Cayo Estate
-- ============================================
-- CAYO PERICO ESTATE MAP
-- ============================================
return {
id = "cayo_estate", -- Unique map identifier
label = "Cayo Perico Estate",
description = "El Rubio's private estate on Cayo Perico. Lush tropical grounds surround this heavily fortified compound. Expect cartel security and elite mercenaries.",
icon = "fa-umbrella-beach",
-- Map intro text configuration (shown when game starts)
intro = {
enabled = true,
title = "RAID THE\nCAYO ESTATE",
subtitle = nil,
description = "EL RUBIO'S PRIVATE COMPOUND IS HEAVILY GUARDED BY CARTEL SOLDIERS AND MERCENARIES. SURVIVE THE WAVES, COLLECT VALUABLE LOOT, AND ESCAPE WITH YOUR LIFE.",
tagline = "THE CARTEL DOESN'T TAKE PRISONERS.",
duration = 15000,
},
-- Map-level requirements (to access this map)
-- Available requirement types:
-- level = 5 -- Require minimum horde level
-- completedMaps = { { map = "x", difficulty = "easy" } } -- Require map completion
-- item = "item_name" -- Require item in inventory
-- item = { name = "item_name", count = 3 } -- Require multiple of an item
-- Note: Item labels are automatically fetched from your inventory system
requirements = {
level = 5,
-- completedMaps = {
-- { map = "server_farm", difficulty = "normal" },
-- },
-- item = "cayo_access_key",
},
-- Entry location (where players go to enter the horde)
entryLocation = {
coords = vector4(4982.56, -5710.94, 20.35, 231.66),
blip = {
sprite = 310,
color = 1,
scale = 0.8,
label = "Horde Entry - Cayo Estate",
},
radius = 2.0,
},
-- Leave location (where players are teleported when game ends)
leaveLocation = vec4(4981.29, -5709.47, 19.89, 47.24),
-- End loot crate location (where players collect rewards after game ends)
endLootLocation = {
coords = vector4(4983.16, -5706.32, 18.89, 180.02),
model = 'v_ind_cfcrate3',
},
spawnPoint = vector4(4990.21, -5717.31, 19.88, 230.24),
-- Zone boundary points (for lib.zones poly zone)
-- Players will be warned/teleported back if they leave this area and removed if they stay outside for over 3 seconds.
zonePoints = {
vec3(4987.88, -5704.50, 18.89),
vec3(4991.61, -5707.76, 18.89),
vec3(5020.55, -5675.38, 18.90),
vec3(5043.47, -5694.83, 16.43),
vec3(5052.78, -5693.20, 15.49),
vec3(5058.85, -5702.05, 14.90),
vec3(5077.90, -5718.19, 14.77),
vec3(5072.30, -5725.58, 14.77),
vec3(5078.54, -5730.23, 14.77),
vec3(5079.96, -5728.50, 14.77),
vec3(5087.72, -5734.46, 14.77),
vec3(5086.23, -5737.10, 14.77),
vec3(5098.51, -5746.08, 12.71),
vec3(5032.07, -5838.11, -9.88),
vec3(4999.63, -5805.32, 19.92),
vec3(4997.07, -5810.37, 19.70),
vec3(4966.71, -5796.30, 19.93),
vec3(4956.88, -5791.26, 19.85),
vec3(4960.92, -5783.24, 19.84),
vec3(4958.90, -5760.47, 19.69),
vec3(4961.69, -5752.59, 19.17),
vec3(4953.77, -5748.61, 19.04),
vec3(4969.78, -5717.04, 18.77),
vec3(4974.52, -5719.27, 18.89),
vec3(4987.81, -5704.42, 18.89),
},
zoneThickness = 40.0, -- Height of the zone (above/below center point)
-- Terminal configuration (shop access point)
terminal = {
coords = vector3(4996.31, -5724.72, 19.89),
object = {
model = 'prop_laptop_01a',
heading = 282.04,
},
},
-- Deposit crate configuration
depositCrate = {
model = 'tr_prop_tr_mil_crate_02',
coords = vector3(4996.57, -5721.82, 18.91),
heading = 239.59,
},
-- Mystery Box configuration (COD-style random weapon box)
-- Weapon display models are configured in configs/config.lua under WeaponDisplayModels
-- Add new weapon-to-model mappings there to display them correctly in the mystery box
mysteryBox = {
enabled = true,
coords = vector3(4996.4, -5733.61, 18.88),
heading = 228.4,
cost = 950,
boxModelClosed = 'xm3_prop_xm3_crate_01a',
