FYI, new thread is here, along with new link to github to download the latest version:
not sure what you mean? there should be resources out there that do that.
Hi, just add that code yourself. Im not supporting that. My developed has finished on this for the time being.
can i strip this down and making zombies missions. i run a new zombie server. everyone is done but i want to make a mission system .
Yes you can. Just edit the missions.lua to add the zombie peds instead for the mission. There is code already in the resource that looks for the zombie skin and âbuffsâ/alters the ped behavior to act more like a zombie, basically similar to how they act in corruptsnail resource.
amazing thank you sir
Hi. Love your script @ddraigcymraeg. Just have one issue, maybe you can assist? At the moment players are able to exploit this by storing the weapons they get in the missions in their safes/vehicles/house inventories etc. Is there perhaps a workaround for this?
@MidlifeGamingCrisis
Glad you are enjoying it.
Hmmn, you could try setting one of these to true below⌠you would need to set the optin settings to true⌠see OPT-OUT/OPT-IN SETTINGS section. in missions.lua
âSet this to true to remove all weapons and upgrades (Crackdown mode buffs if enabled) at the mission end.
âThis should be used with one of the 2 OptIn bove settings set to true, else it will remove weapons from everyone.
Config.RemoveWeaponsAndUpgradesAtMissionEnd = false
âSimilar: Remove any previous upgrades/weapons before
âsupplying new upgrades/equipment for the mission
âplayers need to be opted in if OptIn is enabled
Config.RemoveWeaponsAndUpgradesAtMissionStart = false
@ddraigcymraeg thank you for your reply! I have all those settings set to true and it does remove their weapons at the start and end of the mission if theyâve opted in, from their personal inventory BUT it doesnât stop them from storing it in their house inventories, trunks or personal safes, then the script doesnât know itâs there and therefore doesnât delete them. If that makes any sense?
Ah, that would be tricky. Not sure how house inventories safes etc⌠are tied to the player idâŚbut you would need to have a custom script that checked for the weapons per per safe/house etc⌠per client (per player) every so many seconds during a mission to remove. Thats not supported by this resource.
Thought as much! Thanks anyway.
would have to make the assets different from the standard ones so they will be deleted when outside the mission radius and delete if stored. or you could make it that they have to get the weapons etc in order to do the mission instead of spawning them, that way the player has the right to own it since they acquired it legally
Hey, great game mode. Can you please point out the money code line?
Iâm using dunko vRP and I canât figure out what code line of crackdown interacting with ESX money. Thank you, much appreciated.
Just look for ESX in the code, you will find it.
fyi⌠latest is here, with github: [Release] 'Crackdown' Missions System v3 & GitHub for your own missions
Can I make it so they dont have %100 aim and dont miss 1 shot?
yeah, the aiming config is in the missions.lua
where is it in there?
This is the latest thread and latest version: [Release] 'Crackdown' Missions System v3 & GitHub for your own missions
Not far from the topâŚ
--accuracy range of peds, default is 60, max is 100
Config.SetPedMinAccuracy = 60
Config.SetPedMaxAccuracy = 60
Thank you!
how can I disable juggernauts and reduce the amount of people in a mission?