Main Config
Welcome to the main configuration file of the RCore Prison
General Settings
Debug
Debug
Debug
Type:
boolean
Default:
false
Description: Enables or disables overall debugging for
rcore_prison
.
DebugInventory
DebugInventory
Type:
boolean
Default:
false
Description: Enables debugging related to the inventory module.
DebugClothing
DebugClothing
Type:
boolean
Default:
false
Description: Enables debugging related to the clothing module.
DebugAPI
DebugAPI
Type:
boolean
Default:
false
Description: Enables debugging related to the API system.
DebugEnviroment
DebugEnviroment
Type:
boolean
Default:
false
Description: Enables debugging related to the environment.
ErrorDebug
ErrorDebug
Type:
boolean
Default:
false
Description: Makes error tracking easier.
DebugLevel
DebugLevel
Type:
table
Default:
{ 'NETWORK', 'INFO', 'CRITICAL', 'SUCCESS', 'ERROR', 'API', 'DEBUG', 'MENU', }
Description: Defines the levels of debugging information to be displayed.
Locale
Type:
string
Default:
'en'
Options:
['en']
(additional languages may be supported)Description: Sets the language for the system.
Time
Type:
enum
Default:
TIMES.MIN
Options:
['SEC', 'MIN', 'HOURS', 'DAYS', 'WEEK', 'MONTHS']
Description: Defines the time unit for jail durations.
Integrations / Framework settings
Framework
Type:
enum
Default:
AUTO_DETECT
Example:
Note: Leave it on AUTO_DETECT, if you one of supported frameworks (recommended).
Framework = AUTO_DETECT -- Will automatically pick up supported framework(s) from list if found on server.
Framework.ESX -- Will try to load ESX if failed to pick up, it will switch to standalone.
Inventories
Type:
enum
Default:
AUTO_DETECT
Supported Inventories:
AUTO_DETECT: Auto-detect inventory [Only detecting supported inventories below]
Inventories.ESX:
es_extended
(GitHub)Inventories.QB:
qb-inventory
(GitHub)Inventories.PS:
ps-inventory
(GitHub)Inventories.QS:
qs-inventory
Inventories.LJ:
lj-inventory
Inventories.MF:
mf-inventory
Inventories.OX:
ox-inventory
Inventories.CHEEZA:
inventory
Inventories.CODEM:
codem-inventory
Inventories.TGIANN:
tgiann-inventory
Inventories.ORIGEN:
origen-inventory
Inventories.CORE:
core_inventory
STANDALONE: No inventory found; you will need to integrate it.
Example:
Note: Leave it on AUTO_DETECT, if you one of supported inventories (recommended).
Inventories = AUTO_DETECT -- Will automatically pick up supported inventorie(s) from list if found on server.
Inventories.OX -- Will try to load ox_inventory if failed to pick up, it will switch to standalone.
Map
Type:
enum
Default:
AUTO_DETECT
Supported Prison Maps:
AUTO_DETECT: Auto-detect prison map [Only detecting supported maps below]
Map.RCORE
Map.PROMPT
Map.UNCLE
Map.ALCATRAZ
Map.YBN
Map.DESERTOS
Map.GABZ
STANDALONE: No prison map found; loading standalone preset (
data/presets/standalone.lua
)
Note: Leave it on AUTO_DETECT, if you one of supported inventories (recommended).
Map = AUTO_DETECT -- Will automatically pick up supported map(s) from list if found on server.
Map.RCORE -- Will try to load RCORE map if failed to pick up, it will switch to standalone.
Interactions
Type:
enum
Default:
AUTO_DETECT
Supported Interactions:
AUTO_DETECT: Auto-detect interactions [Only detecting supported interactions below]
Interactions.OX:
ox_target
Interactions.QB:
qb-target
Interactions.MV:
ps-inventory
Interactions.NONE: Distance interaction using [E]
STANDALONE: No target interaction found; distance interaction using [E] will be used
Note: Leave it on AUTO_DETECT, if you one of supported inventories (recommended).