boxModelOpen = 'xm3_prop_xm3_crate_01b',
useCamera = false,
enableParticles = true,
lights = {
enabled = true,
pulsating = false,
},
cycleDuration = 8000,
cycleSpeedStart = 50,
cycleSpeedEnd = 1500,
sounds = {
open = { name = "PICK_UP", set = "HUD_FRONTEND_DEFAULT_SOUNDSET" },
cycle = { name = "NAV_UP_DOWN", set = "HUD_FRONTEND_DEFAULT_SOUNDSET" },
finish = { name = "WEAPON_PURCHASE", set = "HUD_AMMO_SHOP_SOUNDSET" },
},
weaponPool = {
{ name = "weapon_pistol", label = "PISTOL", rarity = "common", chance = 100, ammo = 60 },
{ name = "weapon_combatpistol", label = "COMBAT PISTOL", rarity = "common", chance = 90, ammo = 60 },
{ name = "weapon_snspistol", label = "SNS PISTOL", rarity = "common", chance = 85, ammo = 60 },
{ name = "weapon_vintagepistol", label = "VINTAGE PISTOL", rarity = "common", chance = 80, ammo = 60 },
{ name = "weapon_microsmg", label = "MICRO SMG", rarity = "common", chance = 75, ammo = 100 },
{ name = "weapon_pumpshotgun", label = "PUMP SHOTGUN", rarity = "common", chance = 70, ammo = 40 },
{ name = "weapon_pistol_mk2", label = "PISTOL MK2", rarity = "uncommon", chance = 50, ammo = 60 },
{ name = "weapon_appistol", label = "AP PISTOL", rarity = "uncommon", chance = 50, ammo = 60 },
{ name = "weapon_machinepistol", label = "MACHINE PISTOL", rarity = "uncommon", chance = 45, ammo = 100 },
{ name = "weapon_smg", label = "SMG", rarity = "uncommon", chance = 45, ammo = 100 },
{ name = "weapon_minismg", label = "MINI SMG", rarity = "uncommon", chance = 40, ammo = 100 },
{ name = "weapon_sawnoffshotgun", label = "SAWED-OFF SHOTGUN", rarity = "uncommon", chance = 40, ammo = 40 },
{ name = "weapon_dbshotgun", label = "DOUBLE BARREL SHOTGUN", rarity = "uncommon", chance = 35, ammo = 40 },
{ name = "weapon_compactrifle", label = "COMPACT RIFLE", rarity = "uncommon", chance = 35, ammo = 120 },
{ name = "weapon_smg_mk2", label = "SMG MK2", rarity = "rare", chance = 25, ammo = 100 },
{ name = "weapon_combatpdw", label = "COMBAT PDW", rarity = "rare", chance = 25, ammo = 100 },
{ name = "weapon_assaultshotgun", label = "ASSAULT SHOTGUN", rarity = "rare", chance = 20, ammo = 40 },
{ name = "weapon_carbinerifle", label = "CARBINE RIFLE", rarity = "rare", chance = 20, ammo = 120 },
{ name = "weapon_assaultrifle", label = "ASSAULT RIFLE", rarity = "rare", chance = 18, ammo = 120 },
{ name = "weapon_specialcarbine", label = "SPECIAL CARBINE", rarity = "rare", chance = 18, ammo = 120 },
{ name = "weapon_bullpuprifle", label = "BULLPUP RIFLE", rarity = "rare", chance = 15, ammo = 120 },
{ name = "weapon_advancedrifle", label = "ADVANCED RIFLE", rarity = "epic", chance = 10, ammo = 120 },
{ name = "weapon_militaryrifle", label = "MILITARY RIFLE", rarity = "epic", chance = 10, ammo = 120 },
{ name = "weapon_combatmg", label = "COMBAT MG", rarity = "epic", chance = 8, ammo = 200 },
{ name = "weapon_mg", label = "MG", rarity = "epic", chance = 8, ammo = 200 },
{ name = "weapon_marksmanrifle", label = "MARKSMAN RIFLE", rarity = "epic", chance = 6, ammo = 60 },
{ name = "weapon_sniperrifle", label = "SNIPER RIFLE", rarity = "epic", chance = 5, ammo = 30 },
{ name = "weapon_heavysniper", label = "HEAVY SNIPER", rarity = "epic", chance = 3, ammo = 20 },
{ name = "weapon_rpg", label = "RPG", rarity = "epic", chance = 2, ammo = 5 },
{ name = "weapon_minigun", label = "MINIGUN", rarity = "epic", chance = 1, ammo = 500 },
{ name = "weapon_raypistol", label = "UP-N-ATOMIZER", rarity = "epic", chance = 2, ammo = 50 },
},
},
-- Loot objects that can spawn during looting phase
lootObjects = {
-- Small
{ model = 'prop_box_ammo02a', value = 100 },
{ model = 'prop_box_ammo01a', value = 125 },
