[RELEASE] FiveM Crackdown game mode and mission generator/creation [BETA]

Also, what do you mean by disappear?

i mean like when i finish the mission the money shows in the up right corner when in the next second it shows $0

OK, thats because when it is not using ESX it is doing native money, but ignore that, native money is not really working. The money (score) gets tracked for the session when you look at the scoreboard. You may need to disable the vanilla Fivem server scoreboard though, which my scoreboard is meant to replace.

i just figure that out, not i am able to keep the money. Lol this is my first time messing with a fivem server and adding mods. thank you so much for the help

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Updated to 2.9.8n:
mrp-missions-2.9.8n.zip (193.0 KB)

Added a ‘hostile ambient ped’ setting (Config.HostileAmbientPeds), which when set to 1 or 2 arms and makes all the ambient peds hostile to the players during missions. Its sort of like a ‘riot’ mode, except the peds are more focused on the players. When set to 1 there will be minimal infighting, when set to 2 there will be some more infighting, but eitherway the player peds are targeted primarily. Setting it to 3 makes it more like a true ‘riot’ mode where virtually all the ambient peds will fight themselves as well.

Peds are armed mostly with melee weapons and pistols, but can have smgs, assault rifles, rpgs etc…

On foot ped weapons are configured via Config.RandomHostileZoneWeapons
Vehicle ped weapons are configured via Config.RandomHostileZoneVehicleWeapons

Vehicle peds will have a 1 in 2 chance of staying in the vehicle to do drive bys if they have a weapon they can do drive bys with, else they will get out to fight.

This has been tested in MP as well, and seems to work fine. I wanted to do hostile zones around missions where peds suddenly get violent, but it did not work like I wanted, until I changed global group relationships, which means it will be global instead. Hostile peds should be turned off or on, with a restart of the resource, and cannot be done per mission. But their weapons can be changed per mission. Credits to uranium who provided a simple way to do this on the thread Peds attack players, which I partly used.

Its recommended to play this with Crackdown mode (Config.SafeHouseCrackDownMode = true) enabled or some other buff like setting Config.DefaultPlayerMaxHealthAmount to a high amount along with regen on (Config.RegenHealthAndArmour = true).

It gets pretty crazy.

Here is a video and some screenshots during MP testing:

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Another major update. I was finally able to “solve” my problem with spawning NPCs/Vehicles deep inside buildings and underground, like with the Humane Labs and Doomsday Bunker DLC map areas which I mentioned in this topic recently:

I really wanted to utilize these DLC areas for missions from the very start, but was unable to, due to the problem above. The solution was to dynamically spawn peds/vehicles nearby to the players (~30m), which has its own overhead with spawn checking, but is working. When I changed it to 50m, I noticed some ‘phasing out’ (desync?) again, so ~30m seems to be the sweet spot. Reading about this online, I noticed that some GTAO players ( I have never played GTAO to be honest) have noticed similar problems with the same map areas/DLC on GTAO. Not sure if this is related but it interesting, since the doomsday heist bunker has a ton of closets where NPCs come out of which makes me wonder if it is a limitation with the engine perhaps? (more than likely it is probably me doing things differently than R* which is the problem). One thing I noticed that if you spawn a few peds inside, you will not see the problem, but the more peds spawned, the more the problem is noticeable. Which my ‘fix’ takes care of, unless you spawn a very large density of peds.

Updated to 2.9.8q:
mrp-missions-2.9.8q.zip (235.9 KB)

–Supports indoor/underground missions (like Doomsday Heist bunker, Humane Labs etc…) with the IndoorMission=true attribute added to the mission in missions.lua. These have to be regular missions (not random mission generator missions). All peds/vehicles spawned will be done dynamically, unless you give them the attribute outside=true which will have them spawn at mission start.

–NPCs will not blow themselves up anymore, gave them the damage only by players flag.

–Various bug fixes and tweaks

New Mission Pack included with 4 missions, utilizing DLC areas, called ‘Shadow State’. This is my attempt at something approaching ‘proper’ missions. These are very hard and meant to be played with the default resource settings and you will probably need to utilize the safe house vehicles as well. Don’t expect to complete them on your first go. They should be complete-able by 1 person, but more people obviously will make it easier.

Shadow State Mission Pack
4 very hard missions utilizing DLC areas. Ambient Peds are hostile to players as well (plot reasons), can be turned off via Config.HostileAmbientPeds = 0
–credits to Hawaii Beach for his ‘fivem-ipl’ resource and Smallo for his doomsday heist IPL and teleportation system. [Dev] Doomsday/Smugglers Run Interiors/Props/IPLs/Teleport

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Minor update to 2.8.9r:
mrp-missions-2.9.8r.zip (236.3 KB)

For the the mission pack missions.lua, I added Config.TeleportToSafeHouseOnMissionStart = true
which will also allow any players stranded on the aircraft carrier to reconvene at the start of the next mission.

