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Configure Raid System

Edit encounter configurations, inventory rewards, guard layouts, fees, and helper timings.

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Configuration files in version 1.2.0

Edit the four return-table files under configs/: config_materials.lua, config_drug.lua, config_weapon.lua, and config_heist.lua. Make focused changes and retain the rest of each configuration.

The client finds configurations through the manifest's files list; the server uses an explicit list in server/main.lua. Adding a filename to the manifest alone does not load it on the server. This version has no shared/settings.lua or enable/disable list. Custom loaders require an editable implementation; contact support if your edition protects those files.

Fees, cooldowns, and rewards

  • raidId is the unique identifier used to join the configuration and active operation. Keep it consistent and unique.
  • raidName is the displayed encounter name; startCost is the entry fee deducted from the initiating character's bank.
  • cooldown is in minutes. In version 1.2.0 it starts when a raid starts and is held in memory.
  • loot entries use name, chance, lowAmount, and highAmount. Set valid inventory names and integer amounts with lowAmount no greater than highAmount.
  • objective.item selects the item awarded when the objective is found. The delivered configurations use one walker_manifest; changing requiredAmount does not implement a multi-item collection mission.
Materials configuration excerpt
raidId = "materialsRaid",
raidName = "Materials Raid",
startCost = 75000,
cooldown = 120,

loot = {
    { name = "rubber", chance = 50, lowAmount = 55, highAmount = 150 },
    { name = "metalscrap", chance = 50, lowAmount = 55, highAmount = 150 },
},

This excerpt illustrates the shipped fields and values; merge your changes into the existing table. Confirm these item names exist in your inventory, and balance the fees and payout for your economy. Each reward is rolled independently, so a completed raid can report no loot received.

Contacts, guards, and helper blips

  • startingPed and endingPed each contain a ped model and coords = vector4(x, y, z, heading).
  • radiusLocation is the encounter centre. radiusSize defines the area used by the server's zone check; guard spawning begins as the initiating player approaches the area.
  • Each guards entry supplies a model, weapon, armor, accuracy, and spawnPoint. Optional health defaults to 100 in this version.
  • guardHelper and lootHelper enable delayed blips. Their corresponding Time values are minutes, not seconds.
Materials helper settings
guardHelper = true,
guardHelperTime = 3,
lootHelper = true,
lootHelperTime = 3,

Use valid ped and weapon identifiers, preserve intended rooftop/interior heights, and check navigation in game. The packaged script does not supply collision or pathfinding assets for custom maps.

Map access and integrations

Weapon Raid uses Cayo Perico locations. Your server must load the island and provide a route for players to reach both contacts and the encounter. Raids supplies no island loader, bridge, teleport, or transport system. Validate the Materials, Drug, and Heist locations against your own map stack too.

Version 1.2.0 contains no optional luck, job-board, or external logging adapter. Its internal network events are part of the implementation, not a public payout API. Keep reward and mission integrations tied to the documented interfaces supplied with your installed release.