", Amount = 1.0, Position = { x = -2944.06, y = 10.81, z = 7.96, heading = 232.22 }},
  1443.        
  1444.        
  1445.     }, 
  1446.        
  1447.    
  1448.  
  1449.     Peds = {
  1450.        
  1451.         {id = 1, modelHash = "ig_orleans", x = -131.59, y = 867.9, z = 232.69, heading = 118.57,friendly=true,invincible=true},
  1452.         {id = 2,   modelHash = "ig_hunter",x = -134.69, y = 870.42, z = 232.69, heading = 120.14,friendly=true,invincible=true},
  1453.        
  1454.         {id = 3,  Weapon= 0xE284C527,  modelHash = "mp_m_boatstaff_01",x = -139.44, y = 869.89, z = 232.7, heading = 234.04,wanderinarea=true},
  1455.        
  1456.         {id = 4,Weapon= 0x83BF0278,   modelHash = "mp_m_boatstaff_01",x = -131.01, y = 858.56, z = 232.7, heading = 83.48},
  1457.        
  1458.         {id = 5, Weapon= 0x05FC3C11,  modelHash = "mp_m_boatstaff_01",x = -152.33, y = 885.71, z = 233.46, heading = 204.08 },
  1459.        
  1460.         {id = 6, Weapon= 0x05FC3C11, modelHash = "mp_m_boatstaff_01",x = -169.3, y = 895.02, z = 233.47, heading = 75.65,wanderinarea=true},
  1461.        
  1462.         {id = 7, Weapon= 0x63AB0442,  modelHash = "mp_m_boatstaff_01",x = -133.26, y = 899.14, z = 235.66, heading = 272.01},
  1463.        
  1464.         {id = 8, Weapon= 0xBFEFFF6D,  modelHash = "mp_m_boatstaff_01",x = -128.11, y = 903.51, z = 235.76, heading = 247.05,wanderinarea=true},
  1465.        
  1466.    
  1467.     },
  1468.  
  1469.     Vehicles = {
  1470.    
  1471.       --**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***
  1472.       --vehicles are not consistent, so use ExtraPeds at your own discretion.
  1473.       --Below takes a ped with id=1 from Peds above and will put it in seatid = -2  
  1474.         {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},   
  1475.       --{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},
  1476.       --{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},
  1477.       --{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},
  1478.     }
  1479.   } ,
  1480.   Mission3 = {
  1481.    
  1482.     StartMessage = "Mercenaries are assembling~n~to take over Fort Zancudo!~n~Eliminate them",
  1483.     FinishMessage = "Mission Accomplished!",
  1484.     Type = "Assassinate",
  1485.     MissionTitle = "Battle for Fort Zancudo",
  1486.     MissionMessage = "Stop the mercenaries from taking over Fort Zancudo",     
  1487.     --TargetKillReward = 1500,
  1488.     --KillReward = 150,
  1489.  
  1490.     Blip = {
  1491.       Title = "Mission Start",
  1492.       Position = { x = -2074.59, y = 1475.03, z = 275.15 },
  1493.       Icon     = 58,
  1494.       Display  = 4,
  1495.       Size     = 1.2,
  1496.       Color    = 1,
  1497.     },
  1498.  
  1499.     Marker = {
  1500.       Type     = 1,
  1501.       Position = { x = -2074.59, y = 1475.03, z = 274.15  },
  1502.       Size     = {x = 5.0, y = 5.0, z = 2.0},
  1503.       Color    = {r = 100, g = 100, b = 204},
  1504.       DrawDistance = 100.0,
  1505.     },
  1506.     BlipS = { --safehouse blip
  1507.           Title = "Mission Safehouse",
  1508.           Position = {x = -2108.16, y = 3275.45, z = 38.73}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1509.           Icon     = 417,
  1510.           Display  = 4,
  1511.           Size     = 1.2,
  1512.           Color    = 2,
  1513.           Alpha  =80,
  1514.     }, 
  1515.     MarkerS = { --safehouse marker
  1516.           Type     = 1,
  1517.           Position = { x = -2108.16, y = 3275.45, z = 37.73},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  1518.           Size     = {x = 6.0, y = 6.0, z = 2.0},
  1519.           Color    = {r = 117, g = 218, b = 255},
  1520.           DrawDistance = 200.0,
  1521.     },
  1522.     BlipSL = { --safehouse Vehicle blip
  1523.           Title = "Mission Vehicle Safehouse",
  1524.           Position = { x = -2451.21, y = 3134.29, z = 32.82, heading = 156.25}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1525.           Icon     = 421,
  1526.           Display  = 4,
  1527.           Size     = 1.2,
  1528.           Color    = 3,
  1529.           Alpha  =80,
  1530.     },
  1531.     BlipSB = { --safehouse boat blip
  1532.           Title = "Mission Boat Safehouse",
  1533.           Position = {x = -3238.09, y = 3380.0, z = 0.18}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1534.          Icon     = 404,
  1535.           Display  = 4,
  1536.           Size     = 1.2,
  1537.           Color    = 3,
  1538.           Alpha  =80,
  1539.     },
  1540.    
  1541.     Events = {
  1542.  
  1543.        {
  1544.           Type="Squad",
  1545.           Position = { x = -2074.59, y = 1475.03, z = 275.15},
  1546.           Size     = {radius=1000.0},
  1547.           --SpawnHeight = 200.0,
  1548.          -- FacePlayer = true,
  1549.           NumberPeds=25,
  1550.           SquadSpawnRadius=50.0,
  1551.           modelHash="s_m_y_ammucity_01",
  1552.           CheckGroundZ=true,         
  1553.         },
  1554.    
  1555.  
  1556.        {
  1557.           Type="Aircraft",
  1558.           Position = {  x = -2096.12, y = 1483.89, z = 279.16, heading = 97.67},
  1559.           Size     = {radius=1000.0},
  1560.           SpawnHeight = 50.0,
  1561.          -- FacePlayer = true,
  1562.          -- NumberPeds=25,
  1563.           --SquadSpawnRadius=50.0,
  1564.           modelHash="s_m_y_ammucity_01",
  1565.           Vehicle="hydra"
  1566.           --CheckGroundZ=true,       
  1567.         },
  1568.        
  1569.        {
  1570.           Type="Aircraft",
  1571.           Position = {  x = -1971.82, y = 1460.12, z = 268.38, heading = 252.11},
  1572.           Size     = {radius=1000.0},
  1573.           SpawnHeight = 50.0,
  1574.          -- FacePlayer = true,
  1575.          -- NumberPeds=25,
  1576.           --SquadSpawnRadius=50.0,
  1577.           modelHash="s_m_y_ammucity_01",
  1578.           Vehicle="valkyrie"
  1579.           --CheckGroundZ=true,       
  1580.         },     
  1581.    
  1582.     },         
  1583.  
  1584.     Peds = {
  1585.        
  1586.         {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},
  1587.         {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},
  1588.         {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},
  1589.        
  1590.    
  1591.     },
  1592.  
  1593.     Vehicles = {
  1594.       -- 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
  1595.      
  1596.       --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.
  1597.       --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.
  1598.       --**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***
  1599.       --vehicles are not consistent, so use ExtraPeds at your own discretion.
  1600.       --Below takes a ped with id=1 from Peds above and will put it in seatid = -2
  1601.       {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},
  1602.       {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},
  1603.       {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},
  1604.      
  1605.       {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},
  1606.       {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},
  1607.      
  1608.      -- {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},
  1609.       --{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},
  1610.       {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.
  1611.      
  1612.      
  1613.     }
  1614.   },
  1615.  
  1616.    Mission4 = {
  1617.    
  1618.     StartMessage = "Mercenaries for hire have captured another~n~construction site for ransom. Eliminate them!",
  1619.     FinishMessage = "Mission Completed!",
  1620.     MissionTitle = "Takedown",
  1621.     MissionMessage = "Eliminate the mercenaries who have held the construction site for ransom",   
  1622.     Type = "Assassinate",  
  1623.  
  1624.     Blip = {
  1625.       Title = "Objective",
  1626.       Position = { x = 0.30, y = -399.48, z = 39.43 },
  1627.       Icon     = 58,
  1628.       Display  = 4,
  1629.       Size     = 1.2,
  1630.       Color    = 1,
  1631.     },
  1632.  
  1633.     Marker = {
  1634.       Type     = 1,
  1635.       Position = { x = 0.30, y = -399.48, z = 38.43 },
  1636.       Size     = {x = 5.0, y = 5.0, z = 2.0},
  1637.       Color    = {r = 100, g = 100, b = 204},
  1638.       DrawDistance = 100.0,
  1639.     },
  1640.         BlipS = { --safehouse blip
  1641.           Title = "Mission Safehouse",
  1642.           Position = { x = -1694.94, y = -3152.18, z = 23.32}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1643.           Icon     = 417,
  1644.           Display  = 4,
  1645.           Size     = 1.2,
  1646.           Color    = 2,
  1647.           Alpha  =80,
  1648.         }, 
  1649.          MarkerS = { --safehouse marker
  1650.           Type     = 1,
  1651.           Position = { x = -1694.94, y = -3152.18, z = 23.32},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  1652.           Size     = {x = 6.0, y = 6.0, z = 2.0},
  1653.           Color    = {r = 117, g = 218, b = 255},
  1654.           DrawDistance = 200.0,
  1655.         },
  1656.         BlipSL = { --safehouse Vehicle blip
  1657.           Title = "Mission Vehicle Safehouse",
  1658.           Position = { x = -1469.37, y = -2967.27, z = 13.3}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1659.           Icon     = 421,
  1660.           Display  = 4,
  1661.           Size     = 1.2,
  1662.           Color    = 3,
  1663.           Alpha  =80,
  1664.         },
  1665.         BlipSB = { --safehouse boat blip
  1666.           Title = "Mission Boat Safehouse",
  1667.           Position = {x = 413.98, y = -3411.47, z = 0.23}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1668.          Icon     = 404,
  1669.           Display  = 4,
  1670.           Size     = 1.2,
  1671.           Color    = 3,
  1672.           Alpha  =80,
  1673.         },
  1674.  
  1675.     Peds = {
  1676.         -- 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
  1677.         {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},
  1678.        {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},
  1679.         {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},
  1680.         {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},
  1681.         {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},
  1682.         {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},
  1683.         {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},
  1684.         {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},
  1685.         {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},
  1686.  
  1687.     },
  1688.  
  1689.     Vehicles = {
  1690.       -- 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
  1691.      
  1692.       --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.
  1693.       --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.
  1694.       --**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***
  1695.       --vehicles are not consistent, so use ExtraPeds at your own discretion.
  1696.       --Below takes a ped with id=1 from Peds above and will put it in seatid = -2
  1697.       {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},
  1698.     }
  1699.   },
  1700.  
  1701.   Mission5 = {
  1702.    
  1703.     StartMessage = "A maniac on coke has stolen a supercar~n~and an exotic dancer and is running over people~n~Stop him!",
  1704.     FinishMessage = "Mission Completed!",
  1705.     MissionTitle = "Wonderland",
  1706.     MissionMessage = "Take out the maniac hit and run driver and rescue the stripper if possible",     
  1707.     Type = "Assassinate",  
  1708.  
  1709.     Blip = {
  1710.       Title = "Mission Start",
  1711.       Position = {x = 275.7607, y = 1686.501, z = 237.8363},
  1712.       Icon     = 58,
  1713.       Display  = 4,
  1714.       Size     = 1.2,
  1715.       Color    = 1,
  1716.     },
  1717.  
  1718.     Marker = {
  1719.       Type     = 1,
  1720.       Position = { x = 275.7607, y = 1686.501, z = 236.8363 },
  1721.       Size     = {x = 5.0, y = 5.0, z = 2.0},
  1722.       Color    = {r = 100, g = 100, b = 204},
  1723.       DrawDistance = 100.0,
  1724.     },
  1725.         BlipS = { --safehouse blip
  1726.           Title = "Mission Safehouse",
  1727.           Position = { x = 1731.94, y = 3308.24, z = 41.22}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1728.           Icon     = 417,
  1729.           Display  = 4,
  1730.           Size     = 1.2,
  1731.           Color    = 2,
  1732.           Alpha  =80,
  1733.         }, 
  1734.          MarkerS = { --safehouse marker
  1735.           Type     = 1,
  1736.           Position = { x = 1731.94, y = 3308.24, z = 40.22},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  1737.           Size     = {x = 6.0, y = 6.0, z = 2.0},
  1738.           Color    = {r = 117, g = 218, b = 255},
  1739.           DrawDistance = 200.0,
  1740.         },
  1741.         BlipSL = { --safehouse Vehicle blip
  1742.           Title = "Mission Vehicle Safehouse",
  1743.           Position = { x = 1480.63, y = 3167.93, z = 40.99}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1744.           Icon     = 421,
  1745.           Display  = 4,
  1746.           Size     = 1.2,
  1747.           Color    = 3,
  1748.           Alpha  =80,
  1749.         },
  1750.         BlipSB = { --safehouse boat blip
  1751.           Title = "Mission Boat Safehouse",
  1752.           Position = {x = 1481.84, y = 3873.37, z = 30.04}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1753.          Icon     = 404,
  1754.           Display  = 4,
  1755.           Size     = 1.2,
  1756.           Color    = 3,
  1757.           Alpha  =80,
  1758.         },
  1759.  
  1760.     Peds = {
  1761.         -- 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
  1762.         {id = 1, modelHash = "S_F_Y_StripperLite", x = 275.7607, y = 1686.501, z = 237.8363, heading = 338.78, armor=100, friendly=true},
  1763.  
  1764.     },
  1765.  
  1766.     Vehicles = {
  1767.       -- 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
  1768.      
  1769.       --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.
  1770.       --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.
  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.       {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},
  1775.     }
  1776.   },
  1777.  
  1778.   Mission6 = {
  1779.    