Interactions = AUTO_DETECT -- Will try to load supported target system, if failed to find then it will load standalone (key press) interact
Interactions.NONE -- It will set interaction to key press [E]
Database
Type:
enum
Default:
AUTO_DETECT
Supported Database Connectors:
AUTO_DETECT: Auto-detect DB connector
Database.OX:
oxmysql
Database.MYSQL_ASYNC:
mysql-async
Database.GHMATTI:
ghmattimysql
STANDALONE: No DB connector found
Note: Leave it on AUTO_DETECT, if you one of supported databases (recommended).
Database = AUTO_DETECT -- Will automatically pick up db connector(s) from list if found on server.
Database.OX -- Will try to load OX, if fails to detect - no db connector found (prison cannot run without database)
Cloth
Type:
enum
Default:
AUTO_DETECT
Supported Clothing Systems:
AUTO_DETECT: Auto-detect clothing [Only detecting supported clothing below]
Cloth.RCORE:
rcore_clothing
(Store)Cloth.ESX:
skinchanger
(GitHub)Cloth.QB:
qb-clothing
(GitHub)Cloth.IAPPEARANCE:
illenium-appearance
(GitHub)Cloth.CODEM:
codem-appearance
(Experimental)Cloth.CRM:
crm-appearance
(Experimental)Cloth.TGIANN:
tgiann-clothing
(Experimental)Cloth.WASABI:
fivem-appearance - wasabi fork
(Experimental)
Note: Leave it on AUTO_DETECT, if you one of supported clothing system (recommended).
Cloth = AUTO_DETECT -- Will automatically pick up clothing system
Cloth = Cloth.RCORE -- Will try to use RCore Clothing resource
Phones
Type:
enum
Default:
AUTO_DETECT
Supported Phone Resources:
AUTO_DETECT: Auto-detect phone resource
Phones.LB:
lb_phone
STANDALONE: Phone booths will not be usable.
Note: Leave it on AUTO_DETECT, if you one of supported phone system (recommended).
Phones = AUTO_DETECT -- Will automatically pick up phone system
Phones = Phones.STANDALONE -- No supported phone for phone boots is loaded.
Notifies
Type:
enum
Default:
AUTO_DETECT
Supported Notify Resources:
AUTO_DETECT: Auto-detect Notify resource
Notifies.BRUTAL:
brutal_notify
Notifies.PNOTIFY:
qb-pNotify
Notifies.OX:
ox_lib
Notifies.ESX_NOTIFY:
esx_notify
Notifies.QBCORE:
qb-core
Notifies.ESX:
es_extended
Notifies.MYTHIC:
mythic_notify
Notifies.OKOK:
okokNotify
STANDALONE: Will use native notifications included in the resource
Note: Leave it on AUTO_DETECT, if you one of supported notifies system (recommended).
Notifies = AUTO_DETECT -- Will automatically pick up notifies system
Notifies = Notifies.STANDALONE -- It will use native notifications if failed to find any supported.
TextUI
Type:
enum
Default:
AUTO_DETECT
Supported TextUI Resources:
AUTO_DETECT: Auto-detect TextUI resource
TextUI.RCORE:
rcore_prison
TextUI.OX:
ox_lib
TextUI.QBCORE:
qb-core
TextUI.ESX:
esx_textui
STANDALONE: No TextUI resource found
Note: Leave it on AUTO_DETECT, if you one of supported Text UI system (recommended).
TextUI = AUTO_DETECT -- Will automatically pick up TextUI system
TextUI = TextUI.STANDALONE -- It will use RCore TextUI if not any found
Menus
Type:
enum
Default:
AUTO_DETECT
Supported Menus:
AUTO_DETECT: Auto-detect menu
Menus.RCORE:
rcore_prison
Menus.ESX_CONTEXT:
esx_context
Menus.OX:
ox_lib - context
Menus.QB:
qb-menu
STANDALONE: Defaults to
rcore_prison
Note: Leave it on AUTO_DETECT, if you one of supported Menu system (recommended).
