acstrip.lua
The complete default acstrip.lua for Petty Crimes (sd-pettycrime). Use this as a reference or a 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 {
Enable = true, -- Master on/off switch for this crime. false = fully disabled (no targets, no events).
-- Skill-check minigame run after the strip. Enable = false to skip it. Swap
-- `lockpick` for any other minigame.* (see client/minigame.lua) or your own
-- function returning true/false.
Minigame = {
Enable = true,
Start = function()
return Minigames.lockpick({
nodeCount = 5, -- target nodes around the ring
hitWindowDeg = 32, -- angular tolerance per node (deg)
rotationSpeedDegSec = 150, -- orb orbit speed (deg/sec)
speedUpMultiplier = 1.12, -- speed-up applied after each node opens
timeLimitSec = 0, -- seconds before caught; 0 = no limit
}).success
end,
},
Cooldown = 25, -- Per-unit cooldown in minutes (keyed by world coords).
Items = { 'powersaw', 'anglegrinder', 'bolt_cutter', 'WEAPON_HATCHET' }, -- Cutting tools (any one is enough).
-- Tool wear for this crime (how it works + the master switches live in
-- config.lua under ToolWear). The tool that wears is the one the player
-- actually used (their lowest-durability matching tool from Items above), and
-- it only happens on a successful AC strip. WEAPON_* tools in Items only wear
-- while ToolWear.IncludeWeapons is on.
--
-- ToolDrain is the DEFAULT method (durability): the used tool loses this many
-- points each success and breaks once it hits 0. Active while
-- ToolWear.Durability.Enable is on (the default).
ToolDrain = 8,
-- ToolBreakChance is the OPTIONAL alternative (random break): a flat % chance
-- to break the used tool outright on a success, independent of durability.
-- Active only while ToolWear.BreakChance.Enable is on (off by default).
ToolBreakChance = 10,
ShowTargetWithoutItem = false, -- Show the target even without a required tool (false = only show when you have one). The action still requires the tool.
StripTime = 18, -- Seconds to strip a unit (progress bar duration).
BaseXP = 22,
GiveXPForItems = true,
Logging = true,
-- All HVAC / AC unit prop hashes scattered around the GTA V map. ox_target's
-- `addModel` attaches our strip option to every existing world prop matching
-- one of these — no spawning needed, the props are already part of the map.
-- Players have to find them: rooftops, alley walls, the back of stores.
--
-- Two size groups:
-- l_* — large floor-mount commercial condensers (rooftops, parking lots)
-- m_* — medium wall-mount residential condensers (alleys, side walls)
--
-- The reward tables don't differentiate by size right now; you can split
-- them in the admin panel if you want larger units to drop more copper.
Models = {
'prop_aircon_l_01',
'prop_aircon_l_02',
'prop_aircon_l_03',
'prop_aircon_l_03_dam',
'prop_aircon_l_04',
'prop_aircon_m_01',
'prop_aircon_m_02',
'prop_aircon_m_03',
'prop_aircon_m_04',
'prop_aircon_m_05',
'prop_aircon_m_06',
},
PoliceAlert = {
Enable = true,
Chance = 30,
Send = function()
-- Police alerts route through this resource's dispatch bridge at
-- bridge/client/alert.lua, which auto-detects your dispatch system.
-- You can freely change this Send function to whatever you want.
Alert.send({
displayCode = '10-21R',
title = 'Rooftop Theft',
message = 'Rooftop AC unit theft reported',
description = 'Rooftop AC unit theft reported',
blipText = '911 - Rooftop Theft',
sprite = 380,
colour = 1,
scale = 1.1,
})
end,
},
-- Loot table per player level. Heavy on copper/aluminum/scrap since that's
-- the real-world appeal of stripping HVAC units. Modelled on the example
-- reward shape: most rolls return 2-3 different scrap items per success.
-- Per-level loot count now lives in each Rewards level bucket below (lootCount).
-- Any reward row below can take `guaranteed = true` to always be granted
-- (its `chance` is ignored); it fills one lootCount slot while the rest roll
-- normally. Supported in every reward table routed through server/rewards.lua.
Rewards = {
[1] = {
lootCount = { min = 2, max = 3 },
items = {
{ item = 'metalscrap', chance = 50, min = 2, max = 4, xp = 1 },
{ item = 'plastic', chance = 35, min = 1, max = 3, xp = 1 },
{ item = 'copper', chance = 35, min = 1, max = 3, xp = 2 },
{ item = 'aluminum', chance = 25, min = 1, max = 2, xp = 3 },
{ item = 'rubber', chance = 25, min = 1, max = 2, xp = 1 },
{ item = 'iron', chance = 25, min = 1, max = 2, xp = 2 },
{ item = 'glass', chance = 20, min = 1, max = 2, xp = 1 },
},
},
[2] = {
lootCount = { min = 2, max = 3 },
items = {
{ item = 'metalscrap', chance = 45, min = 3, max = 5, xp = 1 },
{ item = 'copper', chance = 35, min = 2, max = 4, xp = 2 },
{ item = 'aluminum', chance = 30, min = 2, max = 3, xp = 3 },
{ item = 'plastic', chance = 30, min = 1, max = 4, xp = 1 },
{ item = 'iron', chance = 25, min = 1, max = 3, xp = 2 },
{ item = 'steel', chance = 18, min = 1, max = 2, xp = 5 },
{ item = 'rubber', chance = 22, min = 1, max = 2, xp = 1 },
{ item = 'glass', chance = 20, min = 1, max = 2, xp = 1 },
},
},
[3] = {
lootCount = { min = 2, max = 3 },
items = {
{ item = 'copper', chance = 40, min = 3, max = 6, xp = 2 },
{ item = 'metalscrap', chance = 35, min = 4, max = 6, xp = 1 },
{ item = 'aluminum', chance = 30, min = 2, max = 4, xp = 3 },
{ item = 'steel', chance = 22, min = 2, max = 3, xp = 5 },
{ item = 'iron', chance = 22, min = 2, max = 3, xp = 2 },
{ item = 'plastic', chance = 25, min = 1, max = 4, xp = 1 },
{ item = 'rubber', chance = 20, min = 1, max = 2, xp = 1 },
{ item = 'glass', chance = 18, min = 1, max = 2, xp = 1 },
{ item = 'platinum_chunk', chance = 8, min = 1, max = 1, xp = 20 },
},
},
},
}