Doomsday Bunker
-- ============================================
-- DOOMSDAY BUNKER MAP
-- ============================================
-- Uses the Doomsday Heist Facility interior
-- Interior ID: 269313
-- Reference: https://github.com/Bob74/bob74_ipl/blob/master/dlc_doomsday/facility.lua
return {
id = "doomsday_bunker",
label = "Doomsday Bunker",
description = "A covert government black site buried deep underground. This sprawling complex houses classified operations, weapons research, and intelligence archives.",
icon = "fa-building-shield",
-- IPLs required for this map (Doomsday Heist Facility)
-- The main facility interior IPL
ipls = {
-- Main facility interior
"xm_x17dlc_int_placement_interior_33_x17dlc_int_02_milo_",
-- Exterior hatches and terrain (for complete facility)
},
-- Interior prop configuration
interior = {
coords = vector3(345.0, 4842.0, -60.0), -- Coords to get interior ID
propSets = {
-- Walls/Shell (required)
-- "set_int_02_shell",
-- Decal style (1-9 available, using style 2)
"set_int_02_decal_01",
-- Lounge furniture
"set_int_02_lounge1",
-- Security room
"set_int_02_security",
-- Sleeping quarters
"set_int_02_sleep",
-- Orbital cannon
"set_int_02_cannon",
-- Clutter/details
"set_int_02_clutter1",
},
propColor = 2, -- Color scheme: 1=utility, 2=expertise, 3=altitude, etc.
},
-- Doors to freeze (prevent opening)
doors = {
{ coords = vector4(336.51, 4832.96, -60.00, 125.00), model = 1877137660, radius = 1.0 },
{ coords = vector4(335.10, 4834.98, -60.00, 305.00), model = 1877137660, radius = 1.0 }, -- Double sliding door
},
-- Map intro text configuration
intro = {
enabled = true,
title = "BREACH THE\nDOOMSDAY BUNKER",
subtitle = nil,
description = "A CLASSIFIED BLACK SITE HOUSING GOVERNMENT SECRETS. SURVIVE THE WAVES, COLLECT VALUABLE LOOT, AND FIGHT YOUR WAY OUT.",
tagline = "SOME SECRETS ARE BURIED FOR A REASON.",
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 = "bunker_access_key",
},
-- Entry location (near facility hatch in the world)
entryLocation = {
coords = vector4(-263.65, 4729.01, 138.67, 129.29),
blip = {
sprite = 590,
color = 1,
scale = 0.8,
label = "Facility Entry",
},
radius = 2.0,
},
-- Leave location (where players are teleported when game ends)
leaveLocation = vec4(-262.79, 4729.86, 138.35, 318.08),
-- End loot crate location (where players collect rewards after game ends)
endLootLocation = {
coords = vector4(-259.40, 4729.72, 135.78, 230.79),
model = 'v_ind_cfcrate3',
},
-- Spawn point inside the facility
spawnPoint = vector4(336.50, 4834.40, -59.00, 305.23),
-- Zone boundary points (for lib.zones poly zone)
-- Players will be warned/teleported back if they leave this area
zonePoints = {
vec3(325.24, 4883.49, -63.60),
vec3(338.60, 4868.65, -63.55),
vec3(344.17, 4876.63, -61.00),
vec3(349.08, 4878.40, -61.56),
vec3(354.94, 4876.28, -61.59),
vec3(357.58, 4869.94, -61.40),
vec3(353.26, 4863.48, -60.40),
vec3(352.20, 4859.13, -63.56),
vec3(368.67, 4852.35, -63.54),
vec3(385.85, 4849.12, -63.60),
vec3(416.28, 4848.87, -63.60),
vec3(474.06, 4850.33, -54.99),
vec3(491.72, 4848.63, -54.98),
vec3(502.03, 4840.99, -54.99),
vec3(507.21, 4832.55, -54.99),
vec3(517.48, 4794.73, -54.99),
vec3(517.96, 4781.63, -54.99),
vec3(512.82, 4769.87, -54.99),
vec3(503.03, 4761.38, -54.99),
vec3(490.09, 4757.95, -54.99),
vec3(477.40, 4760.42, -54.99),
vec3(465.07, 4770.51, -54.99),
