Full Config Reference
The complete default configs/shared/pressure.lua for Dead Drop. Use this as a reference or starting point for your own configuration.
TIP
This is the full unedited config file. For a detailed explanation of each option, see the Configuration page.
lua
return {
-- Police response, fired once when a container is first breached.
Police = {
Enabled = true,
MinCops = 0, -- 0 = always alert (counting cops is your dispatch's concern)
-- The server fires this event with { coords = vec3, title = string } - bridge it to your
-- dispatch (ps-dispatch, cd_dispatch, ...); false = skip. A map blip broadcasts regardless.
DispatchEvent = 'sd-deaddrop:police:alert',
Title = 'Containers being breached',
Blip = { sprite = 161, color = 1, scale = 1.1, time = 300 },
},
-- Rival recovery crew, spawned the moment the FIRST container is breached: Merryweather coming
-- back for its cargo. Each ped rolls a weighted archetype, then health/armor inside that
-- archetype's ranges, spawns scattered around the breached container, and rushes it, engaging
-- on arrival or when fired upon.
Rivals = {
Enabled = false, -- false = no rival peds spawned on the drop
Min = 4, -- fewest rivals a drop can spawn
Max = 6, -- most rivals a drop can spawn (random Min..Max, no player scaling)
Radius = 120.0, -- spawn scatter around the breached container, metres (keep this ABOVE MinPlayerDistance or no spot can ever qualify)
MinPlayerDistance = 100.0, -- never spawn within this of ANY player (a crowded drop falls back to the farthest sampled point)
-- Looting: dead rivals can be searched (ox_target) for a small randomized reward. Only
-- this switch is client-side; the reward pool + roll counts live in server-only
-- configs/server/pressure.lua, and the backend re-checks death/proximity/first-come.
Loot = {
Enabled = true,
},
-- weight = relative spawn chance (integer); accuracy = 0-100; combatAbility = 0 poor /
-- 1 average / 2 professional; combatRange = 0 near / 1 medium / 2 far; criticalHits =
-- false: no critical-hit damage, so the ped can't be one-shot headshotted (headshots still
-- land as normal damage) - omit or true = vanilla headshot kills; canRagdoll = false: the
-- ped never ragdolls from shots/impacts (stays on his feet and keeps fighting) - omit or
-- true = vanilla stagger/ragdoll.
Archetypes = {
{
name = 'grunt',
weight = 6,
model = 's_m_y_blackops_02',
weapon = 'WEAPON_SMG',
health = { min = 120, max = 160 },
armor = { min = 0, max = 25 },
accuracy = 35,
combatAbility = 1,
combatRange = 1,
criticalHits = false, -- no one-shot headshots
canRagdoll = true,
},
{
name = 'enforcer',
weight = 3,
model = 's_m_y_blackops_01',
weapon = 'WEAPON_CARBINERIFLE',
health = { min = 160, max = 200 },
armor = { min = 25, max = 50 },
accuracy = 45,
combatAbility = 1,
combatRange = 1,
criticalHits = false, -- no one-shot headshots
canRagdoll = true,
},
{
name = 'lieutenant',
weight = 1,
model = 's_m_y_blackops_03',
weapon = 'WEAPON_PUMPSHOTGUN',
health = { min = 200, max = 240 },
armor = { min = 50, max = 100 },
accuracy = 55,
combatAbility = 2,
combatRange = 2,
criticalHits = false, -- the hard target: no one-shot headshots
canRagdoll = true,
},
},
},
}