Menus = AUTO_DETECT -- Will automatically pick up Menus system
Menus = Menus.OX -- Will try to pickup ox_lib contenxt for menus inside prison.
Menus = Menus.STANDALONE -- It will use RCore Menu if not any found
Dispatches
Type:
enum
Default:
AUTO_DETECT
Supported Dispatch Resources:
AUTO_DETECT: Auto-detect dispatch resources
Dispatches.RCORE:
rcore_dispatch
Dispatches.QS:
qs-dispatch
Dispatches.PS:
ps-dispatch
Dispatches.CD:
cd_dispatch
Dispatches.CORE:
core_dispatch
Dispatches.CODEM:
codem_dispatch
Dispatches.LOVE_SCRIPTS:
emergency_dispatch
Dispatches.ORIGEN:
origen_police
Dispatches.TK:
tk_dispatch
Dispatches.DUSA:
dusa_Dispatch
STANDALONE: No dispatch resource found; you will need to integrate it
Note: Leave it on AUTO_DETECT, if you one of supported Dispatches system (recommended).
Dispatches = AUTO_DETECT -- Will automatically pick up Dispatches system from the list
Dispatches = Dispatches.RCORE -- It will try to use RCore Dispatch for Prison break.
Dispatches = Dispatches.STANDALONE -- It will use standalone solution inside RCore Prison
Framework Admin Groups
Type:
table
Description: Defines admin groups based on the framework.
FrameworkAdminGroups = {
[Framework.ESX] = { 'superadmin', 'admin' },
[Framework.QBCore] = { 'god', 'admin' },
[Framework.QBOX] = { 'god', 'admin' },
},
Framework Events
Type:
table
Description: Framework event mappings.
FrameworkEvents = {
['QBCore:Client:OnJobUpdate'] = 'QBCore:Client:OnJobUpdate',
['esx:playerLoaded'] = 'esx:playerLoaded',
['esx:setJob'] = 'esx:setJob',
['esx_skin:getPlayerSkin'] = 'esx_skin:getPlayerSkin',
['skinchanger:loadSkin'] = 'skinchanger:loadSkin',
['skinchanger:getSkin'] = 'skinchanger:getSkin',
['skinchanger:loadClothes'] = 'skinchanger:loadClothes',
['qb-clothing:client:loadOutfit'] = 'qb-clothing:client:loadOutfit',
['qb-clothing:client:loadPlayerClothing'] = 'qb-clothing:client:loadPlayerClothing'
},
Other
AllowAdminGroupsUseJailCommands
Type:
boolean
Description: This is used for allowing admin groups to use prison commands which are restricted to police/sheriff jobs
AllowAdminGroupsUseJailCommands = false
RestrictCommandsForDistance
Type:
boolean
Description: This is used for restricting commands for distance to inmates.
RestrictCommandsForDistance = false
RestrictDistance
Type:
float
Description: This is the distance for restricting commands
RestrictDistance = 10.0,
RegisterChatSuggestions
Type:
boolean
Description: Allow to register chat suggestions (enable/disable)
RegisterChatSuggestions = true,
Jobs / Companion system
Type:
table
Description: This allows to handle companion for specific jobs and remove new prisoner jobs based off the job list.