  1780.     StartMessage = "Rescue the Governor!~n~Find his secret dossier before the radicals do!",
  1781.     FinishMessage = "Mission Completed!",
  1782.     MissionTitle = "Escape From Los Santos",
  1783.     MissionMessage = "The Governor's plane was brought down by radicals. Retrieve his secret dossier for ransom",  
  1784.     Type = "ObjectiveRescue",  
  1785.     --TargetKillReward = 1500,
  1786.     --KillReward = 150,
  1787.     HostageKillPenalty=5000,
  1788.     HostageRescueReward = 5000,
  1789.     ObjectiveRescueShortRangeBlip = true,
  1790.     Blip = {
  1791.       Title = "Objective",
  1792.       Position = {x = -184.57, y = -893.92, z = 29.34},
  1793.       Icon     = 58,
  1794.       Display  = 4,
  1795.       Size     = 1.2,
  1796.       Color    = 1,
  1797.     },
  1798.  
  1799.     Marker = {
  1800.       Type     = 1,
  1801.       Position = {x = -184.57, y = -893.92, z = 27.34},
  1802.       Size     = {x = 7.0, y = 7.0, z = 4.5},
  1803.       Color    = {r = 100, g = 100, b = 204},
  1804.       DrawDistance = 100.0,
  1805.     },
  1806.         BlipS = { --safehouse blip
  1807.           Title = "Mission Safehouse",
  1808.           Position = { x = -1694.94, y = -3152.18, z = 23.32}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1809.           Icon     = 417,
  1810.           Display  = 4,
  1811.           Size     = 1.2,
  1812.           Color    = 2,
  1813.           Alpha  =80,
  1814.         }, 
  1815.          MarkerS = { --safehouse marker
  1816.           Type     = 1,
  1817.           Position = { x = -1694.94, y = -3152.18, z = 23.32},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  1818.           Size     = {x = 6.0, y = 6.0, z = 2.0},
  1819.           Color    = {r = 117, g = 218, b = 255},
  1820.           DrawDistance = 200.0,
  1821.         },
  1822.         BlipSL = { --safehouse Vehicle blip
  1823.           Title = "Mission Vehicle Safehouse",
  1824.           Position = { x = -1469.37, y = -2967.27, z = 13.3}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1825.           Icon     = 421,
  1826.           Display  = 4,
  1827.           Size     = 1.2,
  1828.           Color    = 3,
  1829.           Alpha  =80,
  1830.         },
  1831.         BlipSB = { --safehouse boat blip
  1832.           Title = "Mission Boat Safehouse",
  1833.           Position = {x = 413.98, y = -3411.47, z = 0.23}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1834.          Icon     = 404,
  1835.           Display  = 4,
  1836.           Size     = 1.2,
  1837.           Color    = 3,
  1838.           Alpha  =80,
  1839.         },
  1840.        
  1841.     --***Must Set 'realId' too, which must is always the same as 'id' for props to not float***
  1842.     Props = {
  1843.         { id=1,  Name = "apa_mp_apa_crashed_usaf_01a", Position = { x = -184.57, y = -893.92, z = 29.34, heading = 67.37 },dontsetheading=true},
  1844.         { id=2,  Name = "prop_jet_bloodsplat_01", Position = { x = -184.96, y = -901.75, z = 29.34, heading = 361.48 },dontsetheading=true},
  1845.         { 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},
  1846.         { id=3,  Name = "xm_prop_x17_corpse_01", Position = {x = -182.48, y = -891.75, z = 29.34, heading = -1.28 },dontsetheading=true},
  1847.         { id=4,  Name = "xm_prop_x17_bag_01c",isObjective=true, Position = {x = -126.28, y = -872.33, z = 44.22, heading = 229.71}},
  1848.         { id=5,  Name = "prop_amb_phone",isObjective=true, Position = {x = -232.15, y = -913.48, z = 32.31, heading = 337.21}},
  1849.     },
  1850.  
  1851.     Pickups = {
  1852.     },
  1853.     MissionPickups = {
  1854.        
  1855.     },
  1856. Events = {
  1857.  
  1858.        {
  1859.           Type="Squad",
  1860.           Position = {x = -184.57, y = -893.92, z = 29.34},
  1861.           Size     = {radius=500.0},
  1862.           --SpawnHeight = 200.0,
  1863.          -- FacePlayer = true,
  1864.           NumberPeds=20,
  1865.           SquadSpawnRadius=100.0,
  1866.          -- modelHash="s_m_y_ammucity_01",
  1867.           CheckGroundZ=true,         
  1868.         },
  1869.    
  1870.  
  1871.        {
  1872.           Type="Vehicle",
  1873.           Position = { x = -193.63, y = -874.79, z = 29.26},
  1874.           Size     = {radius=500.0},
  1875.           --SpawnHeight = 50.0,
  1876.          FacePlayer = true,
  1877.          -- NumberPeds=25,
  1878.           --SquadSpawnRadius=50.0,
  1879.           --modelHash="s_m_y_ammucity_01",
  1880.          -- Vehicle="hydra"
  1881.           --CheckGroundZ=true,       
  1882.         },
  1883.        
  1884.    
  1885.     },             
  1886.        
  1887.  
  1888.     Peds = {
  1889.         -- 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
  1890.         {id = 1,  modelHash = "IG_Paper",  x = -186.03, y = -891.08, z = 29.34, heading = 49.44, friendly=true},
  1891.         {id = 2,  realId=2, Weapon = 0x05FC3C11, modelHash = "G_M_M_ChiCold_01", x = -228.69, y = -914.71, z = 32.31, heading = 295.14},
  1892.         {id = 3,  realId=3, Weapon = 0xBFEFFF6D, modelHash = "s_m_y_xmech_02", x = -228.69, y = -914.71, z = 32.31, heading = 295.14},
  1893.        {id = 4, Weapon = 0x05FC3C11, modelHash = "G_M_M_ChiCold_01",  x = -134.69, y = -873.15, z = 44.21, heading = 103.3},
  1894.       {id = 5, Weapon = 0xB1CA77B1, modelHash = "s_m_y_xmech_02",x = -137.42, y = -867.44, z = 44.21, heading = 97.35},
  1895.        {id = 6, Weapon = 0x83BF0278, modelHash = "U_M_Y_Tattoo_01", x = -149.76, y = -855.38, z = 45.03, heading = 4.42},
  1896.        {id = 7, Weapon = 0xEFE7E2DF, modelHash = "G_M_M_ChiCold_01", x = -141.88, y = -835.48, z = 44.14, heading = 59.95},
  1897.        {id = 8, Weapon = 0xBFEFFF6D, modelHash = "IG_Terry",x = -146.09, y = -857.15, z = 44.24, heading = 149.91},
  1898.         {id = 9, Weapon = 0xAF113F99, modelHash = "G_M_M_ChiCold_01", x = -126.59, y = -889.57, z = 44.2, heading = 180.91},
  1899.         {id = 10, Weapon = 0x63AB0442, modelHash = "U_M_Y_MilitaryBum", x = -106.92, y = -896.75, z = 45.58, heading = 212.85},
  1900.         {id = 11, Weapon = 0x83BF0278, modelHash = "U_M_Y_Tattoo_01",  x = -91.24, y = -905.26, z = 44.34, heading = 179.98},
  1901.        {id = 12, Weapon = 0x83BF0278, modelHash = "s_m_y_xmech_02",  x = -222.45, y = -925.26, z = 30.15, heading = 247.56},
  1902.        {id = 13, Weapon =  0x83BF0278, modelHash = "G_M_M_ChiCold_01", x = -165.96, y = -931.28, z = 32.99, heading = 134.78},
  1903.        
  1904.        {id = 14, Weapon =  0x0C472FE2, modelHash = "CSB_Chin_goon", x = -91.79, y = -893.78, z = 44.22, heading = 331.01 },
  1905.         {id = 15, Weapon = 0x83BF0278, modelHash = "G_M_M_ChiCold_01", x = -129.99, y = -852.73, z = 44.22, heading = 307.19},
  1906.        
  1907.        {id = 16, Weapon = 0x05FC3C11, modelHash = "U_M_Y_Tattoo_01", x = -192.68, y = -830.22, z = 30.83, heading = 309.78},       
  1908.         {id = 17, Weapon = 0xAF113F99, modelHash = "CSB_Cletus", x = -202.63, y = -860.75, z = 30.27, heading = 231.88},       
  1909.         {id = 18, Weapon = 0x05FC3C11, modelHash = "U_M_Y_MilitaryBum", x = -231.49, y = -851.53, z = 30.68, heading = 154.04},    
  1910.          {id = 19, Weapon = 0x42BF8A85, modelHash = "CSB_Chin_goon", x = -162.67, y = -924.13, z = 29.29, heading = 41.64},    
  1911.          {id = 20, Weapon = 0x687652CE, modelHash = "s_m_y_xmech_02", x = -135.33, y = -928.82, z = 29.24, heading = 280.32},      
  1912.          {id = 21, Weapon = 0xB1CA77B1, modelHash = "U_M_Y_Tattoo_01", x = -101.75, y = -898.91, z = 29.26, heading = 169.85 },    
  1913.          {id = 22, Weapon = 0x05FC3C11, modelHash = "U_M_Y_MilitaryBum",  x = -122.46, y = -888.78, z = 29.33, heading = 111.7},
  1914.  
  1915.          {id = 23, Weapon = 0x05FC3C11, modelHash = "IG_Wade", x = -176.88, y = -892.69, z = 29.34, heading = 253.02}, 
  1916.          {id = 24, Weapon = 0x5EF9FEC4, modelHash = "A_M_Y_SouCent_03",   x = -188.44, y = -888.66, z = 29.35, heading = 80.19},   
  1917.          {id = 25, Weapon = 0x05FC3C11, modelHash = "G_M_M_ChiCold_01",   x = -188.3, y = -905.77, z = 29.36, heading = 162.03},
  1918.  
  1919.          {id = 25, Weapon = 0x7FD62962, modelHash = "CSB_Cletus",  x = -143.8, y = -862.58, z = 29.99, heading = 129.62},
  1920.         {id = 26, Weapon =  0x2BE6766B, modelHash = "A_M_Y_SouCent_03",  x = -133.85, y = -878.61, z = 29.58, heading = 125.04},   
  1921.        
  1922.         {id = 27, Weapon =  0x2BE6766B, modelHash = "s_m_y_ammucity_01",  x = -190.4, y = -891.32, z = 29.34, heading = 312.46, dead=true },   
  1923.         {id = 28, Weapon =  0x2BE6766B, modelHash = "s_m_y_ammucity_01", x = -187.69, y = -885.32, z = 29.4, heading = 1.64,dead=true},
  1924.         {id = 29, Weapon =  0x2BE6766B, modelHash = "s_m_y_ammucity_01",  x = -178.75, y = -901.38, z = 29.36, heading = 186.85,dead=true},
  1925.        
  1926.        
  1927.        
  1928.     },
  1929.  
  1930.  
  1931.     Vehicles = {
  1932.       -- 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
  1933.       --**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***
  1934.       --vehicles are not consistent, so use ExtraPeds at your own discretion.
  1935.       --Below takes a ped with id=1 from Peds above and will put it in seatid = -2  
  1936.       --{id = 1, id2 = 1, Vehicle = "cavalcade", modelHash = "s_m_y_ammucity_01",  x = -2970.94, y = 5.36, z = 6.6, heading = 244.62},
  1937.      -- {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},
  1938.     }
  1939.   } ,
  1940.  
  1941.    Mission7 = {
  1942.    
  1943.     StartMessage = "A UFO crashed where that UFO cult worships~n~Check it out before the FIB does!",
  1944.     FinishMessage = "Mission Completed!",
  1945.     MissionTitle = "Bad Taste",
  1946.     MissionMessage = "Investigate the UFO crash site and take what you can before the FIB gets there", 
  1947.     Type = "Objective",
  1948.     --TargetKillReward = 1500,
  1949.     --KillReward = 150,
  1950.     SpawnRewardPickups = {"weapon_railgun"},    
  1951.  
  1952.     Blip = {
  1953.       Title = "Objective",
  1954.       Position = {x = 1657.106, y = 428.6742, z = 245.6912},
  1955.       Icon     = 58,
  1956.       Display  = 4,
  1957.       Size     = 1.2,
  1958.       Color    = 1,
  1959.     },
  1960.  
  1961.     Marker = {
  1962.       Type     = 1,
  1963.       Position = {x = 1657.106, y = 428.6742, z = 244.6912},
  1964.       Size     = {x = 7.0, y = 7.0, z = 10.5},
  1965.       Color    = {r = 100, g = 100, b = 204},
  1966.       DrawDistance = 100.0,
  1967.     },
  1968.         BlipS = { --safehouse blip
  1969.           Title = "Mission Safehouse",
  1970.           Position = { x = 1731.94, y = 3308.24, z = 41.22}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1971.           Icon     = 417,
  1972.           Display  = 4,
  1973.           Size     = 1.2,
  1974.           Color    = 2,
  1975.           Alpha  =80,
  1976.         }, 
  1977.          MarkerS = { --safehouse marker
  1978.           Type     = 1,
  1979.           Position = { x = 1731.94, y = 3308.24, z = 40.22},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  1980.           Size     = {x = 6.0, y = 6.0, z = 2.0},
  1981.           Color    = {r = 117, g = 218, b = 255},
  1982.           DrawDistance = 200.0,
  1983.         },
  1984.         BlipSL = { --safehouse Vehicle blip
  1985.           Title = "Mission Vehicle Safehouse",
  1986.           Position = { x = 1480.63, y = 3167.93, z = 40.99}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1987.           Icon     = 421,
  1988.           Display  = 4,
  1989.           Size     = 1.2,
  1990.           Color    = 3,
  1991.           Alpha  =80,
  1992.         },
  1993.         BlipSB = { --safehouse boat blip
  1994.           Title = "Mission Boat Safehouse",
  1995.           Position = {x = 1481.84, y = 3873.37, z = 30.04}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  1996.          Icon     = 404,
  1997.           Display  = 4,
  1998.           Size     = 1.2,
  1999.           Color    = 3,
  2000.           Alpha  =80,
  2001.         },
  2002.     --***Must Set 'realId' too, which must is always the same as 'id' for props to not float***
  2003.     Props = {
  2004.         { id=1, realId=1, Name = "gr_prop_damship_01a", Position = {x = 1657.106, y = 428.6742, z = 245.6912, heading = 224.7846},dontsetheading=true},
  2005.        