Updated to 2.9.8s:
mrp-missions-2.9.8s.zip (237.8 KB)

–Added a 5th mission to SHADOW STATE mission pack, included in the archive above.
–Added 2 new settings Config.RandomizePassengerWeapons = true and Config.RandomMissionBikeQuadBoatWeapons. The first setting is used for any mission (random or regular) and when turned on will use drive by weapons from the Config.RandomMissionVehicleWeapons array for any passengers, rather than inheriting the driver’s weapon. The second setting will override Config.RandomMissionVehicleWeapons to allow for weapons like the compact rifle, sweeper shotgun and compact launcher to be given to npcs on quads, bikes, bicycles and boats, which are not usable in other vehicles.
–Added IndoorsMissionStrongSpawnCheck = true --Used with IndoorMissions=true. It does raytracing on players within 300m of the ped/vehicle spawn location, to make sure the dynamically spawning NPC/Vehicle doesnt just appear out of nowhere in front of a player. if any player is in the line of sight it will not spawn. Sometimes you may not want this on. I used this in Mission5 of the SHADOW STATE mission pack.
–Added tweaks to the SHADOW STATE missions, like removing the useless avenger safe house vehicle in the missions, etc…

Updated the mission config guide as well with the latest new settings added: https://ghostbin.com/paste/hedbu

Screenshot from SHADOW STATE Mission5:

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a relatively minor update to 2.9.8t:
mrp-missions-2.9.8t.zip (238.2 KB)

–in crackdown mode (which is on by default) fast swim works properly now.
–Added a new setting Config.RandomHostileZoneBikeQuadBoatVehicleWeapons for when hostile ambient peds are turned on, which will override Config.RandomHostileZoneVehicleWeapons for bikes, bicycles, quads and boats. this allows the ambient peds in those vehicles to be able to drive bys with the compact rifle, sweeper shotgun and compact grenade launcher.

love the update, but i cant seem to get the mission to add the money into esx, and not native
ive set all UseESX=true

Hi hallberd,
Thank you.
I’m looping in @sixsens to help since he basically helped me add the code to support ESX, since I do not use ESX when I play. He has it working I believe on his server.

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I found the issue, it was adding the money to an unregistered “cash” account.
this should add the money the esx default “bank account”
also: load mrp-missions after es_extended

Server.lua line 38

--ESX Support
local UseESX=true
if UseESX then
	TriggerEvent("esx:getSharedObject", function(obj)
	ESX = obj
	end)

	RegisterServerEvent("paytheplayer")
	AddEventHandler("paytheplayer",function(totalmoney)

	local _source = source
	local xPlayer = ESX.GetPlayerFromId(_source)
	-- xPlayer.addMoney(totalmoney) -- adds to "cash"
	xPlayer.addAccountMoney('bank', totalmoney)
	end)

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it work with money account not cash account…
and its obvious to start it after es extended.

Good to ear that you fix your problem.
cheers

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Preview of the next update.

-Hostage rescue now takes some time to secure, like objectives. New mission type as well called ‘HostageRescue’ and is supported by regular missions and randomly generated missions. The object is to rescue all hostages before any of them die, else it is mission failure.
-Support for multiple objectives now.
-New markers for hostages, objectives and specific enemy targets (rather than ‘henchmen’). Enemy targets would be specific targets that would need to be eliminated in ‘Assassinate’ type missions, or specific targets for extra reward in any other mission. Markers are optional and can be turned off or on as per other features. Old circle markers for objectives are still used and supported as well.
-Many new enhancements, bug fixes and tweaks. New Mission6 added to the SHADOW STATE mission pack.

‘IsDefend’ missions have some extra graphical guides as well.

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Outstanding!! Love the looks of that office scenario.

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Thanks man!

I took another stab at paradrops, and had much more success this time, also thanks to the ‘Melee Riot’ asi mod where the author shared his code. Thats a GREAT resource for some interesting AI functions.
Also credit to vehcro and his crate drop resource, where I am re-using some of that code, as well as my own of course.

You can add multiple ‘paradrop’ mission points anywhere on the map for a mission, and if a player is within the defined radius of the paradrop point (100m default), it will kick off a paradrop attack one time for that position for the mission.

I’m watching the other test player kick off the attack. This will be in the next update as well.

Oh, nice paradrop!

You’re right that mod has interesting stuff. I should look for more open source things at GTA5-Mods.