Prisoners = {
Companion = true, -- This is used for enabling companion system, player with the specific job are not going to be attacked by Prison Guards
CompanionRefreshCycleTime = 1.5, -- This is the time for refreshing prisoners (default in sec)
CompanionJobList = {
['police'] = true,
['sheriff'] = true,
['ambulance'] = true,
},
RemovePlayerJobWhenJailed = false, -- This is used for removing player job when citizen is jailed (supports: ESX, QBCore)
RemovePlayerSetDefaultJob = 'unemployed', -- This is the default job set when RemovePlayerJobWhenJailed is enabled
RemoveJobList = {
['police'] = true, --
['ambulance'] = true,
['sheriff'] = true,
}
},
ReduceSentenceType
Type:
enum
Default:
SentenceTypes.ONLINE
Options:
SentenceTypes.ONLINE, SentenceTypes.OFFLINE
Description: [OFFLINE - Prisoners are not required to be on server for sentence reduce, ONLINE - Prisoners are required to be on server for sentence reducing!]
CanPrisonerBeReleasedWhenOnSolitary
Type:
boolean
Default:
true
Description: This is used for enabling prisoner to be released when they are on solitary
RenderJailTime
Type:
boolean
Default:
true
Description: This is used for rendering jail time on the screen
RenderNPCBlips
Type:
boolean
Default:
true
Description: This is used for rendering blips on map (only for prisoners)
JailByNPCSettings
Type:
table
Default:
true
Description: This is used for jailing by NPC (settings)
JailByNPCSettings = {
JailDistance = 10.0, -- This is the distance for jailing player by NPC
JailTime = 60, -- This is the jail time for NPC jail (default in min)
ResetPedPool = 5, -- This is the time for resetting ped pool - so same ped can jail other users. (default in min)
},
Prison break
Dispatch settings
Type:
table
Description: This is settings for the dispatch allows to call dispatch when destroyed wall/escaped from prison.
DispatchSettings = {
InvokeWhenDestroyedWall = false, -- This is used for invoking dispatch when wall is destroyed (without NPC seen player destroying wall)
InvokeWhenPlayerEscapePrison = false, -- This is used for invoking dispatch when player escaped from Prison (without NPC seen player escaping)
}
Escape.RequiredPolice
Type:
number
Default value:
3
Description: How many police officers needs to be online for Prison break start.
Escape.PoliceCheck
Type:
boolean
Default value:
false
Description: This is used for enabling checking if there is enough Police officers to start Prison break
Escape.Enable
Type:
boolean
Default value:
true
Description: This is used for enabling prison break system
Escape.MarkerColor
Type:
vec4
Default value:
{ r = 255, g = 0, b = 0, a = 100 }
Description: This is the color of the marker for interaction with wall
Escape.WallLodSyncDistance
Type:
number
Default value:
300
Description: This is the distance for syncing walls (recommended value)
Escape.AutoCatch
Type:
boolean
Default value:
true
Description: This is used for auto catching the prisoners are escaping with guards to put them in solitary
Escape.SolitaryTime
Type:
number
Default value:
5
Description: This is the time for solitary (default in min) when prisoner is caught
Escape.DisableBugEscape
Type:
boolean
Default value:
true
Description: Player are only allowed to escape through included Prison break system!
Escape.WhenEscapeRemoveInmateStash
Type:
boolean
Default value:
false
Description: This is used for removing inmates stash when they are escaping
Escape.BugEscapeCycleTime
Type:
number
Default value:
1
Description: This is the time for checking if prisoner is in area (default in minutes)
Escape.ViewNPCDistance
Type:
number
Default value:
30
Description: This is the distance for viewing NPC
Escape.RepairWallTime
Type:
number
Default value:
10
Description: This is the time for repairing the wall (default in seconds)
Escape.RepairWallKey
Type:
string
Default value:
'E'
Description: This is the interaction key for repairing wall
Escape.ResetTime
Type:
number
Default value:
30
Description: This is the time for resetting the escape (default in min)
Escape.EnableAutomaticReset
Type:
boolean
Default value:
true
Description: This is the time for resetting the escape (default in min)
Escape.NeedItem
Type:
boolean
Default value:
true
Description: This is used for needing item to escape from the prison
Escape.ItemName
Type:
string
Default value:
wire_cutter
Description: This is the item name for escaping from the prison
Escape.NotifyJobs
Type:
array
Default value:
{ 'police', 'leo' }
Description: This is the list of the jobs which are going to be notified when prisoner is escaping when using supported dispatch system
Escape.DisablePatrollingGuards
Type:
boolean
Default value:
false
Description: This allows to enable/disable spawning of patrolling NPC guards.