  2006.         --gibs
  2007.         { id=2, Name = "v_ilev_body_parts", Position = { x = 1630.22, y = 428.15, z = 251.69, heading = 353.62}},
  2008.         { id=3, Name = "xm_prop_x17_corpse_03", Position = {x = 1635.0, y = 438.27, z = 250.07, heading = 79.43}},
  2009.         { id=4,  Name = "v_ilev_body_parts", Position = {x = 1664.32, y = 428.17, z = 244.51, heading = 248.94}},
  2010.         { id=5,  Name = "xm_prop_x17_corpse_03", Position = {x = 1673.0, y = 402.67, z = 245.63, heading = 238.18 }},
  2011.         { id=6, Name = "v_ilev_body_parts", Position = {x = 1661.93, y = 437.68, z = 245.38, heading = 261.63 }},
  2012.         { id=7, Name = "v_ilev_body_parts", Position = { x = 1652.93, y = 443.85, z = 247.71, heading = 73.47}},
  2013.         { id=8, Name = "xm_prop_x17_corpse_03", Position = {x = 1656.9, y = 418.33, z = 246.06, heading = 170.5}},
  2014.         { id=9,  Name = "prop_alien_egg_01", Position = { x = 1655.69, y = 427.67, z = 245.93, heading = 378.88}},
  2015.         { id=10,  Name = "prop_alien_egg_01", Position = {x = 1657.02, y = 431.15, z = 245.82, heading = 225.31 }},
  2016.         { id=11, Name = "prop_alien_egg_01", Position = { x = 1659.31, y = 428.12, z = 245.31, heading = 54.46 }},     
  2017.     },
  2018.    
  2019.     Pickups = {
  2020.     },
  2021.     MissionPickups = {
  2022.        
  2023.     }, 
  2024.        
  2025.     Peds = {
  2026.    
  2027.  
  2028.  
  2029.    
  2030.    
  2031.    
  2032.         -- 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
  2033.         {id = 1,  Weapon = 0x6D544C99,  modelHash = "s_m_m_movalien_01",   x = 1659.31, y = 428.12, z = 245.31, heading = 54.46 },
  2034.         {id = 2,  Weapon = 0x6D544C99,  modelHash = "s_m_m_movalien_01",   x = 1645.85, y = 423.42, z = 248.08, heading = 114.23},
  2035.         {id = 3,  Weapon = 0x6D544C99,  modelHash = "s_m_m_movalien_01",   x = 1655.56, y = 436.08, z = 246.49, heading = 377.0},
  2036.         {id = 4,  Weapon = 0x6D544C99,  modelHash = "s_m_m_movalien_01",   x = 1666.97, y = 426.35, z = 244.23, heading = 258.76},
  2037.         {id = 5,  Weapon = 0x6D544C99,  modelHash = "s_m_m_movalien_01",   x = 1707.88, y = 374.8, z = 235.5, heading = 163.28},
  2038.         {id = 6,  Weapon = 0x6D544C99,  modelHash = "s_m_m_movalien_01",   x = 1636.67, y = 390.01, z = 254.54, heading = 231.38},
  2039.         {id = 7,  Weapon = 0x6D544C99,  modelHash = "s_m_m_movalien_01",   x= 1632.32, y = 458.72, z = 250.38, heading = 36.5},
  2040.         {id = 8,  Weapon = 0x6D544C99,  modelHash = "s_m_m_movalien_01",   x = 1664.22, y = 462.28, z = 247.59, heading = 317.14},
  2041.        
  2042.         {id = 9,  modelHash = "A_F_M_FatCult_01",  x = 1649.88, y = 436.38, z = 247.5, heading = 265.43, dead=true},
  2043.         {id = 10,  modelHash = "A_M_M_ACult_01",  x = 1649.88, y = 436.38, z = 247.5, heading = 265.43, dead=true},
  2044.         {id = 11,  modelHash = "A_M_Y_ACult_02",  x = 1649.88, y = 436.38, z = 247.5, heading = 265.43, dead=true},
  2045.         {id = 12,  modelHash = "A_M_Y_ACult_02",  x = 1649.88, y = 436.38, z = 247.5, heading = 265.43, dead=true},
  2046.         {id = 13,  modelHash = "A_M_M_ACult_01",  x = 1649.88, y = 436.38, z = 247.5, heading = 265.43, dead=true},
  2047.        
  2048.        
  2049.    
  2050.        
  2051.     },
  2052.    
  2053.     Vehicles = {
  2054.       -- 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
  2055.       --**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***
  2056.       --vehicles are not consistent, so use ExtraPeds at your own discretion.
  2057.       --Below takes a ped with id=1 from Peds above and will put it in seatid = -2  
  2058.     }
  2059.   } ,
  2060.  
  2061.    Mission8 = {
  2062.    
  2063.     StartMessage = "A corporate jet trafficking drugs was shot down~n~by a rival faction~n~Secure the narcotics!",
  2064.     FinishMessage = "Mission Completed!",
  2065.     MissionTitle = "Contra III: The Drug Wars",
  2066.     MissionMessage = "Secure the narcotics from the smuggler's jet that was shot down",
  2067.     Type = "Objective",
  2068.     --TargetKillReward = 1500,
  2069.     --KillReward = 150,
  2070.  
  2071.     Blip = {
  2072.       Title = "Objective",
  2073.       Position = {x = 302.86, y = 4373.86, z = 51.61},
  2074.       Icon     = 58,
  2075.       Display  = 4,
  2076.       Size     = 1.2,
  2077.       Color    = 1,
  2078.     },
  2079.  
  2080.     Marker = {
  2081.       Type     = 1,
  2082.       Position = {x = 302.86, y = 4373.86, z = 50.61},
  2083.       Size     = {x = 7.0, y = 7.0, z = 4.0},
  2084.       Color    = {r = 100, g = 100, b = 204},
  2085.       DrawDistance = 100.0,
  2086.     },
  2087.         BlipS = { --safehouse blip
  2088.           Title = "Mission Safehouse",
  2089.           Position = { x = 1731.94, y = 3308.24, z = 41.22}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2090.           Icon     = 417,
  2091.           Display  = 4,
  2092.           Size     = 1.2,
  2093.           Color    = 2,
  2094.           Alpha  =80,
  2095.         }, 
  2096.          MarkerS = { --safehouse marker
  2097.           Type     = 1,
  2098.           Position = { x = 1731.94, y = 3308.24, z = 40.22},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  2099.           Size     = {x = 6.0, y = 6.0, z = 2.0},
  2100.           Color    = {r = 117, g = 218, b = 255},
  2101.           DrawDistance = 200.0,
  2102.         },
  2103.         BlipSL = { --safehouse Vehicle blip
  2104.           Title = "Mission Vehicle Safehouse",
  2105.           Position = { x = 1480.63, y = 3167.93, z = 40.99}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2106.           Icon     = 421,
  2107.           Display  = 4,
  2108.           Size     = 1.2,
  2109.           Color    = 3,
  2110.           Alpha  =80,
  2111.         },
  2112.         BlipSB = { --safehouse boat blip
  2113.           Title = "Mission Boat Safehouse",
  2114.           Position = {x = 1481.84, y = 3873.37, z = 30.04}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2115.          Icon     = 404,
  2116.           Display  = 4,
  2117.           Size     = 1.2,
  2118.           Color    = 3,
  2119.           Alpha  =80,
  2120.         }, 
  2121.     --***Must Set 'realId' too, which must is always the same as 'id' for props to not float***
  2122.     Props = {
  2123.    
  2124.     { id=1,  Name = "prop_shamal_crash", Position = {x = 302.86, y = 4373.86, z = 51.61, heading = 68.35},dontsetheading=true},
  2125.     { id=2,  Name = "prop_drug_package", Position = { x = 299.68, y = 4376.15, z = 51.39, heading = 84.56 }},  
  2126.     { id=3,  Name = "prop_drug_package", Position = { x = 300.2, y = 4374.17, z = 51.38, heading = 33.03 }},
  2127.     { id=4,  Name = "prop_drug_package", Position = { x = 305.34, y = 4374.89, z = 52.0, heading = 209.16 }},  
  2128.  
  2129.     },
  2130.     Events = {
  2131.  
  2132.        {
  2133.           Type="Paradrop",
  2134.           Position = { x = 302.86, y = 4373.86, z = 51.61 },
  2135.           Size     = {radius=100.0},
  2136.           SpawnHeight = 200.0,
  2137.           --FacePlayer = true,
  2138.           NumberPeds=15,
  2139.         },
  2140.    
  2141.     },     
  2142.    
  2143.  
  2144.     Pickups = {
  2145.     },
  2146.     MissionPickups = {
  2147.        
  2148.     }, 
  2149.        
  2150.     Peds = {
  2151.    
  2152.         -- 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
  2153.         {id = 1,  Weapon = 0x687652CE,  modelHash = "G_M_M_ChiCold_01",   x = 308.16, y = 4385.77, z = 55.02, heading = 156.5,wanderinarea=true },
  2154.         {id = 2,  Weapon = 0x83BF0278,  modelHash = "A_M_M_EastSA_02",   x = 308.16, y = 4385.77, z = 55.02, heading = 156.5 },
  2155.        
  2156.         {id = 3,  Weapon = 0x83BF0278,  modelHash = "s_m_y_xmech_02",   x = 285.49, y = 4351.96, z = 49.05, heading = 326.71 },
  2157.        
  2158.         {id = 4,  Weapon = 0x05FC3C11,  modelHash = "A_M_M_EastSA_02",   x = 307.16, y = 4385.77, z = 55.02, heading = 156.5,wanderinarea=true },
  2159.        
  2160.         {id = 5,  Weapon = 0x63AB0442,  modelHash = "CSB_Chin_goon",   x = 305.16, y = 4385.77, z = 55.02, heading = 56.5 },
  2161.        
  2162.         {id = 6,  Weapon = 0xB1CA77B1,  modelHash = "A_M_Y_SouCent_03",   x = 308.16, y = 4382.77, z = 55.02, heading = 156.5 },
  2163.    
  2164.     },
  2165.    
  2166.     Vehicles = {
  2167.    
  2168.      
  2169.       --**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***
  2170.       --vehicles are not consistent, so use ExtraPeds at your own discretion.
  2171.       --Below takes a ped with id=1 from Peds above and will put it in seatid = -2  
  2172.       {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},
  2173.    
  2174.     }
  2175.   } ,
  2176.  
  2177.   Mission9 = {
  2178.    
  2179.     StartMessage = "A mercenary helicoptor was shot down hauling ammo~n~Get the ammunition before the mercs do!",
  2180.     FinishMessage = "Mission Completed!",
  2181.     MissionTitle = "Anyone in Cherno?",
  2182.     MissionMessage = "Get the supplies from the crashed helicopter before the mercs secure it",
  2183.     Type = "Objective",
  2184.     --TargetKillReward = 1500,
  2185.     --KillReward = 150,
  2186.  
  2187.     Blip = {
  2188.       Title = "Objective",
  2189.       Position = { x = -1161.0, y = 4569.94, z = 142.64},
  2190.       Icon     = 58,
  2191.       Display  = 4,
  2192.       Size     = 1.2,
  2193.       Color    = 1,
  2194.     },
  2195.  
  2196.     Marker = {
  2197.       Type     = 1,
  2198.       Position = { x = -1161.0, y = 4569.94, z = 141.64},
  2199.       Size     = {x = 6.0, y = 6.0, z = 4.0},
  2200.       Color    = {r = 100, g = 100, b = 204},
  2201.       DrawDistance = 100.0,
  2202.     },
  2203.         BlipS = { --safehouse blip
  2204.           Title = "Mission Safehouse",
  2205.           Position = {x = -2108.16, y = 3275.45, z = 38.73}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2206.           Icon     = 417,
  2207.           Display  = 4,
  2208.           Size     = 1.2,
  2209.           Color    = 2,
  2210.           Alpha  =80,
  2211.         }, 
  2212.          MarkerS = { --safehouse marker
  2213.           Type     = 1,
  2214.           Position = { x = -2108.16, y = 3275.45, z = 37.73},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  2215.           Size     = {x = 6.0, y = 6.0, z = 2.0},
  2216.           Color    = {r = 117, g = 218, b = 255},
  2217.           DrawDistance = 200.0,
  2218.         },
  2219.         BlipSL = { --safehouse Vehicle blip
  2220.           Title = "Mission Vehicle Safehouse",
  2221.           Position = { x = -2451.21, y = 3134.29, z = 32.82, heading = 156.25}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2222.           Icon     = 421,
  2223.           Display  = 4,
  2224.           Size     = 1.2,
  2225.           Color    = 3,
  2226.           Alpha  =80,
  2227.         },
  2228.         BlipSB = { --safehouse boat blip
  2229.           Title = "Mission Boat Safehouse",
  2230.           Position = {x = -3238.09, y = 3380.0, z = 0.18}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2231.          Icon     = 404,
  2232.           Display  = 4,
  2233.           Size     = 1.2,
  2234.           Color    = 3,
  2235.           Alpha  =80,
  2236.         },
  2237.     --***Must Set 'realId' too, which must is always the same as 'id' for props to not float***
  2238.     Props = {
  2239.    
  2240.         { id=1,  Name = "sm_prop_smug_heli", Position = { x = -1161.0, y = 4569.94, z = 142.64, heading = 145.22 }},
  2241.         { id=2,  Name = "hei_prop_heist_ammo_box", Position = { x = -1159.15, y = 4568.47, z = 142.55, heading = 150.05 }},
  2242.         { id=3,  Name = "hei_prop_heist_ammo_box", Position = { x = -1162.83, y = 4571.43, z = 142.91, heading = 337.43 }},
  2243.         { id=4,  Name = "hei_prop_heist_ammo_box", Position = { x = -1163.04, y = 4568.09, z = 142.67, heading = 254.89 }},
  2244.    
  2245.    
  2246.     },
  2247.    
  2248.    
  2249.     Events = {
  2250.  