{ model = 'prop_cs_cardbox_01', value = 150 },
{ model = 'prop_box_ammo04a', value = 175 },
{ model = 'h4_prop_h4_crate_cloth_01a', value = 200 },
-- Medium
{ model = 'prop_box_guncase_01a', value = 250 },
{ model = 'h4_prop_h4_box_ammo03a', value = 300 },
{ model = 'hei_prop_heist_box', value = 350 },
{ model = 'xm3_prop_xm3_boxwood_01a', value = 400 },
{ model = 'gr_prop_gr_v_mill_crate_01a', value = 450 },
{ model = 'ch_prop_ch_crate_full_01a', value = 500 },
-- Large
{ model = 'h4_prop_h4_box_ammo_02a', value = 600 },
{ model = 'sm_prop_smug_crate_m_01a', value = 700 },
{ model = 'xm3_prop_xm3_crate_supp_01a', value = 800 },
{ model = 'prop_mb_crate_01a', value = 950 },
{ model = 'm23_2_prop_m32_prof_crate_01a', value = 1000 },
},
-- Loot object spawn locations
lootSpawns = {
vector4(4981.54, -5768.98, 19.88, 293.97),
vector4(4964.13, -5782.56, 19.91, 182.00),
vector4(4984.79, -5800.98, 19.88, 239.66),
vector4(5015.46, -5792.25, 16.68, 296.36),
vector4(5005.52, -5805.96, 17.49, 219.75),
vector4(5021.94, -5786.86, 15.36, 357.68),
vector4(5049.28, -5786.92, 14.68, 317.09),
vector4(5065.92, -5781.34, 10.48, 317.57),
vector4(5062.80, -5776.21, 15.28, 316.50),
vector4(5060.62, -5758.52, 14.72, 48.48),
vector4(5074.26, -5743.51, 14.70, 45.12),
vector4(5084.12, -5735.99, 20.04, 344.45),
vector4(5050.54, -5748.22, 14.68, 148.88),
vector4(5064.44, -5732.24, 14.68, 281.40),
vector4(5054.32, -5713.41, 13.59, 52.78),
vector4(5068.68, -5721.65, 13.46, 241.46),
vector4(5033.18, -5690.43, 18.88, 58.25),
vector4(5013.90, -5703.50, 18.87, 132.18),
vector4(5028.00, -5720.79, 16.67, 205.65),
vector4(5019.22, -5737.47, 16.68, 196.69),
vector4(4999.21, -5735.77, 18.88, 49.24),
vector4(4979.58, -5723.30, 18.93, 47.55),
},
-- Enemy spawn settings
-- spawnMode: "furthest" = spawn furthest from players (default)
-- "minDistance" = random spawns, but filtered by minSpawnDistance (i.e. no peds will spawn within minSpawnDistance of the player)
-- "random" = completely random, ignores player positions entirely
-- minSpawnDistance: minimum distance from players (only used by "furthest" and "minDistance" modes, default: 15.0)
enemySpawnSettings = {
spawnMode = "furthest",
minSpawnDistance = 15.0,
},
-- Enemy spawn locations
enemySpawns = {
vector4(5011.44, -5722.06, 18.48, 285.31),
vector4(5013.52, -5704.01, 18.87, 49.45),
vector4(5035.31, -5693.23, 18.88, 7.80),
vector4(5015.44, -5690.37, 18.87, 59.99),
vector4(5045.97, -5710.04, 13.60, 200.97),
vector4(5070.84, -5716.75, 13.51, 240.74),
vector4(5075.71, -5732.38, 14.88, 242.10),
vector4(5078.88, -5744.93, 14.70, 253.93),
vector4(5088.33, -5756.48, 14.68, 231.30),
vector4(5070.18, -5775.97, 10.48, 123.80),
vector4(5059.53, -5788.31, 10.48, 131.74),
vector4(5044.24, -5783.38, 14.68, 79.06),
vector4(5063.92, -5778.96, 15.28, 310.69),
vector4(5051.36, -5772.52, 15.28, 140.40),
vector4(5034.71, -5798.43, 16.48, 126.41),
vector4(5017.16, -5809.62, 16.48, 122.42),
vector4(5019.52, -5793.92, 16.68, 42.52),
vector4(5028.97, -5785.71, 15.29, 308.84),
vector4(5009.89, -5778.72, 16.68, 9.14),
vector4(4993.93, -5804.42, 19.88, 126.59),
vector4(4987.13, -5789.76, 19.88, 57.26),
vector4(4973.16, -5794.21, 19.88, 73.22),
vector4(4968.68, -5782.44, 19.88, 40.44),
vector4(4975.85, -5761.37, 19.88, 340.50),
vector4(4973.30, -5744.10, 18.88, 32.89),
vector4(4989.00, -5753.93, 18.88, 203.76),
},
-- Rounds where players can choose to end the game early
canEndGameOnRounds = {2, 5, 7, 10},
-- ============================================
-- END GAME LOOT TABLE
-- ============================================
-- Map-specific loot pool for end game rewards.