Escape.Experimental.RemoveCuttersAfterWallDestroyed
Type:
boolean
Default value:
false
Description: This will enable removing wire_cutter (ItemName) from player inventory when destroying wall
Escape.Experimental.CuttingSequence
Type:
boolean
Default value:
false
Description: This will enable/disable cutting sequence
Escape.Experimental.CuttingSequenceTime
Type:
number
Default value:
15
Description: How much the cutting should take before wall breaks (in seconds)
Escape.Experimental.ClearPlayerInventoryWhenEscape
Type:
boolean
Default value:
false
Description: This will enable/disable clearing of player inventory if he escaped
Guards
Guards.EnableJailAllCitizensWhenAttackedGuard
Type:
boolean
Default value:
true
Description: This is used for jailing all citizens when guard is attacked
Guards.JailTime
Type:
number
Default value:
20
Description: This is the jail time for attacking guard (default in min)
Solitary
Solitary.DistanceCheck
Type:
number
Default value:
10
Description: This is the distance for checking if player is in his solitary cell.
Solitary.GuardDistanceCheck
Type:
number
Default value:
10
Description: This is the distance for checking if player is in the guard area.
Solitary.Time
Type:
number
Default value:
3
Description: This is the time for solitary (default in min) - when guard is attacked by prisoner
Release checkpoint
Release.AtCheckpoint
Type:
boolean
Default value:
false
Description: This is used for releasing prisoner at the checkpoint, if disabled prisoner will be released at the prison.
Circuit
Circuit.Difficulty
Type:
number
Default value:
1
Description: 1, 2, 3, 4, 5, 6 --> This is ignored when EachJobLevelIncreaseDifficulty is enabled
Circuit.Keybinds
Type:
table
Default value:
{ ['ARROW_UP'] = 172, ['ARROW_DOWN'] = 173, ['LEFT_ARROW'] = 174, ['RIGHT_ARROW'] = 175, ['BACKSPACE'] = 177, }
Description: Default keys used for the circuit minigame.
Commands
Commands.Keybinds
Type:
table
Default value:
Commands = {
Jail = 'jail', -- This is the command for jailing player
Unjail = 'unjail', -- This is the command for unjailing player
Startcs = 'startcs', -- This is the command for starting the community service
Removecs = 'removecs', -- This is the command for removing the community service
JailCP = 'jailcp', -- This is command for opening jail dashboard
StopAlarm = 'stopalarm', -- This is the command for stopping the alarm
Solitary = 'solitary', -- This is the command for sending player to solitary cell(s)
RemoveSolitary = 'rsolitary', -- This is the command for removing player from solitary cell(s)
ResetPrisonBreak = 'resetescape', -- This is the command for resetting the prison break
}
Description: This is list of commands that are used in prison.
UI Configuration
Menu.Position
Type:
string
Default value:
top-right
Description: This is the position of the menu ['top-left', 'top-right', 'bottom-left', 'bottom-right']
Helpkeys.Position
Type:
string
Default value:
top-left
Description: This is the position of the help keys ['top-left', 'top-right', 'bottom-left', 'bottom-right']
Text.Position
Type:
string
Default value:
bottom-right
Description: This is the position of the text ['top-left', 'top-right', 'bottom-left', 'bottom-right']
Subtitles.Position
Type:
string
Default value:
bottom-center
Description: This is the position of the subtitles ['top-left', 'top-right', 'bottom-left', 'bottom-center', 'bottom-right']
Zone interaction
Zone
Type:
table
Default value:
Zone = {
CheckDist = 1.5, -- This is the distance for checking if player is in the zone
InteractKey = 'E', -- This is the key for interacting with the zone
HelpkeysInteractKeyName = 'E', -- This is the key name for the help keys
Size = vec3(1.0, 1.0, 1.0), -- This is the size of the zones
},
Description: Configuration when not using any target system in Prison.