  2251.        {
  2252.           Type="Paradrop",
  2253.           Position = { x = -1161.0, y = 4569.94, z = 142.64 },
  2254.           Size     = {radius=200.0},
  2255.           SpawnHeight = 200.0,
  2256.           --FacePlayer = true,
  2257.           NumberPeds=15,
  2258.         },
  2259.    
  2260.     },         
  2261.  
  2262.  
  2263.  
  2264.    
  2265.     Pickups = {
  2266.     },
  2267.     MissionPickups = {
  2268.        
  2269.     }, 
  2270.        
  2271.    
  2272.  
  2273.     Peds = {
  2274.    
  2275.         {id = 1,  Weapon = 0x05FC3C11,  modelHash = "S_M_M_ChemSec_01",   x = -1170.34, y = 4597.04, z = 177.27, heading = 280.45 },
  2276.         {id = 2,  Weapon = 0x05FC3C11,  modelHash = "S_M_M_ChemSec_01",   x = -1209.82, y = 4585.97, z = 196.22, heading = 37.46},
  2277.         {id = 3,  Weapon = 0x05FC3C11,  modelHash = "S_M_M_ChemSec_01",   x = -1181.61, y = 4611.21, z = 172.68, heading = 57.46 },
  2278.         {id = 4,  Weapon = 0x687652CE,  modelHash = "S_M_M_ChemSec_01",  x = -1127.46, y = 4617.7, z = 153.66, heading = 161.84},
  2279.         {id = 5,  Weapon = 0x63AB0442,  modelHash = "S_M_M_ChemSec_01",  x = -1122.56, y = 4585.95, z = 137.82, heading = 234.6},
  2280.         {id = 6,  Weapon = 0xBFEFFF6D,  modelHash = "S_M_M_ChemSec_01",   x = -1159.03, y = 4555.89, z = 140.66, heading = 283.2},
  2281.         {id = 7,  Weapon = 0xAF113F99,  modelHash = "S_M_M_ChemSec_01",  x = -1173.78, y = 4564.25, z = 140.33, heading = 273.92 },
  2282.         {id = 8,  Weapon = 0x83BF0278,  modelHash = "S_M_M_ChemSec_01",    x = -1165.78, y = 4570.29, z = 142.66, heading = 254.67},
  2283.         {id = 9,  Weapon = 0xBFEFFF6D,  modelHash = "S_M_M_ChemSec_01",    x = -1157.42, y = 4573.4, z = 142.85, heading = 204.36},
  2284.  
  2285.        
  2286.     },
  2287.    
  2288.    
  2289.  
  2290.     Vehicles = {
  2291.       -- 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
  2292.       --**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***
  2293.       --vehicles are not consistent, so use ExtraPeds at your own discretion.
  2294.       --Below takes a ped with id=1 from Peds above and will put it in seatid = -2  
  2295.       {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},
  2296.      -- {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},
  2297.     }
  2298.   } ,
  2299.  
  2300.   Mission10 = {
  2301.    
  2302.     StartMessage = "Stop the bandits from taking over the oil fields!",
  2303.     FinishMessage = "Mission Completed!",
  2304.     MissionTitle = "Fury Road",
  2305.     MissionMessage = "Stop the bandits from taking over the oil fields",   
  2306.     --Type = "Assassinate",
  2307.     Type = "Assassinate",  
  2308.     --TargetKillReward = 150,
  2309.     --KillReward = 150,
  2310.     IsDefend = true,
  2311.  
  2312.     Blip2 = {
  2313.       Title = "Mission End",
  2314.       Position = {x = 1453.72, y = -2282.69, z = 67.47}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2315.       Icon     = 58,
  2316.       Display  = 4,
  2317.       Size     = 1.2,
  2318.       Color    = 1,
  2319.       Alpha  =80, --Used for AddBlipForRadius with IsDefend Missions
  2320.     },
  2321.     Blip = {
  2322.       Title = "Bandit Location",
  2323.       Position = { x = 1564.8, y = 3221.98, z = 40.4}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2324.       Icon     = 58,
  2325.       Display  = 4,
  2326.       Size     = 1.2,
  2327.       Color    = 1,
  2328.       Alpha  =80, --Used for AddBlipForRadius with IsDefend Missions
  2329.     },
  2330.         BlipS = { --safehouse blip
  2331.           Title = "Mission Safehouse",
  2332.           Position = { x = -1694.94, y = -3152.18, z = 22.32}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2333.           Icon     = 417,
  2334.           Display  = 4,
  2335.           Size     = 1.2,
  2336.           Color    = 2,
  2337.           Alpha  =80,
  2338.         }, 
  2339.          MarkerS = { --safehouse marker
  2340.           Type     = 1,
  2341.           Position = { x = -1694.94, y = -3152.18, z = 23.32},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  2342.           Size     = {x = 6.0, y = 6.0, z = 2.0},
  2343.           Color    = {r = 117, g = 218, b = 255},
  2344.           DrawDistance = 200.0,
  2345.         },
  2346.         BlipSL = { --safehouse Vehicle blip
  2347.           Title = "Mission Vehicle Safehouse",
  2348.           Position = { x = -1469.37, y = -2967.27, z = 13.3}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2349.           Icon     = 421,
  2350.           Display  = 4,
  2351.           Size     = 1.2,
  2352.           Color    = 3,
  2353.           Alpha  =80,
  2354.         },
  2355.         BlipSB = { --safehouse boat blip
  2356.           Title = "Mission Boat Safehouse",
  2357.           Position = {x = 413.98, y = -3411.47, z = 0.23}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2358.          Icon     = 404,
  2359.           Display  = 4,
  2360.           Size     = 1.2,
  2361.           Color    = 3,
  2362.           Alpha  =80,
  2363.         },
  2364.  
  2365.     Marker = {
  2366.       Type     = 1,
  2367.       Position = {x = 1453.72, y = -2282.69, z = 67.47},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  2368.       Size     = {x = 150.0, y = 150.0, z = 2.0},
  2369.       Color    = {r = 100, g = 100, b = 204},
  2370.       DrawDistance = 200.0,
  2371.     },
  2372.     --***Must Set 'realId' too, which must is always the same as 'id' for props to not float***
  2373.     Props = {
  2374.    
  2375.    
  2376.     },
  2377.    
  2378.  
  2379.    
  2380.     Pickups = {
  2381.     },
  2382.     MissionPickups = {
  2383.        
  2384.     }, 
  2385.        
  2386.    
  2387.  
  2388.     Peds = {
  2389.    
  2390.         {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,},
  2391.         {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},
  2392.         {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},
  2393.         {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},
  2394.         {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},
  2395.         {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},
  2396.         {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},
  2397.         --{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},
  2398.         --{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},
  2399.         --{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},
  2400.            
  2401.  
  2402.        
  2403.        
  2404.     },
  2405.    
  2406.    
  2407.  
  2408.     Vehicles = {
  2409.       -- 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
  2410.       --**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***
  2411.       --vehicles are not consistent, so use ExtraPeds at your own discretion.
  2412.       --Below takes a ped with id=1 from Peds above and will put it in seatid = -2  
  2413.     {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},
  2414.     {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},
  2415.     {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},
  2416.     {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},
  2417.     {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},
  2418.     {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},
  2419.     {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},
  2420.     {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},
  2421. {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},
  2422.         {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},
  2423.         {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},
  2424.         {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},
  2425.         {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},
  2426.         {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},
  2427.     {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},
  2428.    
  2429.      -- {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},
  2430.     }
  2431.   },
  2432.  
  2433.  
  2434.  
  2435.    Mission11 = {
  2436.    
  2437.     StartMessage = "The miners dug too greedily.~n~They awoke something in the darkness~n~Find the lost treasure!",
  2438.     FinishMessage = "Mission Completed!",
  2439.     MissionTitle = "Hollow Earth Theory",
  2440.     MissionMessage = "Find and retrieve the legendary lost treasure from the abandoned mine",  
  2441.     Type = "Objective",
  2442.     --TargetKillReward = 150,
  2443.     --KillReward = 150,
  2444.     SpawnRewardPickups = {"weapon_rayminigun","weapon_raypistol","weapon_firework"},    
  2445.  
  2446.     Blip = {
  2447.       Title = "Objective",
  2448.       Position = {  x = -595.88, y = 2088.7, z = 131.41},
  2449.       Icon     = 58,
  2450.       Display  = 4,
  2451.       Size     = 1.2,
  2452.       Color    = 1,
  2453.     },
  2454.  
  2455.     Marker = {
  2456.       Type     = 1,
  2457.       Position = { x = -423.38, y = 2064.82, z = 118.99},
  2458.       Size     = {x = 6.0, y = 6.0, z = 2.0},
  2459.       Color    = {r = 100, g = 100, b = 204},
  2460.       DrawDistance = 100.0,
  2461.     },
  2462.     BlipS = { --safehouse blip
  2463.           Title = "Mission Safehouse",
  2464.           Position = { x = 1731.94, y = 3308.24, z = 41.22}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2465.           Icon     = 417,
  2466.           Display  = 4,
  2467.           Size     = 1.2,
  2468.           Color    = 2,
  2469.           Alpha  =80,
  2470.         }, 
  2471.          MarkerS = { --safehouse marker
  2472.           Type     = 1,
  2473.           Position = { x = 1731.94, y = 3308.24, z = 40.22},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  2474.           Size     = {x = 6.0, y = 6.0, z = 2.0},
  2475.           Color    = {r = 117, g = 218, b = 255},
  2476.           DrawDistance = 200.0,
  2477.         },
  2478.         BlipSL = { --safehouse Vehicle blip
  2479.           Title = "Mission Vehicle Safehouse",
  2480.           Position = { x = 1480.63, y = 3167.93, z = 40.99}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2481.           Icon     = 421,
  2482.           Display  = 4,
  2483.           Size     = 1.2,
  2484.           Color    = 3,
  2485.           Alpha  =80,
  2486.         },
  2487.         BlipSB = { --safehouse boat blip
  2488.           Title = "Mission Boat Safehouse",
  2489.           Position = {x = 1481.84, y = 3873.37, z = 30.04}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2490.          Icon     = 404,
  2491.           Display  = 4,
  2492.           Size     = 1.2,
  2493.           Color    = 3,
  2494.           Alpha  =80,
  2495.         },
  2496.     --***Must Set 'realId' too, which must is always the same as 'id' for props to not float***
  2497.     Props = {
  2498.         { 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
  2499.    
  2500.     },
  2501.    
  2502.  
  2503.    
  2504.     Pickups = {
  2505.     },
  2506.     MissionPickups = {
  2507.        
  2508.     }, 
  2509.        
  2510.    
  2511.  
  2512.     Peds = {
  2513.    
  2514.         {id = 1,  Weapon = 0x476BF155,  modelHash = "ig_orleans",  x = -461.9, y = 2057.86, z = 121.63, heading = 203.57,armor=500},
  2515.         {id = 2,  Weapon = 0xAF3696A1,  modelHash = "ig_orleans",  x = -463.17, y = 2056.08, z = 121.79, heading = 205.38,armor=500},
  2516.         {id = 3,  Weapon = 0x476BF155, modelHash = "ig_orleans",   x = -456.42, y = 2052.18, z = 122.36, heading = 154.51,armor=500 },
  2517.         {id = 4,  Weapon = 0xAF3696A1, modelHash = "ig_orleans",   x = -449.67, y = 2057.85, z = 122.07, heading = 120.81,armor=500},
  2518.         {id = 5,  Weapon = 0x476BF155, modelHash = "ig_orleans",   x = -436.34, y = 2062.19, z = 121.36, heading = 101.34 ,armor=500},
  2519.     {id = 6,  Weapon = 0xAF3696A1,  modelHash = "ig_orleans",x = -428.27, y = 2064.24, z = 120.64, heading = 106.58 ,armor=500},
  2520.         {id = 7, Weapon = 0x476BF155, modelHash = "ig_orleans", x = -428.8, y = 2063.0, z = 120.72, heading = 100.6,armor=500},
  2521.  
  2522.        
  2523.     },
  2524.    
  2525.    
  2526.  
  2527.     Vehicles = {
  2528.  
  2529.      -- {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},
  2530.     }
  2531.   },
  2532.  
  2533.  
  2534.    
  2535.  Mission12 = {
  2536.    
  2537.     StartMessage = "Rescue the hostages",
  2538.     FinishMessage = "Mission Completed!",
  2539.     MissionTitle = "Rescue",
  2540.     MissionMessage = "Rescue the hostages!",   
  2541.    
  2542.     --Obj/Ass values are the messages used depending on which random Type is selected Objective or Assassinate
  2543.     --The real messages (values above), will be set to the below, based on which Type
  2544.     StartMessageObj = "Capture the objective!",
  2545.     FinishMessageObj = "Mission Completed!",
  2546.     MissionTitleObj = "Takeover",
  2547.     MissionMessageObj = "Capture the objective!",  
  2548.    
  2549.     StartMessageAss = "Eliminate the targets!",
  2550.     FinishMessageAss = "Mission Completed!",
  2551.     MissionTitleAss = "Elimination",
  2552.     MissionMessageAss = "Eliminate the targets",   
  2553.     RandomMissionDoLandBattle=false, --needed for pier npcs to spawn!
  2554.     Type = "Objective",
  2555.     --RandomMissionTypes ={"Objective","HostageRescue"},
  2556.     IsRandomEvent=true,
  2557.     IsRandom = true,
  2558.     --RandomMissionTypes ={"Objective"},   
  2559.     --Config.RandomMissionPositions = {
  2560. --{ x = 57.0, y = 3717.01, z = 39.75, MissionTitle="Trailer Park"},--lost caravans
  2561. --}
  2562.     --IsDefend = true,
  2563.     --IsDefendTarget = true,
  2564.     --IsDefendTargetChase = true,
  2565.     --IsDefendTargetGotoBlip=true,
  2566.     --IsRandomSpawnAnywhere = true,
  2567.     --what x and y coordinate range should these mission spawn in?
  2568.     --IsRandomSpawnAnywhereCoordRange = {xrange={-3500,4200},yrange={-3700,7700}},
  2569.     --RandomLocation = true, --for completely random location..