-- Each item has: name, label, rarity, price, chance (weight), quantity (optional)
-- Higher "chance" values = more likely to appear
endGameLoot = {
rerollCost = 200,
itemCount = 6,
duration = 60,
lootTable = {
-- ============================================
-- COMMON ITEMS (chance 60-100) - Silver jewelry, cash & heist tools
-- ============================================
{ name = "bands", label = "Band of Notes", rarity = "common", price = 800, chance = 100, quantity = 3 },
{ name = "rolls", label = "Roll of Notes", rarity = "common", price = 700, chance = 95, quantity = 3 },
{ name = "md_silverring", label = "Silver Ring", rarity = "common", price = 900, chance = 90 },
{ name = "md_silverearings", label = "Silver Earrings", rarity = "common", price = 1000, chance = 85 },
{ name = "md_silverdime", label = "Silver Dime", rarity = "common", price = 600, chance = 95 },
{ name = "md_blackwatch", label = "Watch", rarity = "common", price = 1100, chance = 80 },
{ name = "md_ancientcoin", label = "Ancient Coin", rarity = "common", price = 1200, chance = 75 },
{ name = "lockpick", label = "Lockpick", rarity = "common", price = 500, chance = 85, quantity = 3 },
{ name = "advancedlockpick", label = "Advanced Lockpick", rarity = "common", price = 800, chance = 70 },
{ name = "thermite", label = "Thermite", rarity = "common", price = 1500, chance = 65 },
-- ============================================
-- UNCOMMON ITEMS (chance 30-55) - Gold jewelry, cases & valuable loot
-- ============================================
{ name = "md_silverounce", label = "1oz Silver Bar", rarity = "uncommon", price = 1800, chance = 55 },
{ name = "md_goldring", label = "Gold Ring", rarity = "uncommon", price = 2200, chance = 50 },
{ name = "md_golddollar", label = "Gold Dollar", rarity = "uncommon", price = 2000, chance = 52 },
{ name = "md_goldearings", label = "Gold Earrings", rarity = "uncommon", price = 2500, chance = 45 },
{ name = "goldchain", label = "Gold Chain", rarity = "uncommon", price = 2800, chance = 42 },
{ name = "rolex", label = "Golden Watch", rarity = "uncommon", price = 3500, chance = 38 },
{ name = "fleeca_case", label = "Fleeca Bank Case", rarity = "uncommon", price = 3000, chance = 40 },
{ name = "house_case", label = "House Robbery Case", rarity = "uncommon", price = 2800, chance = 42 },
{ name = "cryptostick", label = "Crypto Stick", rarity = "uncommon", price = 2500, chance = 45 },
{ name = "drill", label = "Drill", rarity = "uncommon", price = 2000, chance = 48 },
-- ============================================
-- RARE ITEMS (chance 10-28) - Gold bars, diamonds & premium cases
-- ============================================
{ name = "md_goldnecklace", label = "Gold Necklace", rarity = "rare", price = 4000, chance = 28 },
{ name = "md_goldnugget", label = "Gold Nugget", rarity = "rare", price = 4500, chance = 25 },
{ name = "md_diamondearings", label = "Diamond Earrings", rarity = "rare", price = 5000, chance = 22 },
{ name = "goldbar", label = "Gold Bar", rarity = "rare", price = 6000, chance = 18 },
{ name = "diamond_ring", label = "Diamond Ring", rarity = "rare", price = 7000, chance = 15 },
{ name = "jewelry_case", label = "Jewelry Store Case", rarity = "rare", price = 5500, chance = 20 },
{ name = "chopshop_case", label = "Chop Shop Case", rarity = "rare", price = 4500, chance = 22 },