Jobs
Jobs
Type:
table
Default value:
Jobs = {
['police'] = true,
['sheriff'] = true,
},
Description: Table of jobs which are allowed to perform RCore Prison commands
Prison Jobs
PrisonJobs
Type:
table
Default value:
PrisonJobs = {
PlayerJobCoolDown = 2, -- This is the cooldown for player to get new job (default: 2 min)
ResetJobPoolCooldown = 1, -- This is the cooldown for resetting job pool (default: 1 min)
RequiredDelivery = 5, -- This is the required delivery for prisoner to be released
TargetHighlight = false, -- This is used for highlighting the target (Only for targets)
TargetHiglightColor = { r = 50, g = 149, b = 1, a = 255 }, -- This is the color of the target highlight
SetCustomRequiredDeliveries = true, -- This is used for setting custom required deliveries for each job
-- By default using ox_lib skillCheck, can be changed to own via minigame in rcore_prison/modules/base/client/api/cl-jobs.lua
Minigame = {
Cooking = true,
Janitor = true,
CleanGround = true,
BushTrimming = true,
},
Electrician = {
EachJobLevelIncreaseDifficulty = true -- This is used for increasing difficulty for each job level
},
LeaveJobKey = 'G', -- This is the key for leaving the job
DoJobKey = 'E', -- This is the key for doing the job
Stepper = {
DoTask = 'SPACE', -- This is the key for doing exercises
StopTask = 'H', -- This is the key for stopping exercise
},
-- This is the list of the rewards which are going to be given to player when they finish the job(s)
Rewards = {
{
type = 'ITEM',
list = {}
},
{
type = 'CREDITS',
min = 100,
max = 500,
},
{
type = 'REDUCE_SENTENCE',
value = 5 -- This is the value for reducing sentence time as reward (5 min)
}
},
RenderInteractZoneDistance = 100.0, -- This is the distance for rendering interact zone
InRadius = 1.5, -- This is the distance for checking if player is in radius
RequiredDeliveries = { -- This is the required deliveries for each job
[JOBS.ELECTRICIAN] = 2,
[JOBS.GARDENER] = 2,
[JOBS.CLEAN_GROUND] = 1,
[JOBS.BUSH_TRIMMING] = 3,
[JOBS.COOK] = 1,
[JOBS.LAUNDRY] = 3,
}
},
Description: Configuration for Prison Jobs
General
DisplayPrisonMap
Type:
boolean
Default value:
true
Description: This is used for displaying prison map on the game map! (The map consumes 0.02ms to render!)
PrisonYardAnnoucement
Type:
boolean
Default value:
false
Description: This is used for announcing prisoners about the yard time!
BroadcastNewPrisoner
Type:
boolean
Default value:
false
Description: This is used for broadcasting new prisoner to all players on server.
AutoUncuffNewPrisoner
Type:
boolean
Default value:
true
Description: This is used for auto uncuffing new prisoner when they are jailed.