  2570.    
  2571.     Blip = {
  2572.       Title = "Objective",
  2573.       Position = { x = -10000, y = 0, z =  0},
  2574.       Icon     = 58,
  2575.       Display  = 4,
  2576.       Size     = 1.2,
  2577.       Color    = 1,
  2578.     },
  2579.    
  2580.    
  2581.  
  2582.     Marker = {
  2583.       Type     = 1,
  2584.       Position = { x = -10000, y = 0, z = 0},
  2585.       Size     = {x = 6.0, y = 6.0, z = 2.0},
  2586.       Color    = {r = 100, g = 100, b = 204},
  2587.       DrawDistance = 100.0,
  2588.     },
  2589.     BlipS = { --safehouse blip
  2590.       Title = "Mission Safehouse",
  2591.       Position = { x = 137.06, y = -3093.18, z = 4.9}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2592.       Icon     = 417,
  2593.       Display  = 4,
  2594.       Size     = 1.2,
  2595.       Color    = 2,
  2596.       Alpha  =80, --Used for AddBlipForRadius with IsDefend Missions
  2597.     }, 
  2598.      MarkerS = { --safehouse marker
  2599.       Type     = 1,
  2600.       Position = { x = 137.06, y = -3093.18, z = 4.9},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  2601.       Size     = {x = 6.0, y = 6.0, z = 2.0},
  2602.       Color    = {r = 117, g = 218, b = 255},
  2603.       DrawDistance = 200.0,
  2604.     },
  2605.     BlipSL = { --safehouse Vehicle blip
  2606.           Title = "Mission Vehicle Safehouse",
  2607.           Position = { x = -1228.1, y = -2267.77, z = 13.94}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2608.           Icon     = 421,
  2609.           Display  = 4,
  2610.           Size     = 1.2,
  2611.           Color    = 3,
  2612.           Alpha  =80,
  2613.         },
  2614.     BlipSB = { --safehouse boat blip
  2615.           Title = "Mission Boat Safehouse",
  2616.           Position = {x = 413.98, y = -3411.47, z = 0.23}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2617.          Icon     = 404,
  2618.           Display  = 4,
  2619.           Size     = 1.2,
  2620.           Color    = 3,
  2621.           Alpha  =80,
  2622.         },
  2623.    
  2624.     Props = {
  2625.         --**need a stub entry set for the random prop**
  2626.         { id=1, Name="",Position = { x = 0, y = 0, z = 0, heading = 0 }},
  2627.    
  2628.     },
  2629.    
  2630.     Peds = {
  2631.         --**need a stub entry set for the random ped hostage for HostageRescue=true**
  2632.       {id = 1, Position = { x = 0, y = 0, z = 0, heading = 0 }},
  2633.      },
  2634.      Vehicles = {
  2635.         --**need a stub entry set for the random prop**
  2636.        
  2637.    
  2638.     },   
  2639.     Events = {
  2640.         --**need a stub entry set for the random default event**
  2641.         --add custom events for mission with id=1 onwards
  2642.       {id = 1,
  2643.         Position = { x = 50000.0, y = 50000.0, z = 50000.0, heading = 0 },
  2644.           Size     = {radius=1000.0},
  2645.           SpawnHeight = 200.0,
  2646.           FacePlayer = true,
  2647.           --NumberPeds=1,
  2648.           isBoss=false,
  2649.           Target=false,
  2650.           SquadSpawnRadius=25.0,
  2651.          
  2652.      
  2653.       },
  2654.      },
  2655.  
  2656.     Pickups = {
  2657.        
  2658.     },
  2659.     MissionPickups = {
  2660.        
  2661.        
  2662.     }
  2663.  
  2664.  
  2665.  
  2666.   },
  2667.  
  2668.  
  2669.    Mission13 = {
  2670.    
  2671.     StartMessage = "Rescue the witness from the police station!",
  2672.     FinishMessage = "Mission Completed!",
  2673.     MissionTitle = "Assault on Precinct 13",
  2674.     MissionMessage = "Stop the terrorists from eliminating the important witness", 
  2675.     Type = "Assassinate",  
  2676.     --TargetKillReward = 150,
  2677.     --KillReward = 150,
  2678.     IsDefend = true,
  2679.     IsDefendTarget = true,
  2680.     IsDefendTargetRescue = true,
  2681.     IsDefendTargetChase = true,
  2682.    
  2683.  
  2684.  
  2685.      Blip2 = {
  2686.       Title = "Protect the witness",
  2687.       Position = { x = 459.26, y = -997.97, z = 24.91},
  2688.       Icon     = 58,
  2689.       Display  = 4,
  2690.       Size     = 1.2,
  2691.       Color    = 1,
  2692.     },
  2693.  
  2694.     Marker = {
  2695.       Type     = 1,
  2696.       Position = { x = -423.38, y = 2064.82, z = 118.99},
  2697.       Size     = {x = 6.0, y = 6.0, z = 2.0},
  2698.       Color    = {r = 100, g = 100, b = 204},
  2699.       DrawDistance = 100.0,
  2700.     },
  2701.         BlipS = { --safehouse blip
  2702.           Title = "Mission Safehouse",
  2703.           Position = { x = -1694.94, y = -3152.18, z = 22.32}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2704.           Icon     = 417,
  2705.           Display  = 4,
  2706.           Size     = 1.2,
  2707.           Color    = 2,
  2708.           Alpha  =80,
  2709.         }, 
  2710.          MarkerS = { --safehouse marker
  2711.           Type     = 1,
  2712.           Position = { x = -1694.94, y = -3152.18, z = 23.32},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  2713.           Size     = {x = 6.0, y = 6.0, z = 2.0},
  2714.           Color    = {r = 117, g = 218, b = 255},
  2715.           DrawDistance = 200.0,
  2716.         },
  2717.         BlipSL = { --safehouse Vehicle blip
  2718.           Title = "Mission Vehicle Safehouse",
  2719.           Position = { x = -1469.37, y = -2967.27, z = 13.3}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2720.           Icon     = 421,
  2721.           Display  = 4,
  2722.           Size     = 1.2,
  2723.           Color    = 3,
  2724.           Alpha  =80,
  2725.         },
  2726.         BlipSB = { --safehouse boat blip
  2727.           Title = "Mission Boat Safehouse",
  2728.           Position = {x = 413.98, y = -3411.47, z = 0.23}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2729.          Icon     = 404,
  2730.           Display  = 4,
  2731.           Size     = 1.2,
  2732.           Color    = 3,
  2733.           Alpha  =80,
  2734.         },
  2735.     --***Must Set 'realId' too, which must is always the same as 'id' for props to not float***
  2736.     Props = {
  2737.         { 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
  2738.    
  2739.     },
  2740.    
  2741.  
  2742.    
  2743.     Pickups = {
  2744.     },
  2745.     MissionPickups = {
  2746.        
  2747.     },
  2748.     IsDefendTargetEntity = { --**Uses Blip2 location to spawn... except for heading**
  2749.         --Only define 1, Add 'id2' w. 'Vehicle' to add ped to vehicle.
  2750.         {id = 1,  Weapon = 0x2BE6766B,  modelHash = "u_f_y_princess", heading = 258.54},
  2751.         --{id = 1, id2 = 1, Weapon= 0x2BE6766B, Vehicle = "windsor", modelHash = "ig_bankman",heading = 283.22,}, --movetocoord={  x = 1564.8, y = 3221.98, z = 40.4}
  2752.    
  2753.     }, 
  2754.        
  2755.  
  2756.  
  2757.     Peds = {
  2758.    
  2759.         {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},
  2760.         {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},
  2761.         {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 },
  2762.         {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},
  2763.         {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},
  2764.         {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},
  2765.         {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 },
  2766.         --{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},
  2767.         --{id = 5,  Weapon = 0x476BF155, modelHash = "ig_orleans",   x = -436.34, y = 2062.19, z = 121.36, heading = 101.34 ,armor=500},
  2768.     --{id = 6,  Weapon = 0xAF3696A1,  modelHash = "ig_orleans",x = -428.27, y = 2064.24, z = 120.64, heading = 106.58 ,armor=500},
  2769.         --{id = 7, Weapon = 0x476BF155, modelHash = "ig_orleans", x = -428.8, y = 2063.0, z = 120.72, heading = 100.6,armor=500},
  2770.  
  2771.        
  2772.     },
  2773.    
  2774.  
  2775.     Vehicles = {
  2776.  
  2777.      -- {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},
  2778.     }
  2779.   },
  2780.  
  2781.  
  2782.   Mission14 = {
  2783.    
  2784.     StartMessage = "Help the road warrior survive the bandits!",
  2785.     FinishMessage = "Mission Completed!",
  2786.     MissionTitle = "The Road Warrior",
  2787.     MissionMessage = "Help the road warrior survive the bandits!", 
  2788.     --Type = "Assassinate",
  2789.     Type = "Assassinate",  
  2790.     --TargetKillReward = 150,
  2791.     --KillReward = 150,
  2792.     IsDefend = true,
  2793.     IsDefendTarget = true,
  2794.     --IsDefendTargetChase = true, --**Peds and vehicles chase target. NOTE: for vehicles to chase, target needs to be in a vehicle**
  2795.     IsDefendTargetRescue = true, --**Rescuing the target wins the mission, like a hostage rescue
  2796.     --Makes NPCs go to Blip location, and Target go from Blip2 to Blip location, when IsDefendTargetChase=true, NPCs chase Target instead
  2797.     IsDefendTargetGotoBlip = true,
  2798.  
  2799.     Blip2 = {
  2800.       Title = "Protect the road warrior",
  2801.       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
  2802.       Icon     = 58,
  2803.       Display  = 4,
  2804.       Size     = 1.2,
  2805.       Color    = 1,
  2806.       Alpha  =80, --Used for AddBlipForRadius with IsDefend Missions
  2807.     },
  2808.     Blip = {
  2809.       Title = "Mission End",
  2810.       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},
  2811.       Icon     = 38,
  2812.       Display  = 4,
  2813.       Size     = 1.2,
  2814.       Color    = 1,
  2815.       Alpha  =80, --Used for AddBlipForRadius with IsDefend Missions
  2816.     },
  2817.     Marker = {
  2818.       Type     = 1,
  2819.       Position = {x = 1453.72, y = -2282.69, z = 67.47},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  2820.       Size     = {x = 150.0, y = 150.0, z = 2.0},
  2821.       Color    = {r = 100, g = 100, b = 204},
  2822.       DrawDistance = 200.0,
  2823.     },
  2824.         BlipS = { --safehouse blip
  2825.           Title = "Mission Safehouse",
  2826.           Position = { x = 1731.94, y = 3308.24, z = 41.22}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2827.           Icon     = 417,
  2828.           Display  = 4,
  2829.           Size     = 1.2,
  2830.           Color    = 2,
  2831.           Alpha  =80,
  2832.         }, 
  2833.          MarkerS = { --safehouse marker
  2834.           Type     = 1,
  2835.           Position = { x = 1731.94, y = 3308.24, z = 40.22},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  2836.           Size     = {x = 6.0, y = 6.0, z = 2.0},
  2837.           Color    = {r = 117, g = 218, b = 255},
  2838.           DrawDistance = 200.0,
  2839.         },
  2840.         BlipSL = { --safehouse Vehicle blip
  2841.           Title = "Mission Vehicle Safehouse",
  2842.           Position = { x = 1480.63, y = 3167.93, z = 40.99}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2843.           Icon     = 421,
  2844.           Display  = 4,
  2845.           Size     = 1.2,
  2846.           Color    = 3,
  2847.           Alpha  =80,
  2848.         },
  2849.         BlipSB = { --safehouse boat blip
  2850.           Title = "Mission Boat Safehouse",
  2851.           Position = {x = 1481.84, y = 3873.37, z = 30.04}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2852.          Icon     = 404,
  2853.           Display  = 4,
  2854.           Size     = 1.2,
  2855.           Color    = 3,
  2856.           Alpha  =80,
  2857.         },
  2858.     --***Must Set 'realId' too, which must is always the same as 'id' for props to not float***
  2859.     Props = {
  2860.    
  2861.    
  2862.     },
  2863.     IsDefendTargetEntity = { --**Uses Blip2 location to spawn... except for heading**
  2864.         --Only define 1, Add 'id2' w. 'Vehicle' to add ped to vehicle.
  2865.         --{id = 1,  Weapon = 0x2BE6766B,  modelHash = "u_f_y_princess", heading = 372.55},
  2866.         {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}
  2867.    
  2868.     },
  2869.  
  2870.  
  2871.     Pickups = {
  2872.     },
  2873.     MissionPickups = {
  2874.        
  2875.     }, 
  2876.        
  2877.    
  2878.  
  2879.     Peds = {
  2880.    
  2881.         {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,},
  2882.         {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},
  2883.         {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},
  2884.         {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},
  2885.         {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},
  2886.         {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},
  2887.         {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},
  2888.            
  2889.        
  2890.        
  2891.     },
  2892.    
  2893.    
  2894.  
  2895.     Vehicles = {
  2896.       -- 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
  2897.       --**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***
  2898.       --vehicles are not consistent, so use ExtraPeds at your own discretion.
  2899.       --Below takes a ped with id=1 from Peds above and will put it in seatid = -2  
  2900.     {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},
  2901.     {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},
  2902.     {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},
  2903.     {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},
  2904.     {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},
  2905.     {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},
  2906.     {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},
  2907.     {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},
  2908. {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},
  2909.         {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},
  2910.         {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},
  2911.         {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},
  2912.         {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},
  2913.         {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},
  2914.     {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},
  2915.    
  2916.      -- {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},
  2917.     }
  2918.   },
  2919.  
  2920.  
  2921.     Mission15 = {
  2922.    
  2923.     StartMessage = "Protect the secret agent from the terrorists!",
  2924.     FinishMessage = "Mission Completed!",
  2925.     MissionTitle = "Fast and Furious",
  2926.     MissionMessage = "Stop the terrorists from eliminating the secret agent who stole their secrets",  
  2927.     Type = "Assassinate",  
  2928.     --TargetKillReward = 150,
  2929.     --KillReward = 150,
  2930.     IsDefend = true,
  2931.     IsDefendTarget = true,
  2932.     IsDefendTargetRescue = true,
  2933.     IsDefendTargetChase = true,
  2934.    