{ name = "coke_small_brick", label = "Coke Package", rarity = "rare", price = 5000, chance = 20 },
{ name = "md_goldounce", label = "1oz Gold Bar", rarity = "rare", price = 8000, chance = 12 },
{ name = "md_platinumnugget", label = "Platinum Nugget", rarity = "rare", price = 9000, chance = 10 },
-- ============================================
-- EPIC ITEMS (chance 2-8) - Jackpot loot & legendary items
-- ============================================
{ name = "md_diamondnecklace", label = "Diamond Necklace", rarity = "epic", price = 12000, chance = 8 },
{ name = "md_diamondring", label = "Diamond Ring", rarity = "epic", price = 10000, chance = 8 },
{ name = "md_presidentialwatch", label = "Presidential Watch", rarity = "epic", price = 15000, chance = 5 },
{ name = "md_relicrevolver", label = "Relic Revolver", rarity = "epic", price = 12000, chance = 6 },
{ name = "pacific_case", label = "Pacific Bank Case", rarity = "epic", price = 18000, chance = 4 },
{ name = "casino_case", label = "Casino Heist Case", rarity = "epic", price = 25000, chance = 2 },
{ name = "coke_brick", label = "Coke Brick", rarity = "epic", price = 15000, chance = 5 },
{ name = "weed_brick", label = "Weed Brick", rarity = "epic", price = 12000, chance = 6 },
{ name = "secured_safe", label = "Secured Safe", rarity = "epic", price = 14000, chance = 5 },
{ name = "expensive_champagne", label = "Expensive Champagne", rarity = "epic", price = 8000, chance = 7, quantity = 3 },
},
},
-- ============================================
-- OPTIONAL: Map-specific Shop Items
-- ============================================
-- Uncomment this block to override the default shop items from configs/config.lua
-- If not defined, the default ShopItems from config.lua is used.
--
-- Item parameters:
-- name: item spawn name (must match ox_inventory item name)
-- label: display name in the shop UI
-- rarity: "common", "uncommon", "rare", or "epic" (affects color/styling)
-- price: cost in horde currency
-- chance: weighted chance to appear (higher = more likely, e.g. 100 vs 10)
-- quantity: how many of the item you receive per purchase (e.g. buy 1, get 3 bandages)
-- amount (optional): how many times this item can be purchased before it becomes sold out
-- - If set to 3, players can buy the item 3 times (each time getting 'quantity' items)
-- - Once purchased 'amount' times, item gets removed from list
-- - If omitted, item is removed from shop after a single purchase
--
-- Weighted chance system: higher "chance" values = more likely to appear
-- itemCount: number of items to show from this category in the shop
-- guaranteeAmmoForWeapons: if true, ammo for selected weapons will always appear in items section
-- ammoBoostMultiplier: how much to boost ammo chance when matching weapon is in shop (default 3x)
--[[
shopItems = {
guaranteeAmmoForWeapons = true,
ammoBoostMultiplier = 3,
items = {
itemCount = 6,
list = {
-- Healing
{ name = "bandage", label = "BANDAGE", rarity = "common", price = 150, quantity = 3, chance = 100 },
{ name = "firstaid", label = "FIRST AID KIT", rarity = "uncommon", price = 400, quantity = 1, chance = 50 },
{ name = "ifaks", label = "IFAK", rarity = "uncommon", price = 350, quantity = 1, chance = 55 },
-- Food & Drink
{ name = "water", label = "WATER", rarity = "common", price = 100, quantity = 2, chance = 80 },
{ name = "burger", label = "BURGER", rarity = "common", price = 120, quantity = 2, chance = 75 },