Phone Booths
PhoneBooth.Enabled
Type:
boolean
Default value:
true
Description: This allow to enable/disable phone booths
PhoneBooth.Lenght
Type:
number
Default value:
7
Description: This is the lenght of the phone number [7 - lb-phone]
PhoneBooth.Format
Type:
{phone-format}
Default value:
{3}-{4}
Description: This is the format of the phone number [{3}-{4}: lb-phone]
Chairs
Chairs.RaycastDistCheck
Type:
number
Default value:
5
Description: This is the distance for checking if player is near the chair
Chairs.SeatDistCheck
Type:
float
Default value:
1.5
Description: This is the distance for checking if player is near the chair
Chairs.DebugSeatPos
Type:
boolean
Default value:
false
Description: This is used for debugging the chair positions
Chairs.HealLayingPlayers
Type:
boolean
Default value:
true
Description: This is used for healing players when they are laying on the bed
Chairs.HealModifier
Type:
float
Default value:
0.5
Description: This is the heal modifier for laying players
Chairs.HealLayingPlayersTimeCycle
Type:
number
Default value:
1
Description: This is the time in minutes for healing laying players (default in 1 min)
Prison GYM
Supported stats resources: [RTX_GYM]
Can be added in rcore_prison/modules/base/client/client/api/cl-gym.lua
UI
UI.DisableAddSentencePlayerId
Type:
boolean
Default value:
false
Description: This will allow to define if AddSentence via playerId is enabled/disabled
UI.AddSentenceReasonRequired
Type:
boolean
Default value:
false
Description: This will define Add Sentence - sentence reason is required
Outfits
Outfits.RestorePlayerOutfitOnRelease
Type:
boolean
Default value:
true
Description: This is used for setting outfit on release
Economy Item
Prison Accounts
Accounts.Enable
Type:
boolean
Default value:
true
Description: This is used for enabling prisoner accounts system
Accounts.DeleteAccountWhenReleased
Type:
boolean
Default value:
false
Description: This is used for deleting account when prisoner is released
Prolog
Prolog.ResetCache
Type:
boolean
Default value:
false
Description: This is used for resetting cache when prolog is started
COMS (Community Service)
COMS.RenderPerollTime
Type:
boolean
Default value:
false
Description: This is used for rendering peroll time on the screen
COMS.RenderAreaOnlyForCOMSCitizens
Type:
boolean
Default value:
false
Description: This is used for rendering area only for coms citizens.
COMS.DisableGameControls
Type:
boolean
Default value:
true
Description: This is used for disabling game controls when player is cleaning. (recommend to keep it)
COMS.InteractKey
Type:
string
Default value:
E
Description: Interaction key for cleaning trash on street.
COMS.CleaningAnimTime
Type:
number
Default value:
10 * 1000
Description: The duration of animation how long it will take to clean a trash on ground
COMS.RenderDistance
Type:
float
Default value:
150.0
Description: This is the distance for rendering coms area
COMS.InRadius
Type:
float
Default value:
100.0
Description: This is the distance for checking if player is in radius
COMS.InRadius
Type:
table
Default value:
{
'prop_rub_cardpile_05',
'prop_rub_binbag_03',
'prop_skid_box_06',
'prop_rub_flotsam_01',
'prop_rub_litter_03c',
'prop_rub_binbag_06',
'prop_rub_cardpile_06',
}
Description: This is list of props which are used for the COMS area that are spawned as "trash"
COMS.Outline.color
Type:
vec3
Default value:
x = 250, y = 149, z = 68
Description: This allows to define outline colorfor props
Image paths
ImagePath
Type:
table
Default value:
{
[Inventories.OX] = 'nui://ox_inventory/web/images',
[Inventories.QB] = 'nui://qb-inventory/html/images',
[Inventories.LJ] = 'nui://lj-inventory/html/images',
[Inventories.QS] = 'nui://qs-inventory/html/images',
[Inventories.PS] = 'nui://ps-inventory/html/images',
[Inventories.TGIANN] = 'nui://inventory_images/images',
[Inventories.ESX] = '', -- When running es_extended the images are being loaded from rcore_prison/modules/nui/web/build/images/items
}
Description: This is list inventory and their image paths to load images for our UI (canteen, trade with inmates..)
Alcatraz
Alcatraz.BackToLosSantosPos
Type:
vec4
Default value:
vector4(13.7, -2784.97, 2.53, 359.96)
Description: This is location where player will be returned via "Boat" when interacting with NPC on Alcatraz at boat dock.