vec3(460.84, 4779.53, -54.94),
vec3(423.68, 4808.39, -60.00),
vec3(413.12, 4808.36, -60.00),
vec3(377.01, 4825.94, -60.00),
vec3(374.73, 4819.11, -59.99),
vec3(362.88, 4819.55, -59.17),
vec3(342.50, 4828.78, -60.00),
vec3(339.25, 4830.25, -60.00),
vec3(333.23, 4838.23, -60.00),
vec3(330.26, 4839.14, -60.00),
vec3(328.67, 4840.22, -60.00),
vec3(327.85, 4841.82, -60.00),
vec3(328.44, 4844.28, -60.00),
vec3(329.99, 4845.32, -60.00),
vec3(332.13, 4845.40, -60.00),
vec3(313.74, 4875.31, -63.60),
},
zoneThickness = 20.0, -- Height of the zone (above/below center point)
-- Terminal configuration (shop access point)
terminal = {
coords = vector3(344.58, 4845.64, -59.54),
object = {
model = 'prop_laptop_01a',
heading = 300.98,
},
},
-- Deposit crate configuration
depositCrate = {
model = 'tr_prop_tr_mil_crate_02',
coords = vector3(346.44, 4842.69, -60.00),
heading = 305.20,
},
-- 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(349.24, 4842.04, -60.0),
heading = 63.58,
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 (throughout facility)
lootSpawns = {
vector4(352.38, 4874.87, -61.79, 327.88),
vector4(335.53, 4850.66, -60.00, 61.96),
vector4(350.89, 4841.37, -60.00, 62.05),
vector4(353.01, 4852.72, -63.60, 328.04),
vector4(335.70, 4866.86, -63.60, 36.09),
vector4(376.55, 4837.94, -63.60, 248.30),
vector4(405.67, 4845.34, -63.60, 305.85),
vector4(367.55, 4821.94, -59.99, 127.62),
vector4(406.40, 4830.74, -60.00, 111.90),
vector4(418.46, 4812.79, -59.20, 280.08),
vector4(423.60, 4826.31, -60.00, 243.08),
vector4(469.80, 4831.34, -59.99, 310.51),
vector4(451.70, 4822.68, -60.00, 279.12),
vector4(483.60, 4809.38, -59.38, 220.41),
vector4(486.27, 4780.51, -59.39, 189.64),
vector4(482.68, 4767.93, -59.99, 161.12),
vector4(508.14, 4775.22, -54.99, 182.25),
vector4(415.10, 4844.18, -60.00, 273.77),
},
-- 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 = "minDistance",
minSpawnDistance = 20.0,
},
-- Enemy spawn locations (throughout facility)
enemySpawns = {
vector4(362.13, 4832.06, -60.00, 251.87),
vector4(372.42, 4829.66, -60.00, 259.35),
vector4(372.42, 4829.66, -60.00, 259.35),
vector4(400.88, 4822.19, -60.00, 259.49),
vector4(413.22, 4828.95, -60.00, 313.28),
vector4(429.30, 4825.29, -60.00, 322.34),
vector4(440.84, 4821.04, -60.00, 278.19),
vector4(460.66, 4825.86, -60.00, 358.53),
vector4(469.16, 4827.89, -59.99, 337.79),
vector4(476.77, 4824.31, -59.38, 312.59),
vector4(491.37, 4812.95, -59.39, 209.97),
vector4(491.19, 4790.10, -59.39, 175.31),
vector4(478.27, 4776.16, -59.99, 190.75),
vector4(464.55, 4802.06, -54.99, 50.10),
vector4(475.03, 4842.99, -54.99, 307.36),
vector4(504.30, 4809.51, -54.99, 198.12),
vector4(407.28, 4843.68, -63.60, 301.21),
vector4(386.01, 4844.26, -60.00, 90.09),
vector4(375.17, 4838.00, -63.60, 116.56),
vector4(360.97, 4842.98, -60.00, 117.08),
vector4(351.28, 4854.25, -60.00, 64.98),
vector4(352.40, 4848.34, -63.60, 146.07),
vector4(366.56, 4851.95, -63.60, 297.10),
vector4(339.88, 4856.13, -60.00, 130.45),
vector4(328.50, 4871.88, -60.00, 45.91),
vector4(334.63, 4859.50, -63.60, 206.97),
vector4(324.72, 4868.25, -63.60, 122.25),
},
-- Rounds where players can choose to end the game early
canEndGameOnRounds = {3, 5, 7, 10, 15},
-- ============================================
-- 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
difficulties = {
easy = {