-- Armor
{ name = "armour", label = "BODY ARMOR", rarity = "rare", price = 600, quantity = 1, chance = 25 },
-- Ammo (name must match WeaponAmmoTypes in config.lua)
{ name = "ammo-9", label = "9MM AMMO", rarity = "common", price = 100, quantity = 60, chance = 40, amount = 3 },
{ name = "ammo-rifle", label = "5.56 RIFLE AMMO", rarity = "uncommon", price = 150, quantity = 60, chance = 30, amount = 3 },
{ name = "ammo-shotgun", label = "12 GAUGE SHELLS", rarity = "uncommon", price = 140, quantity = 24, chance = 30, amount = 3 },
},
},
weapons = {
itemCount = 3,
list = {
-- Pistols
{ name = "weapon_pistol", label = "PISTOL", rarity = "common", price = 400, chance = 80 },
{ name = "weapon_combatpistol", label = "COMBAT PISTOL", rarity = "common", price = 500, chance = 70 },
-- SMGs
{ name = "weapon_smg", label = "SMG", rarity = "rare", price = 900, chance = 30 },
{ name = "weapon_microsmg", label = "MICRO SMG", rarity = "uncommon", price = 700, chance = 40 },
-- Shotguns
{ name = "weapon_pumpshotgun", label = "PUMP SHOTGUN", rarity = "uncommon", price = 750, chance = 35 },
-- Rifles
{ name = "weapon_carbinerifle", label = "CARBINE RIFLE", rarity = "rare", price = 1200, chance = 20 },
{ name = "weapon_assaultrifle", label = "ASSAULT RIFLE", rarity = "rare", price = 1100, chance = 22 },
-- Melee
{ name = "weapon_machete", label = "MACHETE", rarity = "uncommon", price = 350, chance = 40 },
},
},
perks = {
itemCount = 2,
list = {
{ name = "thick_skin", label = "-25% DAMAGE TAKEN", rarity = "common", price = 500, chance = 80 },
{ name = "speed_demon", label = "+50% MOVEMENT SPEED", rarity = "uncommon", price = 750, chance = 50 },
{ name = "vampire", label = "+25 HP PER KILL (NO REGEN)", rarity = "rare", price = 1000, chance = 25 },
{ name = "double_damage", label = "+100% DAMAGE (+50% DMG TAKEN)", rarity = "rare", price = 1200, chance = 20 },
},
},
},
]]
-- Difficulty tiers for this map
difficulties = {
easy = {
label = "Easy",
description = "Light cartel presence. Basic guards patrolling the perimeter.",
icon = "fa-face-smile",
-- Difficulty-level requirements
-- Available: level, completedMaps, item (see map-level requirements for examples)
requirements = {
level = 5,
-- completedMaps = { { map = "server_farm", difficulty = "easy" } },
-- item = "easy_access_key",
},
maxRounds = 5,
killPoints = { min = 30, max = 80 },
enemiesPerRound = {
[1] = 8,
[2] = 12,
[3] = 16,
[4] = 20,
[5] = 25,
},
lootPerRound = {
[1] = 3,
[2] = 4,
[3] = 5,
[4] = 6,
[5] = 7,
},
enemies = {
models = {
"g_m_y_mexgoon_01",
"g_m_y_mexgoon_02",
"g_m_y_mexgoon_03",
},
weapons = {
`WEAPON_PISTOL`,
`WEAPON_COMBATPISTOL`,
`WEAPON_MICROSMG`,
},
health = { min = 130, max = 200 },
armor = { min = 10, max = 35 },
accuracy = 28,
combatAbility = 0,
combatRange = 1,
canRagdoll = true,
},
-- Boss fights for this difficulty
bossFights = {
{
round = 4, -- Round when boss spawns
name = "CARTEL ENFORCER", -- Boss name (displayed on health bar)
subtitle = "El Rubio's Muscle", -- Optional subtitle
model = "g_m_m_mexboss_01", -- Ped model
health = 1500, -- Boss health
armor = 100, -- Boss armor
weapon = `WEAPON_ASSAULTRIFLE`, -- Boss weapon
accuracy = 45, -- Shooting accuracy
combatAbility = 2, -- 0=Poor, 1=Average, 2=Professional
combatRange = 2, -- 0=Near, 1=Medium, 2=Far
canRagdoll = false, -- Bosses typically can't be ragdolled