Canteen
Canteen.CreditItems
Type:
array
Default value:
{
{ name = 'water', price = 30, label = 'Water' }, -- You can define custom label
{ name = 'fries', price = 7 },
{ name = 'sprunk', price = 7 },
{ name = 'cigarrete', price = 80 },
}
Description: This is list of items in credits store
Canteen.FreeFoodPackage
Type:
boolean
Default value:
true
Description: This is used for enabling free food package system
Canteen.FreeFoodPackageCooldown
Type:
number
Default value:
5
Description: This is the cooldown for free food package system (5 min)
Canteen.FreeFoodPackageItems
Type:
array
Default value:
{
{ name = 'water', count = 1, label = 'Water' },
{ name = 'sprunk', count = 1 },
}
Description: This is list of items that will be gaven to player when taking free package!
Stash
Stash.EnableStashing
Type:
boolean
Default value:
true
Description: This is used for enabling stashing system of citizen items
Stash.ReturnItemsOnRelease
Type:
boolean
Default value:
true
Description: This is used for returning items when citizen is released from prison
Stash.AntiExploit
Type:
boolean
Default value:
true
Description: This will block many attempt for getting items from stash
Stash.KeepItemsState
Type:
boolean
Default value:
true
Description: This is used for keeping items when citizen is jailed into prison.
Stash.KeepItems
Type:
table
Default value:
{
['bread'] = true,
['water'] = true,
['sludgie'] = true,
['money'] = true, -- Doesnt work with qs-inventory
['cash'] = true, -- Doesnt work with qs-inventory
}
Description: List of items that will be kept in players inventory when Stash.KeepItemsState is true.
Jail
Jail.FetchClosestPlayer
Type:
float
Default value:
10.0
Description: This is the distance for fetching closest player around player ./jailcp - Add Sentence
Cigar Production
CigarProduction.RewardCooldown
Type:
number
Default value:
5
Description: This is the reward cooldown for minigame (default in minutes)
CigarProduction.RewardMin
Type:
number
Default value:
1
Description: This is the reward amount for minigame (min)
CigarProduction.RewardMax
Type:
number
Default value:
10
Description: This is the reward amount for minigame (max)
CigarProduction.RewardMax
Type:
string
Default value:
cigarrete
Description: This is the reward item for minigame when finished
Minigame settings
Type:
table
Default value:
{
AnimDict = 'anim@amb@business@coc@coc_unpack_cut_left@', -- Animation dictionary for minigame
AnimName = 'coke_cut_v5_coccutter', -- Animation name for minigame
Steps = 5, -- How many blocks script is going to generate?
MoveStep = 0.09, -- Speed of arrowKeys generation block (> 0.02!!)
Tolerance = 0.025, -- What tolenrace should script ignore?
TimeAcc = 0.3, -- Calc behind keyPress minigame
Keys = { 'W', 'S', 'A', 'D' }, -- Option to define own keys for minigame, no need for change! :)
-- KEY_LABEL => KEY_VALUE
-- https://docs.fivem.net/docs/game-references/controls/
-- TRAVERSE MAP
-- If you want to use different Keys layout, you need to define key in TraverseMap
-- LEFT SIDE -> KEY VALUE
-- RIGHT SIDE -> STRING KEY
TraverseMap = {
[20] = "Z",
[32] = 'W',
[33] = 'S',
[34] = 'A',
[35] = 'D',
[44] = "Q",
},
Keybinds = {
['W'] = 32,
['S'] = 33,
['A'] = 34,
['D'] = 35,
['ARROW_UP'] = 172,
['ARROW_DOWN'] = 173,
['LEFT_ARROW'] = 174,
['RIGHT_ARROW'] = 175,
}
},
Description: This is list inventory and their image paths to load images for our UI (canteen, trade with inmates..)
NPC Settings
EnableSpawnNPCInsidePrison
Type:
boolean
Default value:
false
Description: This is used for enabling spawn NPC inside the prison
Teleport
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