  2935. --[[
  2936.     Blip = {
  2937.       Title = "Mission Start",
  2938.       Position = {   x = 44.29, y = 6423.54, z = 31.3},
  2939.       Icon     = 58,
  2940.       Display  = 4,
  2941.       Size     = 1.2,
  2942.       Color    = 1,
  2943.     },]]--
  2944.      Blip2 = {
  2945.       Title = "Protect the target",
  2946.       Position = { x = 44.29, y = 6423.54, z = 31.3},
  2947.       Icon     = 58,
  2948.       Display  = 4,
  2949.       Size     = 1.2,
  2950.       Color    = 1,
  2951.     },
  2952.  
  2953.     Marker = {
  2954.       Type     = 1,
  2955.       Position = { x = -423.38, y = 2064.82, z = 118.99},
  2956.       Size     = {x = 6.0, y = 6.0, z = 2.0},
  2957.       Color    = {r = 100, g = 100, b = 204},
  2958.       DrawDistance = 100.0,
  2959.     },
  2960.     BlipS = { --safehouse blip
  2961.           Title = "Mission Safehouse",
  2962.           Position = {x = -2108.16, y = 3275.45, z = 37.73}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2963.           Icon     = 417,
  2964.           Display  = 4,
  2965.           Size     = 1.2,
  2966.           Color    = 2,
  2967.           Alpha  =80,
  2968.         }, 
  2969.          MarkerS = { --safehouse marker
  2970.           Type     = 1,
  2971.           Position = { x = -2108.16, y = 3275.45, z = 37.73},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  2972.           Size     = {x = 6.0, y = 6.0, z = 2.0},
  2973.           Color    = {r = 117, g = 218, b = 255},
  2974.           DrawDistance = 200.0,
  2975.         },
  2976.         BlipSL = { --safehouse Vehicle blip
  2977.           Title = "Mission Vehicle Safehouse",
  2978.           Position = { x = -2451.21, y = 3134.29, z = 32.82, heading = 156.25}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2979.           Icon     = 421,
  2980.           Display  = 4,
  2981.           Size     = 1.2,
  2982.           Color    = 3,
  2983.           Alpha  =80,
  2984.         },
  2985.         BlipSB = { --safehouse boat blip
  2986.           Title = "Mission Boat Safehouse",
  2987.           Position = {x = -3238.09, y = 3380.0, z = 0.18}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  2988.          Icon     = 404,
  2989.           Display  = 4,
  2990.           Size     = 1.2,
  2991.           Color    = 3,
  2992.           Alpha  =80,
  2993.         },
  2994.     --***Must Set 'realId' too, which must is always the same as 'id' for props to not float***
  2995.     Props = {
  2996.         --{ 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
  2997.    
  2998.     },
  2999.    
  3000.  
  3001.    
  3002.     Pickups = {
  3003.     },
  3004.     MissionPickups = {
  3005.        
  3006.     },
  3007.     IsDefendTargetEntity = { --**Uses Blip2 location to spawn... except for heading**
  3008.         --Only define 1, Add 'id2' w. 'Vehicle' to add ped to vehicle.
  3009.         --{id = 1,  Weapon = 0x2BE6766B,  modelHash = "ig_mp_agent14", heading = 258.54},
  3010.         {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}
  3011.    
  3012.     }, 
  3013.        
  3014.  
  3015.  
  3016.     Peds = {
  3017.         --{id = 1,  Weapon = 0x13532244, Vehicle = "tampa3", modelHash = "g_m_y_lost_03", x = 67.76, y = 6444.12, z = 31.3, heading = 133.24,},
  3018.         --{id = 2,  Weapon = 0x13532244, Vehicle = "tampa3", modelHash = "g_m_y_lost_02",x = 78.04, y = 6419.11, z = 31.29, heading = 44.07, },
  3019.         --{id = 3, Weapon = 0x13532244, Vehicle = "tampa3", modelHash = "g_m_y_lost_01",x = 50.66, y = 6458.93, z = 31.41, heading = 183.7, },
  3020.        
  3021.    
  3022.     --[[
  3023.         {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},
  3024.         {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},
  3025.         {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 },
  3026.         {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},
  3027.         {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},
  3028.         {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},
  3029.         {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 },
  3030.         ]]--
  3031.         --{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},
  3032.         --{id = 5,  Weapon = 0x476BF155, modelHash = "ig_orleans",   x = -436.34, y = 2062.19, z = 121.36, heading = 101.34 ,armor=500},
  3033.     --{id = 6,  Weapon = 0xAF3696A1,  modelHash = "ig_orleans",x = -428.27, y = 2064.24, z = 120.64, heading = 106.58 ,armor=500},
  3034.         --{id = 7, Weapon = 0x476BF155, modelHash = "ig_orleans", x = -428.8, y = 2063.0, z = 120.72, heading = 100.6,armor=500},
  3035.  
  3036.        
  3037.     },
  3038.    
  3039.    
  3040.  
  3041.     Vehicles = {
  3042.  
  3043.      {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},
  3044.      {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},
  3045.      {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},
  3046.     }
  3047.   },
  3048.  
  3049.  
  3050.    Mission16 = {
  3051.    
  3052.     StartMessage = "Stop the mercenaries from taking over Los Santos!",
  3053.     FinishMessage = "Mission Completed!",
  3054.     MissionTitle = "Battle for Los Santos",
  3055.     MissionMessage = "Stop the mercenaries from taking over Los Santos!",  
  3056.     --Type = "Assassinate",
  3057.     Type = "Assassinate",  
  3058.     --TargetKillReward = 150,
  3059.     --KillReward = 150,
  3060.     IsDefend = true,
  3061.     Blip2 = {
  3062.       Title = "Mission End",
  3063.       Position = { x = -29.44, y = -950.3, z = 29.41}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  3064.       Icon     = 58,
  3065.       Display  = 4,
  3066.       Size     = 1.2,
  3067.       Color    = 1,
  3068.       Alpha  =80, --Used for AddBlipForRadius with IsDefend Missions
  3069.     },
  3070.     Blip = {
  3071.       Title = "Defend",
  3072.       Position = { x = -29.44, y = -950.3, z = 29.41}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  3073.       Icon     = 58,
  3074.       Display  = 4,
  3075.       Size     = 1.2,
  3076.       Color    = 1,
  3077.       Alpha  =80, --Used for AddBlipForRadius with IsDefend Missions
  3078.     },
  3079.  
  3080.  
  3081.     Marker = {
  3082.       Type     = 1,
  3083.       Position = { x = -29.44, y = -950.3, z = 29.41},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  3084.       Size     = {x = 150.0, y = 150.0, z = 2.0},
  3085.       Color    = {r = 100, g = 100, b = 204},
  3086.       DrawDistance = 200.0,
  3087.     },
  3088.         BlipS = { --safehouse blip
  3089.           Title = "Mission Safehouse",
  3090.           Position = { x = -1694.94, y = -3152.18, z = 23.32}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  3091.           Icon     = 417,
  3092.           Display  = 4,
  3093.           Size     = 1.2,
  3094.           Color    = 2,
  3095.           Alpha  =80,
  3096.         }, 
  3097.          MarkerS = { --safehouse marker
  3098.           Type     = 1,
  3099.           Position = { x = -1694.94, y = -3152.18, z = 23.32},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  3100.           Size     = {x = 6.0, y = 6.0, z = 2.0},
  3101.           Color    = {r = 117, g = 218, b = 255},
  3102.           DrawDistance = 200.0,
  3103.         },
  3104.         BlipSL = { --safehouse Vehicle blip
  3105.           Title = "Mission Vehicle Safehouse",
  3106.           Position = { x = -1469.37, y = -2967.27, z = 13.3}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  3107.           Icon     = 421,
  3108.           Display  = 4,
  3109.           Size     = 1.2,
  3110.           Color    = 3,
  3111.           Alpha  =80,
  3112.         },
  3113.         BlipSB = { --safehouse boat blip
  3114.           Title = "Mission Boat Safehouse",
  3115.           Position = {x = 413.98, y = -3411.47, z = 0.23}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  3116.          Icon     = 404,
  3117.           Display  = 4,
  3118.           Size     = 1.2,
  3119.           Color    = 3,
  3120.           Alpha  =80,
  3121.         },
  3122.     --***Must Set 'realId' too, which must is always the same as 'id' for props to not float***
  3123.     Props = {
  3124.    
  3125.    
  3126.     },
  3127.    
  3128.  
  3129.    
  3130.     Pickups = {
  3131.     },
  3132.     MissionPickups = {
  3133.        
  3134.     }, 
  3135.        
  3136.    
  3137.  
  3138.     Peds = {
  3139.    
  3140.  
  3141.     },
  3142.    
  3143.    
  3144.    
  3145.    
  3146.  
  3147.     Vehicles = {
  3148.       -- 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
  3149.       --**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***
  3150.       --vehicles are not consistent, so use ExtraPeds at your own discretion.
  3151.       --Below takes a ped with id=1 from Peds above and will put it in seatid = -2  
  3152.     {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},
  3153.     {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,},
  3154.     {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,},
  3155.    
  3156.     {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,},
  3157.     {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,},
  3158.     {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,},
  3159.    
  3160.     {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},
  3161.    
  3162.     {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},
  3163.    
  3164.     {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},
  3165.    
  3166.     {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},
  3167.  
  3168.      -- {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},
  3169.     }
  3170.   },
  3171.  
  3172.   Mission17 = {
  3173.    
  3174.     StartMessage = "Rescue the hostages",
  3175.     FinishMessage = "Mission Completed!",
  3176.     MissionTitle = "Rescue",
  3177.     MissionMessage = "Rescue the hostages!",   
  3178.    
  3179.     --Obj/Ass values are the messages used depending on which random Type is selected Objective or Assassinate
  3180.     --The real messages (values above), will be set to the below, based on which Type
  3181.     StartMessageObj = "Capture the objective!",
  3182.     FinishMessageObj = "Mission Completed!",
  3183.     MissionTitleObj = "Takeover",
  3184.     MissionMessageObj = "Capture the objective!",  
  3185.    
  3186.     StartMessageAss = "Eliminate the targets!",
  3187.     FinishMessageAss = "Mission Completed!",
  3188.     MissionTitleAss = "Elimination",
  3189.     MissionMessageAss = "Eliminate the targets",
  3190.     Type = "Objective",  --placeholder
  3191.     RandomMissionDoLandBattle = true,
  3192.     IsRandom = true,
  3193.     IsRandomEvent=true,
  3194.     --RandomMissionBoat={"apc"},
  3195.     --IsDefend = true,
  3196.     --IsDefendTarget = true,
  3197.     --IsDefendTargetChase = true,
  3198.     --IsDefendTargetGotoBlip=true,
  3199.     IsRandomSpawnAnywhere = true,
  3200.     --what x and y coordinate range should these mission spawn in?
  3201.     IsRandomSpawnAnywhereCoordRange = {xrange={-3500,4200},yrange={-3700,7700}},
  3202.     --RandomLocation = true, --for completely random location..
  3203.    
  3204.     Blip = {
  3205.       Title = "Objective",
  3206.       Position = { x = -10000, y = 0, z =  0},
  3207.       Icon     = 58,
  3208.       Display  = 4,
  3209.       Size     = 1.2,
  3210.       Color    = 1,
  3211.     },
  3212.    
  3213.  
  3214.     Marker = {
  3215.       Type     = 1,
  3216.       Position = { x = -10000, y = 0, z = 0},
  3217.       Size     = {x = 6.0, y = 6.0, z = 2.0},
  3218.       Color    = {r = 100, g = 100, b = 204},
  3219.       DrawDistance = 100.0,
  3220.     },
  3221.     BlipS = { --safehouse blip
  3222.       Title = "Mission Safehouse",
  3223.       Position = { x = 137.06, y = -3093.18, z = 4.9}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  3224.       Icon     = 417,
  3225.       Display  = 4,
  3226.       Size     = 1.2,
  3227.       Color    = 2,
  3228.       Alpha  =80, --Used for AddBlipForRadius with IsDefend Missions
  3229.     }, 
  3230.      MarkerS = { --safehouse marker
  3231.       Type     = 1,
  3232.       Position = { x = 137.06, y = -3093.18, z = 4.9},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  3233.       Size     = {x = 6.0, y = 6.0, z = 2.0},
  3234.       Color    = {r = 117, g = 218, b = 255},
  3235.       DrawDistance = 200.0,
  3236.     },
  3237.     BlipSL = { --safehouse Vehicle blip
  3238.           Title = "Mission Vehicle Safehouse",
  3239.           Position = { x = -1228.1, y = -2267.77, z = 13.94}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  3240.           Icon     = 421,
  3241.           Display  = 4,
  3242.           Size     = 1.2,
  3243.           Color    = 3,
  3244.           Alpha  =80,
  3245.         },
  3246.     BlipSB = { --safehouse boat blip
  3247.           Title = "Mission Boat Safehouse",
  3248.           Position = {x = 413.98, y = -3411.47, z = 0.23}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  3249.          Icon     = 404,
  3250.           Display  = 4,
  3251.           Size     = 1.2,
  3252.           Color    = 3,
  3253.           Alpha  =80,
  3254.         },
  3255.    
  3256.     Props = {
  3257.         --**need a stub entry set for the random prop**
  3258.         { id=1, Name="",Position = { x = 0, y = 0, z = 0, heading = 0 }},
  3259.    
  3260.     },
  3261.    
  3262.      Vehicles = {
  3263.         --**need a stub entry set for the random prop**
  3264.        
  3265.    