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yeah, that mod was a mutation from 2 previous mods and authors over the years.

HUGE update and improvements. I should be calling this release 3.x beta, but its just a label with this project, so I’m calling it 2.9.8u :stuck_out_tongue:
mrp-missions-2.9.8u.zip (278.9 KB)

-3 new mission types: ObjectiveRescue (multiple objective missions), Hostage Rescue, and Boss Rush. Hostage rescue is where you need to rescue all hostages to complete the missions, if a hostage dies, the mission is failed. Boss Rush is like Assassination, except only “Boss” peds are the targets, this mode is more for random mission generator missions. Objective Rescue sort of takes over from Objective missions, in that it support multiple objectives to finish the mission instead of one main objective.
-Paradrops are working now, added as part of the new Events. Credit to vehcro, whose crate drop code I based it off of, and some of alphazolam’s Melee Riot asi mod (itself based on 2 previous mods)
-‘Events’, these are triggers you add to missions with a radius added to them whereby any player coming into the area will trigger the event. 5 types of events: Paradrop (multiple enemy peds), Squad (multiple enemy peds), Vehicle, Aircraft and Boat. Very configurable, and you can very quickly build large missions with them, with randomized (or not) content. This allows for missions that can be randomized as well as having specific peds and vehicles etc… It also solves the problem I had with aircraft all attacking at the beginning of missions.
-‘Ped Accuracy Settings’ Finally, min/max ped accuracy settings are added in missions.lua to make missions more/less challenging
-‘Better Mission Markers’, objectives, hostage sand enemy targets have markers now to visually help players. Can all be turned off/on. Hostage Rescue and Objective Rescue missions both have counters on the HUD as well showing how many objectives/hostages left.
-‘Hostage Rescue Improvements’- Rescuing hostages now takes 5 seconds similar to objectives.
-‘Objective $ reward for all mission types’ Just like you can add hostages and targets to any other type of mission for extra side $ rewards, you can add objectives (via Props) for extra side $ as well, using isObjective=true attribute
-‘Support for unlimited mission blips’ --Use ‘Blips’ instead see mission 7 of SHADOW STATE mission pack
-‘SHADOW STATE Mission Pack Update’, All missions updated and improved with more enemies and Events and using the ObectiveRescue mission type, with missions having multiple objectives and multiple locations across San Andreas . 2 whole new missions added, for a total of 7 missions.
-‘Many other bug fixes and enhancements’ Spent a lot of time testing and fixing older and newer features. For instance, “Boss” peds can be given certain weapons in regular missions now, rather than using the just minigun, or ray minigun/railgun for juggernaut

Besides that, the default earlier missions.lua missions have had some face lifts using the new Events and mission type features. Mission1 for instance has a paradrop Event, mission2 has a Squad event and now is a HostageRescue mission. Mission 6 is an ObjectiveRescue mission now with 3 objectives, as well as multiple Events added, making it much more challenging etc…

Another new feature is that random missions (12,17,19) in the missions.lua file as well as all missions in the missions_random.lua will by default (via IsRandomEvent=true) have a chance to spawn a random Event of either paradrop, vehicle, aircraft or squad when players get close enough.

If you are using this resource on an RP server say, and ‘seriously’ want to make sure that the money via ESX support is calculated correctly, follow the default settings I set in the missions.lua for cash rewards. Rewards should only be given for objectives and hostages. Money for kills should only be given for enemy targets, where only a few of them exist (or are made targets in the config), and make the other mass of enemies regular enemies (henchmen) with 0 cash reward. Also hostage kill penalties should be set to 0. The reason is, there is a problem somewhere, which seems to be outside of my resource whereby peds can “die” w.o. any player interaction and the player on the client that spawned them can be (unjustly) the source of death. I will probably revisit this in the future to see what is really causing it, to see if I can fix it.

This is at a point where I am not going to add any more features or enhancements, but will spend some time improving/adding some proper documentation to help others who may want to utilize this resource. For now there is a well commented psuedo config file at the link below with virtually all the settings available and how to use them, that should be cross referenced with the main missions.lua files in the resource: https://ghostbin.com/paste/85hza

Paradrops. Watching another player trigger the attack Event:

New markers testing, during multiple objective test ‘mission’ highlighting objectives, hostage rescue and enemy target vs henchman:

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as per usual, missed some settings, so this is a minor update of the last release to 2.9.8v:
mrp-missions-2.9.8v.zip (277.3 KB)

removes some extraneous weather code in client.lua,
for SHADOW STATE mission pack: ‘fixes’ mission 4, and turns on teleport to safehouse on mission start as well.

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