canHeadshot = false, -- Headshots don't insta-kill
killReward = 500, -- Money reward for killing boss
},
{
round = 5,
name = "GUSTAVO",
subtitle = "Cartel Lieutenant",
model = "g_m_m_mexboss_02",
health = 2500,
armor = 150,
weapon = `WEAPON_COMBATMG`,
accuracy = 55,
combatAbility = 2,
combatRange = 2,
canRagdoll = false,
canHeadshot = false,
killReward = 1000,
},
},
},
normal = {
label = "Normal",
description = "Full cartel security. Armed guards with tactical coordination.",
icon = "fa-face-meh",
-- Difficulty-level requirements
-- Available: level, completedMaps, item (see map-level requirements for examples)
requirements = {
level = 8,
completedMaps = {
{ map = "cayo_estate", difficulty = "easy" },
},
-- item = "normal_access_key",
},
maxRounds = 10,
killPoints = { min = 60, max = 160 },
enemiesPerRound = {
[1] = 12,
[2] = 16,
[3] = 20,
[4] = 24,
[5] = 28,
[6] = 32,
[7] = 36,
[8] = 40,
[9] = 45,
[10] = 50,
},
lootPerRound = {
[1] = 4,
[2] = 5,
[3] = 5,
[4] = 6,
[5] = 6,
[6] = 7,
[7] = 7,
[8] = 8,
[9] = 8,
[10] = 9,
},
enemies = {
models = {
"g_m_y_mexgoon_01",
"g_m_y_mexgoon_02",
"g_m_y_mexgoon_03",
"g_m_m_mexboss_01",
"g_m_m_mexboss_02",
},
weapons = {
`WEAPON_COMBATPISTOL`,
`WEAPON_MICROSMG`,
`WEAPON_SMG`,
`WEAPON_ASSAULTRIFLE`,
},
health = { min = 170, max = 280 },
armor = { min = 30, max = 85 },
accuracy = 42,
combatAbility = 1,
combatRange = 2,
canRagdoll = true,
},
-- Boss fights for this difficulty
bossFights = {
{
round = 3,
name = "CARTEL ENFORCER",
subtitle = "El Rubio's Muscle",
model = "g_m_m_mexboss_01",
health = 2000,
armor = 150,
weapon = `WEAPON_ASSAULTRIFLE`,
accuracy = 50,
combatAbility = 2,
combatRange = 2,
canRagdoll = false,
canHeadshot = false,
killReward = 750,
},
{
round = 6,
name = "GUSTAVO",
subtitle = "Cartel Lieutenant",
model = "g_m_m_mexboss_02",
health = 3500,
armor = 200,
weapon = `WEAPON_COMBATMG`,
accuracy = 55,
combatAbility = 2,
combatRange = 2,
canRagdoll = false,
canHeadshot = false,
killReward = 1250,
},
{
round = 10,
name = "EL RUBIO",
subtitle = "The Drug Lord",
model = "csb_mweather", -- Merryweather merc, fitting for island crime boss's personal guard
health = 5000,
armor = 300,
weapon = `WEAPON_SPECIALCARBINE`,
accuracy = 65,
combatAbility = 2,
combatRange = 2,
canRagdoll = false,
canHeadshot = false,
killReward = 2500,
},
},
},
hard = {
label = "Hard",
description = "Elite mercenaries. El Rubio's personal guard with military training.",
icon = "fa-face-angry",
-- Difficulty-level requirements
-- Available: level, completedMaps, item (see map-level requirements for examples)
requirements = {
level = 12,
completedMaps = {
{ map = "cayo_estate", difficulty = "normal" },
},
-- item = "hard_access_key",
},
maxRounds = 15,
killPoints = { min = 85, max = 220 },
enemiesPerRound = {
[1] = 18,
[2] = 22,
[3] = 26,
[4] = 30,
[5] = 34,
[6] = 38,
[7] = 42,
[8] = 46,
[9] = 50,
[10] = 55,
[11] = 60,
[12] = 65,
[13] = 70,
[14] = 75,
[15] = 80,
},
lootPerRound = {
[1] = 5,
[2] = 5,
[3] = 6,
[4] = 6,
[5] = 7,
[6] = 7,
[7] = 8,
[8] = 8,
[9] = 9,
[10] = 9,
[11] = 10,
[12] = 10,
[13] = 11,
[14] = 11,
[15] = 12,
},
enemies = {
models = {
"g_m_m_mexboss_01",
"g_m_m_mexboss_02",
"s_m_y_blackops_01",
"s_m_y_blackops_02",
"u_m_y_juggernaut_01",
},
weapons = {
`WEAPON_SMG`,
`WEAPON_ASSAULTRIFLE`,
`WEAPON_CARBINERIFLE`,
`WEAPON_SPECIALCARBINE`,
},
health = { min = 220, max = 420 },
armor = { min = 60, max = 135 },