label = "Easy",
description = "Skeleton crew. Basic security guards on routine patrol.",
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 },
bossFights = {
{
round = 3,
name = "FACILITY WARDEN",
subtitle = "HEAD OF SECURITY",
model = "s_m_m_highsec_01",
health = 800,
armor = 100,
weapon = `WEAPON_COMBATPISTOL`,
accuracy = 45,
combatAbility = 1,
combatRange = 2,
canRagdoll = false,
canHeadshot = false,
killReward = 500,
},
{
round = 5,
name = "AGENT MASON",
subtitle = "CLASSIFIED OPERATIVE",
model = "s_m_m_ciasec_01", -- CIA security for government facility
health = 1200,
armor = 150,
weapon = `WEAPON_SMG`,
accuracy = 55,
combatAbility = 2,
combatRange = 2,
canRagdoll = false,
canHeadshot = false,
killReward = 750,
},
},
enemiesPerRound = {
[1] = 8,
[2] = 12,
[3] = 16,
[4] = 20,
[5] = 24,
},
lootPerRound = {
[1] = 3,
[2] = 4,
[3] = 5,
[4] = 6,
[5] = 7,
},
enemies = {
models = {
"s_m_m_security_01",
"s_m_y_blackops_01",
},
weapons = {
`WEAPON_PISTOL`,
`WEAPON_COMBATPISTOL`,
`WEAPON_MICROSMG`,
},
health = { min = 130, max = 190 },
armor = { min = 15, max = 40 },
accuracy = 30,
combatAbility = 1,
combatRange = 1,
canRagdoll = true,
},
},
normal = {
label = "Normal",
description = "Standard facility security. Armed operatives protecting classified assets.",
icon = "fa-face-meh",
-- Difficulty-level requirements
-- Available: level, completedMaps, item (see map-level requirements for format)
requirements = {
level = 8,
completedMaps = {
{ map = "doomsday_bunker", difficulty = "easy" },
},
-- item = "normal_access_key",
},
maxRounds = 10,
killPoints = { min = 60, max = 175 },
bossFights = {
{
round = 3,
name = "FACILITY WARDEN",
subtitle = "HEAD OF SECURITY",
model = "s_m_m_highsec_01",
health = 1000,
armor = 150,
weapon = `WEAPON_SMG`,
accuracy = 50,
combatAbility = 1,
combatRange = 2,
canRagdoll = false,
canHeadshot = false,
killReward = 600,
},
{
round = 6,
name = "DIRECTOR SHARP",
subtitle = "FACILITY ADMINISTRATOR",
model = "s_m_m_fibsec_01", -- FIB security for government facility
health = 1500,
armor = 200,
weapon = `WEAPON_CARBINERIFLE`,
accuracy = 60,
combatAbility = 2,
combatRange = 2,
canRagdoll = false,
canHeadshot = false,
killReward = 900,
},
{
round = 10,
name = "CODENAME: PHOENIX",
subtitle = "BLACK OPS COMMANDER",
model = "s_m_y_blackops_03",
health = 2200,
armor = 300,
weapon = `WEAPON_SPECIALCARBINE`,
accuracy = 70,
combatAbility = 2,
combatRange = 2,
canRagdoll = false,
canHeadshot = false,
killReward = 1500,
},
},
enemiesPerRound = {
[1] = 12,
[2] = 16,
[3] = 20,
[4] = 24,
[5] = 28,
[6] = 32,
[7] = 36,
[8] = 40,
[9] = 44,
[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 = {
"s_m_y_blackops_01",
"s_m_y_blackops_02",
"s_m_m_highsec_01",
},
weapons = {
`WEAPON_COMBATPISTOL`,
`WEAPON_MICROSMG`,
`WEAPON_SMG`,
`WEAPON_CARBINERIFLE`,
},
health = { min = 170, max = 280 },
armor = { min = 35, max = 85 },
accuracy = 45,
combatAbility = 1,
combatRange = 2,
canRagdoll = true,
},
},
hard = {
label = "Hard",
description = "Elite response team. Black ops operatives with advanced tactical training.",
icon = "fa-face-angry",
-- Difficulty-level requirements
-- Available: level, completedMaps, item (see map-level requirements for format)
requirements = {
level = 12,
completedMaps = {
{ map = "doomsday_bunker", difficulty = "normal" },
},
-- item = "hard_access_key",
},
maxRounds = 15,