  3266.     }, 
  3267.     Events = {
  3268.         --**need a stub entry set for the random default event**
  3269.         --add custom events for mission with id=1 onwards
  3270.       {id = 1,
  3271.         Position = { x = 50000.0, y = 50000.0, z = 50000.0, heading = 0 },
  3272.           Size     = {radius=1000.0},
  3273.           SpawnHeight = 200.0,
  3274.           FacePlayer = true,
  3275.           --NumberPeds=1,
  3276.           isBoss=false,
  3277.           Target=false,
  3278.           SquadSpawnRadius=25.0,
  3279.          
  3280.      
  3281.       },
  3282.      },
  3283.    
  3284.     Peds = {
  3285.         --**need a stub entry set for the random ped hostage for HostageRescue=true**
  3286.       {id = 1, Position = { x = 0, y = 0, z = 0, heading = 0 }},
  3287.      },
  3288.    
  3289.  
  3290.     Pickups = {
  3291.        
  3292.     },
  3293.     MissionPickups = {
  3294.        
  3295.        
  3296.     }
  3297.  
  3298.  
  3299.  
  3300.   },
  3301.  
  3302.   Mission18 = {
  3303.    
  3304.     StartMessage = "New Mission",
  3305.     FinishMessage = "Mission Completed!",
  3306.     MissionTitle = "Extraction",
  3307.     MissionMessage = "New Mission",
  3308.    
  3309.     --Obj/Ass values are the messages used depending on which random Type is selected Objective or Assassinate
  3310.     --The real messages (values above), will be set to the below, based on which Type
  3311.     StartMessageObj = "Capture the objective!",
  3312.     FinishMessageObj = "Mission Completed!",
  3313.     MissionTitleObj = "Takeover",
  3314.     MissionMessageObj = "Capture the objective!",  
  3315.    
  3316.     StartMessageAss = "Rescue the target!",
  3317.     FinishMessageAss = "Mission Completed!",
  3318.     MissionTitleAss = "Extraction",
  3319.     MissionMessageAss = "Rescue the target!",      
  3320.     Type = "Assassinate",
  3321.     RandomMissionTypes ={"Assassinate"},   
  3322.     IsRandom = true,
  3323.     IsDefend = true,
  3324.     IsDefendTarget = true,
  3325.     --IsDefendTargetChase = true,
  3326.     IsDefendTargetGotoBlip=true,
  3327.     RandomMissionTypes = {"Assassinate"},
  3328.     --IsRandomSpawnAnywhere = true,
  3329.     --what x and y coordinate range should these mission spawn in?
  3330.     IsRandomSpawnAnywhereCoordRange = {xrange={-3500,4200},yrange={-3700,7700}},
  3331.     --RandomLocation = true, --for completely random location..
  3332.    
  3333.     Blip = {
  3334.       Title = "Objective",
  3335.       Position = { x = -10000, y = 0, z =  0},
  3336.       Icon     = 58,
  3337.       Display  = 4,
  3338.       Size     = 1.2,
  3339.       Color    = 1,
  3340.     },
  3341.    
  3342.     Blip2 = {
  3343.       Title = "Objective",
  3344.       Position = { x = -10000, y = 0, z =  0},
  3345.       Icon     = 58,
  3346.       Display  = 4,
  3347.       Size     = 1.2,
  3348.       Color    = 1,
  3349.     },
  3350.  
  3351.     Marker = {
  3352.       Type     = 1,
  3353.       Position = { x = -10000, y = 0, z = 0},
  3354.       Size     = {x = 6.0, y = 6.0, z = 2.0},
  3355.       Color    = {r = 100, g = 100, b = 204},
  3356.       DrawDistance = 100.0,
  3357.     },
  3358.     BlipS = { --safehouse blip
  3359.       Title = "Mission Safehouse",
  3360.       Position = { x = 137.06, y = -3093.18, z = 4.9}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  3361.       Icon     = 417,
  3362.       Display  = 4,
  3363.       Size     = 1.2,
  3364.       Color    = 2,
  3365.       Alpha  =80, --Used for AddBlipForRadius with IsDefend Missions
  3366.     }, 
  3367.      MarkerS = { --safehouse marker
  3368.       Type     = 1,
  3369.       Position = { x = 137.06, y = -3093.18, z = 4.9},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  3370.       Size     = {x = 6.0, y = 6.0, z = 2.0},
  3371.       Color    = {r = 117, g = 218, b = 255},
  3372.       DrawDistance = 200.0,
  3373.     },
  3374.     BlipSL = { --safehouse Vehicle blip
  3375.           Title = "Mission Vehicle Safehouse",
  3376.           Position = { x = -1228.1, y = -2267.77, z = 13.94}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  3377.           Icon     = 421,
  3378.           Display  = 4,
  3379.           Size     = 1.2,
  3380.           Color    = 3,
  3381.           Alpha  =80,
  3382.         },
  3383.     BlipSB = { --safehouse boat blip
  3384.           Title = "Mission Boat Safehouse",
  3385.           Position = {x = 413.98, y = -3411.47, z = 0.23}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  3386.          Icon     = 404,
  3387.           Display  = 4,
  3388.           Size     = 1.2,
  3389.           Color    = 3,
  3390.           Alpha  =80,
  3391.         },
  3392.    
  3393.     Props = {
  3394.         --**need a stub entry set for the random prop**
  3395.         { id=1, Name="",Position = { x = 0, y = 0, z = 0, heading = 0 }},
  3396.    
  3397.     },
  3398.    
  3399.     Peds = {
  3400.         --**need a stub entry set for the random ped hostage for HostageRescue=true**
  3401.       {id = 1, Position = { x = 0, y = 0, z = 0, heading = 0 }},
  3402.      },
  3403.    
  3404.  
  3405.     Pickups = {
  3406.        
  3407.     },
  3408.     MissionPickups = {
  3409.        
  3410.        
  3411.     },
  3412.    
  3413.     RandomMissionPositions = {
  3414.    
  3415.     { x = 58.43, y = -1133.28, z = 29.34, MissionTitle="Extraction",
  3416.     Blip2 = {
  3417.       Title = "Mission Start",
  3418.       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
  3419.       Icon     = 309,
  3420.       Display  = 4,
  3421.       Size     = 1.2,
  3422.       Color    = 1,
  3423.       Alpha  =80, --Used for AddBlipForRadius with IsDefend Missions
  3424.     },
  3425.  
  3426.     Blip = {
  3427.       Title = "Defend The Target",
  3428.       Position = {x = 103.87, y = -1001.07, z = 29.4}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  3429.       Icon     = 58,
  3430.       Display  = 4,
  3431.       Size     = 1.2,
  3432.       Color    = 1,
  3433.       Alpha  =80, --Used for AddBlipForRadius with IsDefend Missions
  3434.     }, 
  3435.     --[[
  3436.     Marker = {
  3437.       Type     = 1,
  3438.       Position = {x = 1345.43, y = 3152.51, z = 40.41,},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  3439.       Size     = {x = 10.0, y = 10.0, z = 5.0},
  3440.       Color    = {r = 100, g = 100, b = 204},
  3441.       DrawDistance = 200.0,
  3442.     },]]--
  3443.     DefendTargetInVehicle = true,
  3444.    
  3445.    
  3446.     },
  3447.    
  3448.    
  3449. { x = 1074.41, y = 3072.94, z = 40.82, MissionTitle="Extraction",
  3450.  
  3451.     Blip2 = {
  3452.       Title = "Mission Start",
  3453.       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
  3454.       Icon     = 309,
  3455.       Display  = 4,
  3456.       Size     = 1.2,
  3457.       Color    = 1,
  3458.       Alpha  =80, --Used for AddBlipForRadius with IsDefend Missions
  3459.     },
  3460.  
  3461.     Blip = {
  3462.       Title = "Defend The Target",
  3463.       Position = {x = 1155.28, y = 3031.23, z = 40.3}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  3464.       Icon     = 58,
  3465.       Display  = 4,
  3466.       Size     = 1.2,
  3467.       Color    = 1,
  3468.       Alpha  =80, --Used for AddBlipForRadius with IsDefend Missions
  3469.     }, 
  3470.     --[[
  3471.     Marker = {
  3472.       Type     = 1,
  3473.       Position = {x = 1345.43, y = 3152.51, z = 40.41,},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  3474.       Size     = {x = 10.0, y = 10.0, z = 5.0},
  3475.       Color    = {r = 100, g = 100, b = 204},
  3476.       DrawDistance = 200.0,
  3477.     },
  3478.     ]]--
  3479.     DefendTargetInVehicle = true,
  3480.     --DefendTargetVehicleIsAircraft = true,
  3481.    
  3482.  
  3483. },  
  3484.  
  3485. }
  3486.    
  3487.    
  3488.  },
  3489.  
  3490.  
  3491.  Mission19 = {
  3492.    
  3493.     StartMessage = "Rescue the hostages",
  3494.     FinishMessage = "Mission Completed!",
  3495.     MissionTitle = "Warfare",
  3496.     MissionMessage = "Rescue the hostages!",   
  3497.    
  3498.     --Obj/Ass values are the messages used depending on which random Type is selected Objective or Assassinate
  3499.     --The real messages (values above), will be set to the below, based on which Type
  3500.     StartMessageObj = "Capture the objective!",
  3501.     FinishMessageObj = "Mission Completed!",
  3502.     MissionTitleObj = "Warfare",
  3503.     MissionMessageObj = "Capture the objective!",  
  3504.    
  3505.     StartMessageAss = "Eliminate the targets!",
  3506.     FinishMessageAss = "Mission Completed!",
  3507.     MissionTitleAss = "Warfare",
  3508.     MissionMessageAss = "Eliminate the targets",
  3509.     --RandomMissionWeapons = {0x63AB0442},
  3510.    
  3511.     Type = "Objective",
  3512.     IsRandom = true,
  3513.     IsRandomEvent=true,
  3514.     --IsDefend = true,
  3515.     --IsDefendTarget = true,
  3516.     --IsDefendTargetChase = true,
  3517.     --IsDefendTargetGotoBlip=true,
  3518.     IsRandomSpawnAnywhere = true,
  3519.     RandomMissionSpawnRadius = 150.0, --keep a float for enemy ped wandering to work
  3520.     RandomMissionMaxPedSpawns = 75,
  3521.     RandomMissionMinPedSpawns = 50,
  3522.     RandomMissionMaxVehicleSpawns = 6,
  3523.     RandomMissionMinVehicleSpawns = 3,
  3524.     RandomMissionChanceToSpawnVehiclePerTry = 100,
  3525.     RandomMissionAircraftChance = 30,
  3526.     MissionLengthMinutes = 60,
  3527.     SafeHouseVehiclesMaxClaim = 3,
  3528.     SafeHouseVehicleCount = 9,
  3529.     SafeHouseAircraftCount = 3,
  3530.     SafeHouseBoatCount = 3,
  3531.     --SafeHouseVehicles ={'rcbandito'},
  3532.     --RandomMissionVehicles={"tampa3"},
  3533.     --RandomMissionAircraft={"volatol"},   
  3534.     --what x and y coordinate range should these mission spawn in?
  3535.     IsRandomSpawnAnywhereCoordRange = {xrange={-3500,4200},yrange={-3700,7700}},
  3536.     --RandomLocation = true, --for completely random location..
  3537.     --RandomMissionPeds = {"mp_m_freemode_01"},
  3538.     --RandomMissionAircraft = {"bombushka"},
  3539.     --RandomMissionVehicles = {"pounder2"},
  3540.    
  3541.     Blip = {
  3542.       Title = "Objective",
  3543.       Position = { x = -10000, y = 0, z =  0},
  3544.       Icon     = 58,
  3545.       Display  = 4,
  3546.       Size     = 1.2,
  3547.       Color    = 1,
  3548.     },
  3549.    
  3550.  
  3551.     Marker = {
  3552.       Type     = 1,
  3553.       Position = { x = -10000, y = 0, z = 0},
  3554.       Size     = {x = 6.0, y = 6.0, z = 2.0},
  3555.       Color    = {r = 100, g = 100, b = 204},
  3556.       DrawDistance = 100.0,
  3557.     },
  3558.     BlipS = { --safehouse blip
  3559.       Title = "Mission Safehouse",
  3560.       Position = { x = 137.06, y = -3093.18, z = 4.9}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  3561.       Icon     = 417,
  3562.       Display  = 4,
  3563.       Size     = 1.2,
  3564.       Color    = 2,
  3565.       Alpha  =80, --Used for AddBlipForRadius with IsDefend Missions
  3566.     }, 
  3567.      MarkerS = { --safehouse marker
  3568.       Type     = 1,
  3569.       Position = { x = 137.06, y = -3093.18, z = 4.9},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  3570.       Size     = {x = 6.0, y = 6.0, z = 2.0},
  3571.       Color    = {r = 117, g = 218, b = 255},
  3572.       DrawDistance = 200.0,
  3573.     },
  3574.     BlipSL = { --safehouse Vehicle blip
  3575.           Title = "Mission Vehicle Safehouse",
  3576.           Position = { x = -1228.1, y = -2267.77, z = 13.94}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  3577.           Icon     = 421,
  3578.           Display  = 4,
  3579.           Size     = 1.2,
  3580.           Color    = 3,
  3581.           Alpha  =80,
  3582.         },
  3583.     BlipSB = { --safehouse boat blip
  3584.           Title = "Mission Boat Safehouse",
  3585.           Position = {x = 413.98, y = -3411.47, z = 0.23}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  3586.          Icon     = 404,
  3587.           Display  = 4,
  3588.           Size     = 1.2,
  3589.           Color    = 3,
  3590.           Alpha  =80,
  3591.         },
  3592.    
  3593.     Props = {
  3594.         --**need a stub entry set for the random prop**
  3595.         { id=1, Name="",Position = { x = 0, y = 0, z = 0, heading = 0 }},
  3596.    
  3597.     },
  3598.    
  3599.     Peds = {
  3600.         --**need a stub entry set for the random ped hostage for HostageRescue=true**
  3601.       {id = 1, Position = { x = 0, y = 0, z = 0, heading = 0 }},
  3602.      },
  3603.     Events = {
  3604.         --**need a stub entry set for the random default event**
  3605.         --add custom events for mission with id=1 onwards
  3606.       {id = 1,
  3607.         Position = { x = 50000.0, y = 50000.0, z = 50000.0, heading = 0 },
  3608.           Size     = {radius=1000.0},
  3609.           SpawnHeight = 200.0,
  3610.           FacePlayer = true,
  3611.           --NumberPeds=1,
  3612.           isBoss=false,
  3613.           Target=false,
  3614.           SquadSpawnRadius=25.0,
  3615.          
