Main Config

  • Welcome to the main configuration file of the RCore Prison

General Settings

Debug

Debug

  • Type: boolean

  • Default: false

  • Description: Enables or disables overall debugging for rcore_prison.

DebugInventory

  • Type: boolean

  • Default: false

  • Description: Enables debugging related to the inventory module.

DebugClothing

  • Type: boolean

  • Default: false

  • Description: Enables debugging related to the clothing module.

DebugAPI

  • Type: boolean

  • Default: false

  • Description: Enables debugging related to the API system.

DebugEnviroment

  • Type: boolean

  • Default: false

  • Description: Enables debugging related to the environment.

ErrorDebug

  • Type: boolean

  • Default: false

  • Description: Makes error tracking easier.

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

  • Supported Frameworks:

    • AUTO_DETECT: Automatically detects the framework.

    • Framework.ESX: es_extended (GitHub)

    • Framework.QBCore: qb-core (GitHub)

    • Framework.QBOX: qbx_core (GitHub)

    • Framework.NDCore: ND_Core (GitHub)

    • STANDALONE: No framework found; you will need to integrate it.

  • 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
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!]

DisableClothing
  • Type: boolean

  • Default: false

  • Description: Option to disable clothing

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.ViewCone
  • Type: number

  • Default value: 160

  • Description: View angle for NPC guards

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.Lifes
  • Type: number

  • Default value: 3

  • Description: How much lifes person has for Electrician

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

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.Enable
  • Type: boolean

  • Default value: false

  • Description: This is used for enabling chairs system

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

GYM.DoExerciseKey
  • Type: string

  • Default value: SPACE

  • Description: This is the key for doing exercises

GYM.StopExerciseKey
  • Type: string

  • Default value: H

  • Description: This is the key for stopping exercise

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

EconomyItem
  • Type: string

  • Default value: cigarrete

  • Description: This is the economy item for prison

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.Enable
  • Type: boolean

  • Default value: true

  • Description: This is used for enabling prolog system

Prolog.ResetCache
  • Type: boolean

  • Default value: false

  • Description: This is used for resetting cache when prolog is started

COMS (Community Service)

COMS.Enable
  • Type: boolean

  • Default value: true

  • Description: This is used for enabling coms system

COMS.RenderPerollTime
  • Type: boolean

  • Default value: false

  • Description: This is used for rendering peroll time on the screen

COMS.Blip.enable
  • Type: boolean

  • Default value: false

  • Description: Do you want to show blip on map?

COMS.Blip.sprite
  • Type: number

  • Default value: 643

  • Description: Sprite used for the COMS Blip

COMS.Blip.scale
  • Type: float

  • Default value: 1.0

  • Description: Blip scale

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

COMS.Outline.opacity
  • Type: number

  • Default value: 80

  • Description: Opacity of the outline

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.Enable
  • Type: boolean

  • Default value: true

  • Description: This is used for enabling canteen system

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

Teleport.WhenReleasedTeleportPrisonerInFrontOfPrison
  • Type: boolean

  • Default value: true

  • Description: This is used for teleporting prisoner in front of the prison when released

Last updated