killPoints = { min = 90, max = 225 },
bossFights = {
{
round = 4,
name = "THE INTERROGATOR",
subtitle = "ENHANCED OPERATIVE",
model = "s_m_y_blackops_01",
health = 1800,
armor = 250,
weapon = `WEAPON_CARBINERIFLE`,
accuracy = 65,
combatAbility = 2,
combatRange = 2,
canRagdoll = false,
canHeadshot = false,
killReward = 1000,
},
{
round = 9,
name = "GENERAL KRAUSS",
subtitle = "FACILITY OVERSEER",
model = "s_m_m_fibsec_01", -- FIB security, distinct from earlier bosses
health = 2800,
armor = 400,
weapon = `WEAPON_ADVANCEDRIFLE`,
accuracy = 75,
combatAbility = 2,
combatRange = 2,
canRagdoll = false,
canHeadshot = false,
killReward = 1500,
},
{
round = 15,
name = "PROJECT: TITAN",
subtitle = "EXPERIMENTAL SUPER-SOLDIER",
model = "u_m_y_juggernaut_01",
health = 4500,
armor = 600,
weapon = `WEAPON_MG`,
accuracy = 80,
combatAbility = 2,
combatRange = 2,
canRagdoll = false,
canHeadshot = false,
killReward = 3000,
},
},
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 = {
"s_m_y_blackops_01",
"s_m_y_blackops_02",
"s_m_y_blackops_03",
"s_m_m_ciasec_01",
},
weapons = {
`WEAPON_SMG`,
`WEAPON_ASSAULTRIFLE`,
`WEAPON_CARBINERIFLE`,
`WEAPON_SPECIALCARBINE`,
},
health = { min = 220, max = 400 },
armor = { min = 60, max = 130 },
accuracy = 60,
combatAbility = 2,
combatRange = 2,
canRagdoll = false,
canHeadshot = false,
},
},
nightmare = {
label = "Nightmare",
description = "Lockdown protocol activated. The facility's deadliest assets are now hunting you.",
icon = "fa-skull",
-- Difficulty-level requirements
-- Available: level, completedMaps, item (see map-level requirements for format)
requirements = {
level = 20,
completedMaps = {
{ map = "doomsday_bunker", difficulty = "hard" },
},
-- item = "nightmare_access_key",
},
maxRounds = 20,
killPoints = { min = 125, max = 350 },
bossFights = {
{
round = 5,
name = "AGENT ZERO",
subtitle = "GHOST PROTOCOL OPERATIVE",
model = "s_m_y_blackops_03",
health = 2500,
armor = 400,
weapon = `WEAPON_SPECIALCARBINE`,
accuracy = 75,
combatAbility = 2,
combatRange = 2,
canRagdoll = false,
canHeadshot = false,
killReward = 1500,
},
{
round = 12,
name = "THE ARCHITECT",
subtitle = "DOOMSDAY PROTOCOL DESIGNER",
model = "ig_avon", -- Avon Hertz for the mastermind character
health = 4000,
armor = 600,
weapon = `WEAPON_COMBATMG`,
accuracy = 85,
combatAbility = 2,
combatRange = 2,
canRagdoll = false,
canHeadshot = false,
killReward = 2500,
},
{
round = 20,
name = "OMEGA PRIME",
subtitle = "THE FINAL CONTINGENCY",
model = "u_m_y_juggernaut_01",
health = 8000,
armor = 1000,
weapon = `WEAPON_MINIGUN`,
accuracy = 90,
combatAbility = 2,
combatRange = 2,
canRagdoll = false,
canHeadshot = false,
killReward = 5000,
},
},
enemiesPerRound = {
[1] = 24,
[2] = 28,
[3] = 32,
[4] = 36,
[5] = 40,
[6] = 44,
[7] = 48,
[8] = 52,
[9] = 58,
[10] = 64,
[11] = 70,
[12] = 76,
[13] = 82,
[14] = 88,
[15] = 94,
[16] = 100,
[17] = 106,
[18] = 112,
[19] = 120,
[20] = 130,
},
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_m_ciasec_01",
"s_m_m_fibsec_01",
"u_m_y_juggernaut_01",
},
weapons = {
`WEAPON_CARBINERIFLE`,
`WEAPON_SPECIALCARBINE`,
`WEAPON_ADVANCEDRIFLE`,
`WEAPON_MG`,
`WEAPON_COMBATMG`,
},
health = { min = 320, max = 550 },
armor = { min = 110, max = 220 },
accuracy = 75,
combatAbility = 2,
combatRange = 2,
canRagdoll = false,
canHeadshot = false,
},
},
},
}
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