accuracy = 58,
combatAbility = 2,
combatRange = 2,
canRagdoll = false,
canHeadshot = false,
},
-- Boss fights for this difficulty
bossFights = {
{
round = 4,
name = "SICARIO",
subtitle = "Cartel Assassin",
model = "g_m_m_chicold_01", -- Cartel member in suit
health = 4000,
armor = 250,
weapon = `WEAPON_SPECIALCARBINE`,
accuracy = 60,
combatAbility = 2,
combatRange = 2,
canRagdoll = false,
canHeadshot = false,
killReward = 1500,
},
{
round = 9,
name = "GENERAL CRUZ",
subtitle = "Mercenary Commander",
model = "s_m_m_armoured_02", -- Armored military look
health = 6000,
armor = 350,
weapon = `WEAPON_COMBATMG`,
accuracy = 65,
combatAbility = 2,
combatRange = 2,
canRagdoll = false,
canHeadshot = false,
killReward = 2500,
},
{
round = 15,
name = "EL DIABLO",
subtitle = "El Rubio's Right Hand",
model = "u_m_y_juggernaut_01", -- Juggernaut for final boss
health = 10000,
armor = 500,
weapon = `WEAPON_MINIGUN`,
accuracy = 70,
combatAbility = 2,
combatRange = 2,
canRagdoll = false,
canHeadshot = false,
killReward = 5000,
},
},
},
nightmare = {
label = "Nightmare",
description = "Full military response. Special forces deployed to eliminate all threats.",
icon = "fa-skull",
-- Difficulty-level requirements
-- Available: level, completedMaps, item (see map-level requirements for examples)
requirements = {
level = 18,
completedMaps = {
{ map = "cayo_estate", difficulty = "hard" },
},
-- item = "nightmare_access_key",
},
maxRounds = 20,
killPoints = { min = 120, max = 350 },
enemiesPerRound = {
[1] = 25,
[2] = 30,
[3] = 35,
[4] = 40,
[5] = 45,
[6] = 50,
[7] = 55,
[8] = 60,
[9] = 65,
[10] = 70,
[11] = 75,
[12] = 80,
[13] = 85,
[14] = 90,
[15] = 95,
[16] = 100,
[17] = 105,
[18] = 110,
[19] = 115,
[20] = 125,
},
lootPerRound = {
[1] = 6,
[2] = 6,
[3] = 7,
[4] = 7,
[5] = 8,
[6] = 8,
[7] = 9,
[8] = 9,
[9] = 10,
[10] = 10,
[11] = 11,
[12] = 11,
[13] = 12,
[14] = 12,
[15] = 13,
[16] = 13,
[17] = 14,
[18] = 14,
[19] = 15,
[20] = 16,
},
enemies = {
models = {
"s_m_y_blackops_01",
"s_m_y_blackops_02",
"s_m_y_blackops_03",
"s_m_y_marine_01",
"s_m_y_marine_02",
"s_m_y_marine_03",
},
weapons = {
`WEAPON_ASSAULTRIFLE`,
`WEAPON_CARBINERIFLE`,
`WEAPON_SPECIALCARBINE`,
`WEAPON_MG`,
`WEAPON_COMBATMG`,
},
health = { min = 320, max = 520 },
armor = { min = 115, max = 220 },
accuracy = 72,
combatAbility = 2,
combatRange = 2,
canRagdoll = false,
canHeadshot = false,
},
-- Boss fights for this difficulty
bossFights = {
{
round = 5,
name = "THE EXECUTIONER",
subtitle = "Cartel Hitman",
model = "g_m_m_chicold_01", -- Cartel assassin in suit
health = 8000,
armor = 400,
weapon = `WEAPON_COMBATMG`,
accuracy = 70,
combatAbility = 2,
combatRange = 2,
canRagdoll = false,
canHeadshot = false,
killReward = 3000,
},
{
round = 12,
name = "COMMANDER SANTOS",
subtitle = "Death Squad Leader",
model = "s_m_m_armoured_02", -- Heavily armored military commander
health = 12000,
armor = 500,
weapon = `WEAPON_MG`,
accuracy = 75,
combatAbility = 2,
combatRange = 2,
canRagdoll = false,
canHeadshot = false,
killReward = 5000,
},
{
round = 20,
name = "LA MUERTE",
subtitle = "The Reaper",
model = "u_m_y_juggernaut_01", -- Ultimate juggernaut boss
health = 20000,
armor = 750,
weapon = `WEAPON_MINIGUN`,
accuracy = 80,
combatAbility = 2,
combatRange = 2,
canRagdoll = false,
canHeadshot = false,
killReward = 10000,
},
},
},
},
}
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