  3616.      
  3617.       },
  3618.      },  
  3619.      
  3620.      Vehicles = {
  3621.         --**need a stub entry set for the random prop**
  3622.        
  3623.    
  3624.     }, 
  3625.  
  3626.     Pickups = {
  3627.        
  3628.     },
  3629.     MissionPickups = {
  3630.        
  3631.        
  3632.     }
  3633.  
  3634.  
  3635.  
  3636.   },
  3637.  
  3638. Mission20 = {
  3639.    
  3640.     StartMessage = "New Mission",
  3641.     FinishMessage = "Mission Completed!",
  3642.     MissionTitle = "Extraction",
  3643.     MissionMessage = "New Mission",
  3644.    
  3645.     --Obj/Ass values are the messages used depending on which random Type is selected Objective or Assassinate
  3646.     --The real messages (values above), will be set to the below, based on which Type
  3647.     StartMessageObj = "Capture the objective!",
  3648.     FinishMessageObj = "Mission Completed!",
  3649.     MissionTitleObj = "Takeover",
  3650.     MissionMessageObj = "Capture the objective!",  
  3651.    
  3652.     StartMessageAss = "Rescue the target!",
  3653.     FinishMessageAss = "Mission Completed!",
  3654.     MissionTitleAss = "Extraction",
  3655.     MissionMessageAss = "Rescue the target!",      
  3656.     Type = "Assassinate",  
  3657.     IsRandom = true,
  3658.     RandomMissionTypes ={"Assassinate"},
  3659.     IsDefend = true,
  3660.     IsDefendTarget = true,
  3661.     IsDefendTargetRescue = true,
  3662.     IsDefendTargetChase = true,
  3663.     --IsDefendTargetGotoBlip=true,
  3664.     --TeleportToSafeHouseOnMissionStart = false,
  3665.     RandomMissionSpawnRadius = 100.0, --keep a float for enemy ped wandering to work
  3666.     RandomMissionMaxPedSpawns = 10,
  3667.     RandomMissionMinPedSpawns = 10,
  3668.     RandomMissionMaxVehicleSpawns = 0,
  3669.     RandomMissionMinVehicleSpawns = 0,
  3670.     RandomMissionChanceToSpawnVehiclePerTry = 100,
  3671.     RandomMissionAircraftChance = 0,
  3672.     RandomMissionWeapons = {0xDD5DF8D9,0x99B507EA,0xCD274149,0x1B06D571},
  3673.     --IsRandomSpawnAnywhere = true,
  3674.     --what x and y coordinate range should these mission spawn in?
  3675.     --RandomLocation = true, --for completely random location..
  3676.    
  3677.     Blip = {
  3678.       Title = "Objective",
  3679.       Position = { x = -10000, y = 0, z =  0},
  3680.       Icon     = 58,
  3681.       Display  = 4,
  3682.       Size     = 1.2,
  3683.       Color    = 1,
  3684.     },
  3685.    
  3686.     Blip2 = {
  3687.       Title = "Objective",
  3688.       Position = { x = -10000, y = 0, z =  0},
  3689.       Icon     = 58,
  3690.       Display  = 4,
  3691.       Size     = 1.2,
  3692.       Color    = 1,
  3693.     },
  3694.  
  3695.     Marker = {
  3696.       Type     = 1,
  3697.       Position = { x = -10000, y = 0, z = 0},
  3698.       Size     = {x = 6.0, y = 6.0, z = 2.0},
  3699.       Color    = {r = 100, g = 100, b = 204},
  3700.       DrawDistance = 100.0,
  3701.     },
  3702.     BlipS = { --safehouse blip
  3703.       Title = "Mission Safehouse",
  3704.       Position = { x = 137.06, y = -3093.18, z = 4.9}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  3705.       Icon     = 417,
  3706.       Display  = 4,
  3707.       Size     = 1.2,
  3708.       Color    = 2,
  3709.       Alpha  =80, --Used for AddBlipForRadius with IsDefend Missions
  3710.     }, 
  3711.      MarkerS = { --safehouse marker
  3712.       Type     = 1,
  3713.       Position = { x = 137.06, y = -3093.18, z = 4.9},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  3714.       Size     = {x = 6.0, y = 6.0, z = 2.0},
  3715.       Color    = {r = 117, g = 218, b = 255},
  3716.       DrawDistance = 200.0,
  3717.     },
  3718.     BlipSL = { --safehouse Vehicle blip
  3719.           Title = "Mission Vehicle Safehouse",
  3720.           Position = { x = -1228.1, y = -2267.77, z = 13.94}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  3721.           Icon     = 421,
  3722.           Display  = 4,
  3723.           Size     = 1.2,
  3724.           Color    = 3,
  3725.           Alpha  =80,
  3726.         },
  3727.     BlipSB = { --safehouse boat blip
  3728.           Title = "Mission Boat Safehouse",
  3729.           Position = {x = 413.98, y = -3411.47, z = 0.23}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  3730.          Icon     = 404,
  3731.           Display  = 4,
  3732.           Size     = 1.2,
  3733.           Color    = 3,
  3734.           Alpha  =80,
  3735.         },
  3736.    
  3737.     Props = {
  3738.         --**need a stub entry set for the random prop**
  3739.         { id=1, Name="",Position = { x = 0, y = 0, z = 0, heading = 0 }},
  3740.    
  3741.     },
  3742.    
  3743.     Peds = {
  3744.         --**need a stub entry set for the random ped hostage for HostageRescue=true**
  3745.       {id = 1, Position = { x = 0, y = 0, z = 0, heading = 0 }},
  3746.      },
  3747.    
  3748.  
  3749.     Pickups = {
  3750.        
  3751.     },
  3752.     MissionPickups = {
  3753.        
  3754.        
  3755.     },
  3756.    
  3757.     RandomMissionPositions = {
  3758.    
  3759.     { x = 31.0, y = -767.1, z = 44.24,  MissionTitle="Extraction",
  3760.     Blip2 = { --safehouse blip
  3761.       Title = "Mission Start",
  3762.       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
  3763.       Icon     = 58,
  3764.       Display  = 4,
  3765.       Size     = 1.2,
  3766.       Color    = 1,
  3767.       Alpha  =80, --Used for AddBlipForRadius with IsDefend Missions
  3768.     },
  3769.  
  3770.    
  3771.    --[[ Marker = {
  3772.       Type     = 1,
  3773.       Position = {x = 31.0, y = -767.1, z = 44.24},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  3774.       Size     = {x = 10.0, y = 10.0, z = 5.0},
  3775.       Color    = {r = 100, g = 100, b = 204},
  3776.       DrawDistance = 200.0,
  3777.     },]]--
  3778.     --DefendTargetInVehicle = true,
  3779.    
  3780.    
  3781.     },
  3782.    
  3783.    
  3784.     {  x = -547.74, y = -1477.3, z = 10.14, MissionTitle="Extraction",
  3785.  
  3786.     Blip2 = {
  3787.       Title = "Mission Start",
  3788.       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
  3789.       Icon     = 58,
  3790.       Display  = 4,
  3791.       Size     = 1.2,
  3792.       Color    = 1,
  3793.       Alpha  =80, --Used for AddBlipForRadius with IsDefend Missions
  3794.     },
  3795.  
  3796.    
  3797.     --[[Marker = {
  3798.       Type     = 1,
  3799.       Position = { x = -547.74, y = -1477.3, z = 10.14},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  3800.       Size     = {x = 10.0, y = 10.0, z = 5.0},
  3801.       Color    = {r = 100, g = 100, b = 204},
  3802.       DrawDistance = 200.0,
  3803.     },]]--
  3804.     --DefendTargetInVehicle = true,
  3805.     --DefendTargetVehicleIsAircraft = true,
  3806.    
  3807.  
  3808.     },
  3809.  
  3810.     }, 
  3811.  
  3812. },
  3813. -- uncomment if you have red dead desert map installed:  https://github.com/KSA01/Red-Dead-Desert
  3814. --[[
  3815. Mission21 = {
  3816.    
  3817.     StartMessage = "Recapture the prison colony Westworld from the convict uprising!",
  3818.     FinishMessage = "Mission Completed!",
  3819.     MissionTitle = "Westworld",
  3820.     MissionMessage = "Recapture the prison colony Westworld from the convict uprising",
  3821.    
  3822.     --Obj/Ass values are the messages used depending on which random Type is selected Objective or Assassinate
  3823.     --The real messages (values above), will be set to the below, based on which Type
  3824.     StartMessageObj = "Recapture the prison colony Westworld from the convict uprising!",
  3825.     FinishMessageObj = "Mission Completed!",
  3826.     MissionTitleObj = "Westworld",
  3827.     MissionMessageObj = "Recapture the prison colony Westworld from the convict uprising", 
  3828.    
  3829.     StartMessageAss = "Recapture the prison colony Westworld from the convict uprising!",
  3830.     FinishMessageAss = "Mission Completed!",
  3831.     MissionTitleAss = "Westworld",
  3832.     MissionMessageAss = "Recapture the prison colony Westworld from the convict uprising",
  3833.     --RandomMissionWeapons = {0x63AB0442},
  3834.    
  3835.     Type = "Objective",
  3836.     IsRandom = true,
  3837.     RandomMissionTypes ={"Objective"},
  3838.     --IsDefend = true,
  3839.     --IsDefendTarget = true,
  3840.     --IsDefendTargetChase = true,
  3841.     --IsDefendTargetGotoBlip=true,
  3842.     IsRandomSpawnAnywhere = true,
  3843.     UseSafeHouseLocations = false,
  3844.     RandomMissionDoLandBattle = true,
  3845.     RandomMissionSpawnRadius = 150.0, --keep a float for enemy ped wandering to work
  3846.     RandomMissionMaxPedSpawns = 75,
  3847.     RandomMissionMinPedSpawns = 50,
  3848.     RandomMissionMaxVehicleSpawns = 6,
  3849.     RandomMissionMinVehicleSpawns = 3,
  3850.     RandomMissionChanceToSpawnVehiclePerTry = 100,
  3851.     RandomMissionAircraftChance = 25,
  3852.     MissionLengthMinutes = 60,
  3853.     SafeHouseVehiclesMaxClaim = 3,
  3854.     SafeHouseVehicleCount = 9,
  3855.     SafeHouseAircraftCount = 3,
  3856.     SafeHouseBoatCount = 3,
  3857.     RandomMissionPeds = {"s_m_y_prismuscl_01","u_m_y_prisoner_01","s_m_y_prisoner_01"},
  3858.     --what x and y coordinate range should these mission spawn in?
  3859.     IsRandomSpawnAnywhereCoordRange = {xrange={4647,7756},yrange={-1181,1950}},
  3860.     --RandomLocation = true, --for completely random location..
  3861.    
  3862.     Blip = {
  3863.       Title = "Objective",
  3864.       Position = { x = -10000, y = 0, z =  0},
  3865.       Icon     = 58,
  3866.       Display  = 4,
  3867.       Size     = 1.2,
  3868.       Color    = 1,
  3869.     },
  3870.    
  3871.  
  3872.     Marker = {
  3873.       Type     = 1,
  3874.       Position = { x = -10000, y = 0, z = 0},
  3875.       Size     = {x = 6.0, y = 6.0, z = 2.0},
  3876.       Color    = {r = 100, g = 100, b = 204},
  3877.       DrawDistance = 100.0,
  3878.     },
  3879.     BlipS = { --safehouse blip
  3880.       Title = "Mission Safehouse",
  3881.       Position = {x = 6605.16, y = -787.53, z = 23.78}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  3882.       Icon     = 417,
  3883.       Display  = 4,
  3884.       Size     = 1.2,
  3885.       Color    = 2,
  3886.       Alpha  =80, --Used for AddBlipForRadius with IsDefend Missions
  3887.     }, 
  3888.      MarkerS = { --safehouse marker
  3889.       Type     = 1,
  3890.       Position = { x = 6605.16, y = -787.53, z = 22.78},  --{  x = 1944.96, y = 3150.6, z = 46.77},
  3891.       Size     = {x = 6.0, y = 6.0, z = 2.0},
  3892.       Color    = {r = 117, g = 218, b = 255},
  3893.       DrawDistance = 200.0,
  3894.     },
  3895.     BlipSL = { --safehouse Vehicle blip
  3896.           Title = "Mission Vehicle Safehouse",
  3897.           Position = {x = 6837.65, y = -942.43, z = 31.4}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  3898.           Icon     = 421,
  3899.           Display  = 4,
  3900.           Size     = 1.2,
  3901.           Color    = 3,
  3902.           Alpha  =80,
  3903.         },
  3904.     BlipSB = { --safehouse boat blip
  3905.           Title = "Mission Boat Safehouse",
  3906.           Position = {x = 6992.71, y = -1301.72, z = 0.28}, --{ x = 1944.96, y = 3150.6, z = 46.77},
  3907.          Icon     = 404,
  3908.           Display  = 4,
  3909.           Size     = 1.2,
  3910.           Color    = 3,
  3911.           Alpha  =80,
  3912.         },
  3913.    
  3914.    
  3915.     Props = {
  3916.         --**need a stub entry set for the random prop**
  3917.         { id=1, Name="",Position = { x = 0, y = 0, z = 0, heading = 0 }},
  3918.    
  3919.     },
  3920.    
  3921.     Peds = {
  3922.         --**need a stub entry set for the random ped hostage for HostageRescue=true**
  3923.       {id = 1, Position = { x = 0, y = 0, z = 0, heading = 0 }},
  3924.      },
  3925.    
  3926.  
  3927.     Pickups = {
  3928.        
  3929.     },
  3930.     MissionPickups = {
  3931.        
  3932.        
  3933.     }
  3934.  
  3935.  
  3936.  
  3937.   },
  3938.   ]]--
  3939.  
  3940. }}
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