The new pickup system is defined near the top in missions.lua.
i.e. Config.SpawnMissionPickups = {“WEAPON_CARBINERIFLE”,“WEAPON_COMBATPISTOL”,“WEAPON_KNIFE”,“GADGET_NIGHTVISION”}
_Config.SpawnRewardPickups = {“WEAPON_RPG”,“WEAPON_COMBATPISTOL”,“WEAPON_KNIFE”,“GADGET_PARACHUTE”} _
Config.SpawnMissionComponents = {“COMPONENT_AT_PI_SUPP WEAPON_COMBATPISTOL”} --space between attachment/component and weapon it goes on
Config.SpawnRewardComponents = {“COMPONENT_AT_PI_FLSH WEAPON_COMBATPISTOL”} --space between attachment/component and weapon it goes on
these are not really pickups, but weapons/components/gadgets get given to players at mission start and mission end (reward). So you need to use those hashes instead of pickup hashes. Like other settings, you can define globally and per mission, with mission taking precedence.
So if you wanted to give a combat pistol to the player at mission start, and then reward them with flashlight and suppressor components, if they were the player who completed the objective or killed at least one target, then you would define for that mission:
SpawnMissionPickups = {“WEAPON_COMBATPISTOL”}_
SpawnRewardComponents = {“COMPONENT_AT_PI_FLSH WEAPON_COMBATPISTOL”,“COMPONENT_AT_PI_SUPP WEAPON_COMBATPISTOL”}
-space between attachment/component and weapon it goes on
Removing id2 attribute when defining vehicles is a great way to define mission specific vehicles for players.
NPC drivers will be more aggressive. NPCs are more dangerous, they can see and hear at much greater distance. Friendly/hostage NPCs are more chill now. You can set NPCs to be invincible with invincible=true, which I found helpful with some friendly NPCs. You can have NPCs die when they spawn, with dead=true. You can make NPC peds wander around from start with wander=true, NPC drivers (id2) drive around from start with driving=true. You can make enemy ground vehicle drivers have more chance to evade players with flee=true. Due to quirkness (and probably my own lack of understanding), for NPCs that fly planes, use driving=true,pilot=true
See missions.lua
yes, you can define,
Config.MissionSpaceTime
Config.TargetKillReward
Config.KillReward
Config.FinishedObjectiveReward
Config.HostageKillPenalty
Config.EnemiesCanSpawnPickups
Config.SpawnMissionPickups
Config.SpawnRewardPickups
Config.SpawnMissionComponents
Config.SpawnRewardComponents
per mission as well. I never got around to tweaking the missions with these values. Also, never got around to adding the armor= attributes to all the peds, so you will need to do that.
I also reverted back to hostage kill penalties only affect the player who killed the hosatge, that makes more sense.
MissionSpaceTime I also added, which defines the downtime between the end of the current mission and the next. Sometmes, you may want a quick pause, where you want to have one mission lead off from another in a scenario.
Also… Check out the showNativeMoneyGUI variable in client.lua, it can be turned on to show native money amount on screen, you may be able to tweak that for ESX money.
Just doing some more playtesting… there was a typo somewhere that causes NPCs to go docile… will fix and re-upload… and post back here